Competitive Information for Espurr [X/Y]

Competitive Pokemon X/Y Movesets and Strategies for Espurr espurr
Base Stats for Espurr

Psychic

Abilities:
Keen EyeKeen Eye: This Pokemon's accuracy can't be lowered by others; ignores their evasiveness stat.
,
Own TempoOwn Tempo: This Pokemon cannot be confused.
,
InfiltratorInfiltrator: Moves ignore substitutes and the foe's Reflect, Light Screen, Safeguard, and Mist.


Evolutions / Family:
Espurr
Meowstic-F
Meowstic-M

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 EspurrVisit Serebii's Pokedex for location, breeding, and other game details about EspurrVisit Bulbapedia for more information about Espurr

Movesets for Singles


What is a good competitive moveset for Espurr? These builds have been optimized for Pokemon competing in X/Y 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 X/Y generation metagame.


Espurr is a wonderful Psychic-typed Pokemon. Espurr is not a Pokemon anyone usually expects sees on the battlefield. Espurr is weak to Bug, Dark, and Ghost-typed attacks.


Species: Espurr
Item: Eviolite / Life Orb
Ability: Infiltrator
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Psychic / Psyshock
- Thunderbolt
- Energy Ball
- Dark Pulse

Special Sweeper Espurr (Infiltrator)

Espurr is a pretty decent Special Sweeper. It's primary goal is to take down the opponent's team with high-damaging special attacks. Espurr is not a Pokemon anyone usually expects sees on the battlefield until Eviolite was equipped. If Eviolite is held by a Pokémon that is not fully evolved, it will raises the Defense and Special Defense of that Pokemon by 50%. Focus Sash helps protect Espurr from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Espurr's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Infiltrator, moves ignore substitutes and the foe's reflect light screen safeguard and mist.

Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Psyshock is a special STAB-boosted 80-base power Psychic-type move (damages target based on defense, not special defense).
Thunderbolt is a special 90-base power Electric-type move (10% chance to paralyze the target).
Energy Ball is a special 90-base power Grass-type move (10% chance to lower the target's special defense by 1 stage).
Dark Pulse is a special 80-base power Dark-type move (20% chance to flinch the target).



Movesets for Doubles


What is a good doubles moveset for Espurr? These builds have been optimized for X/Y 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 X/Y generation metagame.


Species: Espurr
Item: Eviolite / Life Orb
Ability: Infiltrator
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Psychic / Psyshock
- Thunderbolt
- Energy Ball
- Dark Pulse

Doubles Special Sweeper Espurr (Infiltrator)

Espurr is a pretty decent Special Sweeper. It's primary goal is to take down the opponent's team with high-damaging special attacks. Espurr is not a Pokemon anyone usually expects sees on the battlefield without an Eviolite. If Eviolite is held by a Pokémon that is not fully evolved, it will raises the Defense and Special Defense of that Pokemon by 50%. Focus Sash helps protect Espurr from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Espurr's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Infiltrator, moves ignore substitutes and the foe's reflect light screen safeguard and mist.

Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Psyshock is a special STAB-boosted 80-base power Psychic-type move (damages target based on defense, not special defense).
Thunderbolt is a special 90-base power Electric-type move (10% chance to paralyze the target).
Energy Ball is a special 90-base power Grass-type move (10% chance to lower the target's special defense by 1 stage).
Dark Pulse is a special 80-base power Dark-type move (20% chance to flinch the target).



Movepool


Wondering what moves can Espurr 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
Charge Beam
50
90%
10
70% chance to raise the user's Sp. Atk by 1.
Confusion
50
100%
25
10% chance to confuse the target.
Dark Pulse
80
100%
15
20% chance to flinch the target.
Disarming Voice
40
--
15
This move does not check accuracy. Hits 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.
Energy Ball
90
100%
10
10% chance to lower the target's Sp. Def 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.
Shock Wave
60
--
20
This move does not check accuracy.
Signal Beam
75
100%
15
10% chance to confuse the target.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Thunderbolt
90
100%
15
10% 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.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Fake Out
40
100%
10
Hits first. First turn out only. 100% flinch chance.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Iron Tail
100
75%
15
30% chance to lower the target's Defense by 1.
Payback
50
100%
10
Power doubles if the user moves after the target.
Return
--
100%
20
Max 102 power at maximum Happiness.
Scratch
40
100%
35
No additional effect.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Zen Headbutt
80
90%
15
20% chance to flinch the target.
Assist
--
--
20
Uses a random move known by a team member.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Barrier
--
--
20
Raises the user's Defense by 2.
Calm Mind
--
--
20
Raises the user's Sp. Atk and Sp. Def by 1.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Flash
--
100%
20
Lowers the target's accuracy by 1.
Gravity
--
--
5
For 5 turns, negates all Ground immunities.
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.
Leer
--
100%
30
Lowers the foe(s) Defense by 1.
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.
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.
Recycle
--
--
10
Restores the item the user last used.
Reflect
--
--
20
For 5 turns, physical damage to allies is halved.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Role Play
--
--
10
User replaces its Ability with the target's.
Safeguard
--
--
25
For 5 turns, protects user's party from status.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Snatch
--
--
10
User steals certain support moves to use itself.
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
--
90%
15
Raises the target's Attack by 2 and confuses it.
Thunder Wave
--
100%
20
Paralyzes the target.
Torment
--
100%
15
Target can't select the same move twice in a row.
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.
Wonder Room
--
--
10
For 5 turns, all Defense and Sp. Def stats switch.
Yawn
--
--
10
Puts the target to sleep after 1 turn.

Combo List


These are a list of several common move combinations Espurr can perform in X/Y. 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 XY Move and Ability Combos for Espurr

Create a build


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



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