Competitive Information for Espeon [Sun/Moon]

Competitive Pokemon Sun/Moon Movesets and Strategies for Espeon espeon
Base Stats for Espeon

Psychic

Abilities:
SynchronizeSynchronize: If another Pokemon burns/poisons/paralyzes this Pokemon, it also gets that status.
,
Magic BounceMagic Bounce: This Pokemon blocks certain status moves and bounces them back to the user.

Weakness Chart for Psychic-type:
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
2x
2x
  
  
  
0.5x
  
  
2x
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
  
  
  
  
0.5x
  
  
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for EspeonVisit Serebii's Pokedex for location, breeding, and other game details about EspeonVisit Bulbapedia for more information about EspeonVisit Pikalytics for competitive usage stats on Espeon

Movesets for Singles


What is a good competitive moveset for Espeon? These builds have been optimized for Pokemon competing in Sun/Moon Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Sun/Moon generation metagame.


Common team mates for Espeon in Pokemon Sun/Moon:

GliscorGarchompSerperiorVolcaronaScizorCloysterCharizard-Mega-YBeedrill-MegaMetagrossShuckleMeowsticArcanine


Espeon is a sensational Psychic-typed Pokemon. It's pretty regular to find yourself dealing with Espeon when battling in the 7th generation meta. Espeon is weak to Bug, Dark, and Ghost-typed attacks.


Species: Espeon
Item: Choice Specs / Leftovers
Ability: Magic Bounce
Nature: Timid (+Spe, -Atk)
EVs: 252 SpA / 4 SpD / 252 Spe
Moveset:
- Psychic / Calm Mind
- Dazzling Gleam
- Shadow Ball
- Morning Sun / Yawn

Special Sweeper Espeon (Analytic)

Espeon is a remarkable Special Sweeper. This moveset is designed to take down the opponent's team with high-damaging special attacks. Leftovers are always a great recovery option to ensure Espeon last longer regaining it's it's HP every turn. Choice Specs will increase the damage of Espeon's special moves by 1.5x but will lock you into the first move you pick. With Magic Bounce, Espeon blocks certain status moves and bounces them back to the user.

Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Calm Mind is a status move (raises your Espeon's special attack and special defense by 1 stage).
Dazzling Gleam is a special 80-base power Fairy-type move (no additional effect. hits adjacent foes).
Shadow Ball is a special 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).
Morning Sun is a status move (heals your Espeon by a weather-dependent amount).
Yawn is a status move (puts the target to sleep after 1 turn).




Species: Espeon
Item: Psychium Z / Life Orb
Ability: Magic Bounce
Nature: Modest (+SpA, -Atk)
Nature: Timid (+Spe, -Atk)
EVs: 4 Def / 252 SpA / 252 Spe
Moveset:
- Synchronoise / Psychic
- Hyper Voice
- Dazzling Gleam
- Shadow Ball

Special Sweeper Espeon (Magic Bounce)

Espeon is a pretty decent Special Sweeper. This moveset attempts to take down the opponent's team with high-damaging special attacks. Focus Sash helps protect Espeon from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Espeon's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Magic Bounce, Espeon blocks certain status moves and bounces them back to the user.

Synchronoise is a special STAB-boosted 120-base power Psychic-type move (hits adjacent pokemon sharing your Espeon's type).
Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Hyper Voice is a special 90-base power Normal-type move (no additional effect. hits adjacent foes).
Dazzling Gleam is a special 80-base power Fairy-type move (no additional effect. hits adjacent foes).
Shadow Ball is a special 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).




Species: Espeon
Item: Leftovers
Ability: Magic Bounce
Nature: Bold (+Def, -Atk)
EVs: 252 Hp / 148 Def / 108 SpD
Moveset:
- Trick Room
- Baton Pass
- Heal Bell
- Curse

Espeon Double Wall (Cursepass + Tr Setter)

Espeon is a stupendous Double Wall. This moveset is designed to have enough defenses and bulk to take both physical and special hits. Leftovers are always a great recovery option to ensure Espeon last longer regaining it's it's life every turn. With Magic Bounce, Espeon blocks certain status moves and bounces them back to the user.

Trick Room is a status move (goes last. for 5 turns, turn order is reversed).
Baton Pass is a status move (Espeon switches, passing stat changes and more).
Heal Bell is a status move (cures your Espeon's party of all status conditions).
Curse is a status move (curses if ghost, else -1 spe, +1 atk, +1 def).

Note: This moveset is considered Taunt bait! It is highly recommended you typically have atleast one move that does actual damage!



Movesets for Doubles


What is a good doubles moveset for Espeon? These builds have been optimized for Sun/Moon Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Sun/Moon generation metagame.


Common team mates for Espeon in Pokemon Sun/Moon:

GliscorGarchompSerperiorVolcaronaScizorCloysterCharizard-Mega-YBeedrill-MegaMetagrossShuckleMeowsticArcanine


Species: Espeon
Item: Psychium Z / Life Orb
Ability: Magic Bounce
Nature: Modest (+SpA, -Atk)
Nature: Timid (+Spe, -Atk)
EVs: 4 Def / 252 SpA / 252 Spe
Moveset:
- Synchronoise / Psychic
- Hyper Voice
- Dazzling Gleam
- Shadow Ball

Doubles Special Sweeper Espeon (Magic Bounce)

Espeon is a decent Special Sweeper. It's primary goal is to take down the opponent's team with high-damaging special attacks. Focus Sash helps protect Espeon from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Espeon's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Magic Bounce, Espeon blocks certain status moves and bounces them back to the user.

Synchronoise is a special STAB-boosted 120-base power Psychic-type move (hits adjacent pokemon sharing your Espeon's type).
Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Hyper Voice is a special 90-base power Normal-type move (no additional effect. hits adjacent foes).
Dazzling Gleam is a special 80-base power Fairy-type move (no additional effect. hits adjacent foes).
Shadow Ball is a special 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).



Movepool


Wondering what moves can Espeon learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Confusion
50
100%
25
10% chance to confuse the target.
Dazzling Gleam
80
100%
10
No additional effect. Hits adjacent foes.
Dream Eater
100
100%
15
User gains 1/2 HP inflicted. Sleeping target only.
Echoed Voice
40
100%
15
Power increases when used on consecutive turns.
Future Sight
120
100%
10
Hits two turns after being used.
Grass Knot
--
100%
20
More power the heavier the target.
Hyper Beam
150
90%
5
User cannot move next turn.
Hyper Voice
90
100%
10
No additional effect. Hits adjacent foes.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Psybeam
65
100%
20
10% chance to confuse the target.
Psychic
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Psyshock
80
100%
10
Damages target based on Defense, not Sp. Def.
Round
60
100%
15
Power doubles if others used Round this turn.
Shadow Ball
80
100%
15
20% chance to lower the target's Sp. Def by 1.
Signal Beam
75
100%
15
10% chance to confuse the target.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Stored Power
20
100%
10
+ 20 power for each of the user's stat boosts.
Swift
60
--
20
This move does not check accuracy. Hits foes.
Synchronoise
120
100%
10
Hits adjacent Pokemon sharing the user's type.
Trump Card
--
--
5
More power the fewer PP this move has left.
Zap Cannon
120
50%
5
100% chance to paralyze the target.
Bide
--
--
10
Waits 2 turns; deals double the damage taken.
Bite
60
100%
25
30% chance to flinch the target.
Body Slam
85
100%
15
30% chance to paralyze the target.
Covet
60
100%
25
If the user has no item, it steals the target's.
Cut
50
95%
30
No additional effect.
Dig
80
100%
10
Digs underground turn 1, strikes turn 2.
Double-Edge
120
100%
15
Has 33% recoil.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Flail
--
100%
15
More power the less HP the user has left.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Giga Impact
150
90%
5
User cannot move next turn.
Headbutt
70
100%
15
30% chance to flinch the target.
Iron Tail
100
75%
15
30% chance to lower the target's Defense by 1.
Last Resort
140
100%
5
Fails unless each known move has been used.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Quick Attack
40
100%
30
Usually goes first.
Rage
20
100%
20
Raises the user's Attack by 1 if hit during use.
Retaliate
70
100%
5
Power doubles if an ally fainted last turn.
Return
--
100%
20
Max 102 power at maximum Happiness.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Skull Bash
130
100%
10
Raises user's Defense by 1 on turn 1. Hits turn 2.
Tackle
40
100%
35
No additional effect.
Take Down
90
85%
20
Has 1/4 recoil.
Zen Headbutt
80
90%
15
20% chance to flinch the target.
Ally Switch
--
--
15
The user swaps positions with its ally.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Baby-Doll Eyes
--
100%
30
Lowers the target's Attack by 1.
Baton Pass
--
--
40
User switches, passing stat changes and more.
Calm Mind
--
--
20
Raises the user's Sp. Atk and Sp. Def by 1.
Captivate
--
100%
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Celebrate
--
--
40
No competitive use.
Charm
--
100%
20
Lowers the target's Attack by 2.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Curse
--
--
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Detect
--
--
5
Prevents moves from affecting the user this turn.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Fake Tears
--
100%
20
Lowers the target's Sp. Def by 2.
Flash
--
100%
20
Lowers the target's accuracy by 1.
Focus Energy
--
--
30
Raises the user's critical hit ratio by 2.
Growl
--
100%
40
Lowers the foe(s) Attack by 1.
Heal Bell
--
--
5
Cures the user's party of all status conditions.
Helping Hand
--
--
20
One adjacent ally's move power is 1.5x this turn.
Laser Focus
--
--
30
Until the end of the next turn, user's moves crit.
Light Screen
--
--
30
For 5 turns, special damage to allies is halved.
Magic Coat
--
--
15
Bounces back certain non-damaging moves.
Magic Room
--
--
10
For 5 turns, all held items have no effect.
Mimic
--
--
10
The last move the target used replaces this one.
Morning Sun
--
--
5
Heals the user by a weather-dependent amount.
Nightmare
--
100%
15
A sleeping target is hurt by 1/4 max HP per turn.
Power Swap
--
--
10
Swaps Attack and Sp. Atk stat stages with target.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Psych Up
--
--
10
Copies the target's current stat stages.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Reflect
--
--
20
For 5 turns, physical damage to allies is halved.
Refresh
--
--
20
User cures its burn, poison, or paralysis.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Sand Attack
--
100%
15
Lowers the target's accuracy by 1.
Sing
--
55%
15
Causes the target to fall asleep.
Skill Swap
--
--
10
The user and the target trade Abilities.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Sunny Day
--
--
5
For 5 turns, intense sunlight powers Fire moves.
Swagger
--
85%
15
Raises the target's Attack by 2 and confuses it.
Tail Whip
--
100%
30
Lowers the foe(s) Defense by 1.
Telekinesis
--
--
15
For 3 turns, target floats but moves can't miss it.
Tickle
--
100%
20
Lowers the target's Attack and Defense by 1.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.
Trick
--
100%
10
User switches its held item with the target's.
Trick Room
--
--
5
Goes last. For 5 turns, turn order is reversed.
Wish
--
--
10
Next turn, 50% of the user's max HP is restored.
Work Up
--
--
30
Raises the user's Attack and Sp. Atk by 1.
Yawn
--
--
10
Puts the target to sleep after 1 turn.

Combo List


These are a list of several common move combinations Espeon can perform in Sun/Moon. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive SM Move and Ability Combos for Espeon

Create a build


Have an idea in mind for Espeon that you'd like to test? Customize the IVs, EVs and their Sun/Moon moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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