Espeon, The Sun Pokémon. Its fur is so sensitive, it can sense minute shifts in the air and predict the weather.Its fur has the look and feel of velvet. The orb on its forehead glows when it uses psycho-power. It uses the fine hair that covers its body to sense air currents and predict its enemy's actions. It is extremely loyal to any trainer it considers to be worthy. It is said to have developed precognitive powers to protect its trainer from harm.
Espeon has gone from being rarely ever used to being called for uber tests in just one generation, and for one reason; Magic Bounce. Magic Bounce is one of the best abilities in the game, as it reflects any status moves, Taunt, Encore, Stealth Rock, Spikes, Toxic Spikes, pretty much any support move that is used on the opponent gets bounced back. You're also immune to phazing moves, which makes Espeon one of the best Baton Passers in the game. Except for Magic Bounce, Espeon hasn't changed much. 5th gen brought it a new move in Psyshock, and except for strategies based around Magic Bounce, Espeon is the same as it has always been. Be very wary of facing Espeon if you use entry hazards on your team, as they could be bounced right back. I'd group Espeon with Politoed, Ninetales, and Blaziken in terms of most improved Pokémon.
Synchronize: it's a good ability... when you get burn/paralysis/poison inflicted on you, it gets put on the opponent... it's just SO AWFUL compared to Magic Bounce.
General switch in
- Psychic / Psyshock
Psychic is the most powerful attack at your disposal. It can also reduce the opponent's Special Defence, which is awesome in a stall war. Psyshock hits Blissey and what not way harder, but is in general weaker. Wish heals you for 50% of your health, or heals another Pokémon for about 150 HP. Not too good, but it could be really handy. Reflect protects Espeon's awful Defence, and supports the team. Baton Pass allows you to scout, and also avoids Pursuit. Hidden Power [Fire] breaks down Ferrothorn, who is like... the most popular Pokémon in the game.
- Calm Mind
This is for sweeping. Calm Mind gives you +1 SAtk and +1 SDef, two stats Espeon excels in. Psychic is a little stronger than Psyshock, and the -1 SDef it can inflict it pretty sweet. However, Psyshock is only a little weaker and hits Blissey and Chansey sickeningly hard. Hidden Power [Fighting] breaks down Heatran, Tyranitar and Ferrothorn, and also gets amazing coverage with Shadow Ball. Speaking of which, Shadow Ball beats other Psychics.
- Calm Mind
Thanks to Magic Bounce, Espeon is one of the best users of Baton Pass in the game. Calm Mind is the main thing to pass, as you can use it yourself, and it's a great boosting move in general. Substitute protects you from damage and dangerous switch ins like Ferrothorn. It can also be passed. Wish keeps you healed and the recipient healthy. Baton Pass passes the boosts you have acquired through Calm Mind. Psyshock is the best move in the last slot as it can use the stat ups from Calm Mind.
As a dual screener, Espeon is considered one of the bests, purely because it can't be Taunted. Reflect doubles your Defence. Light Screen doubles your Special Defence. This makes your team so hard to take down it is ridiculous. Psychic hits pretty hard even with no investment thanks to Espeon's great Special Attack. The final slot depends on what you want to do; Baton Pass avoids Pursuit and allows for scouting, which means you can go straight to the ideal offensive threat on your team. Hidden Power [Fire] ruins Ferrothorn, who is a common switch in. Hidden Power [Fighting] really hurts Tyranitar, and also smacks Heatran and Ferrothorn around a bit.
EVs & Natures
Choice, Charm, Fake Tears, Grass Knot, Stored Power, Trick
Double & Triple Battle Options
Espeon's usefulness in doubles and triples is definitely lackluster compared to its singles power. Entry hazards aren't anywhere near as common in doubles and triples, and the only thing you'd be bouncing back is Taunt and a few status moves. Espeon doesn't have great Defence, so Earthquake will tear through it. Magic Bounce is the only reason to use Espeon in doubles, but it isn't as effective in multi Pokémon battles as it is in singles.
Pokémon that love the extra damage from entry hazards are mega handy. So... most offensive Pokémon really. You'll want a Fighting Pokémon to take out Tyranitar, so go for Breloom, Conkeldurr, that sort of thing. Resisting Espeon's weaknesses is a key, as you want Espeon safe in case they try and use entry hazards again. Heatran does a great job of this, and Espeon resists Heatran's Fighting weakness. Lucario and Cobalion also work, Lucario doing especially well with double screen support. Basically, resist Bug, Dark and Ghost and you'll be a good partner for Espeon. Ninetale's can support Espeon quite well, as it powers up Hidden Power [Fire] and improves Morning Sun drastically.
Getting rid of Magic Bounce kills Espeon, although doing this isn't easy, but it's a good point. Tyranitar is the number one counter to any Psychic type thanks to Pursuit and the Special Defence boost from sandstorm... just watch out for Hidden Power [Fighting]. In fact, Pursuit in general really smashes Espeon, so Metagross and Scizor and other Pursuiters work well. Speaking of Scizor, it has U-turn, Bullet Punch and Pursuit to really decimate Espeon, as well as resisting its STAB attack. Although Espeon normally switches into Ferrothorn and Forretress, they can really hurt the little purple... alien... dog... with Gyro Ball and Power Whip, whilst walling its STAB moves completely. Just be careful of Hidden Power [Fire]. Obviously, Blissey and Chansey wall the hell out of Espeon, but outside of Seismic Toss... they can't do much back. Another way of getting around Espeon (aka Magic Bounce) is to use MIND GAMES. Lead with a common Stealth Rocker and attack straight away, as it is likely Espeon will be coming in to try and bounce your hazard back to your team. Other Darks like Scrafty, Honchkrow, Drapion, Hydreigon, and the infamous Zoroark all work. Zoroark plays mind games as well, as you can have it copying a common entry hazard user (make sure it is in slot 6), lead with it, and then Night Burst or U-turn or whatever right off the bat to lay the hurt on Espeon. Except for Magic Bounce and Psyshock, Espeon hasn't changed at all. It still runs the same sets it has done since gen 3, and it is still a powerful Psychic type. If it wasn't for Magic Bounce, Espeon would be permanently benched. However, as it does get Magic Bounce, it is one of the most improved Pokémon (if not the most). Always be careful of it... it's better to be safe than sorry. Cautious than in danger. Not having your own entry hazards bounced back at you than having them bounced back. Yeah, just always be on the look out of Espeon... Magic Bounce is that good.
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