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Pokedex :: Espeon Pokemon
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In-Game

8.2
From 49 votes
Wi-Fi Battle

7.6
From 42 votes
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Espeon

Type:
Psychic
Species:
Sun
Catch Rate:
45 (Very Low)
Height:
2′11″ (0.9 m) (Very Low)
Weight:
58.4 (26.5 kg) (Very Low)
 
 
Ability:
Synchronize/ Synchronize
Egg Groups:
Ground
Time to Hatch:
8960 (High Speed)
Gender:
87.5% ♂ 12.5% ♀
National Dex
196
Johto Dex
184
Hoenn Dex
341
Sinnoh Dex
-
Its fur has the look and feel of velvet. The orb on its forehead glows when it uses psycho-power.

Base Stats

HP:
Attack:
Defense:
Sp. Att:
Sp. Def:
Speed:

Effort points:
2 * Sp. Att
Base Exp.:
197 (Very High)
Happiness:
70 (Very Low)
Growth Rate:
Medium
Color:
Purple

Evolutions


Eevee
Basic

Vaporeon
Water Stone

Jolteon
Thunderstone

Flareon
Fire Stone

Espeon
Happy (day), or Sun Shard

Umbreon
Happy (night), or Moon Shard

Leafeon
Lv. up at Moss Rock in Eterna Forest

Glaceon
Lv. up at Ice Rock on Route 217

Game Version Filter IV
pl
IV
d p
III
ru sa fr lg e
II
g s c st2
I
r b y st
Use this filter to just display the moves from certain games instead of all of them. Your settings are saved as you move through the Pokdex to other Pokemon, and may be saved if you return to this Pokdex at a later date

Strengths and Weaknesses
This table shows the strenths and weaknesses of this Pokemon, numbers less than one means the effect of those types of attacks are reduced by that factor, and numbers greater than one are increased by that factor. So for example, if the number is 2, then this Pokemon will incur about twice the damage as normal, 0.5, only half the normal damage.
BugDarkDragonElectricFightingFireFlyingGhostGrassGroundIceNormalPoisonPsychicRockSteelWater
2 2 1 1 0.5 1 1 2 (0) 1 1 1 1 1 0.5 1 1 1

Level Moves   Currently displaying moves from generation I, II, III, IV, IV. Please use the game version filter above to change this.
Move Level Type Class Power Accuracy PP Description Games
Helping Hand 1 normal none 0 100% 20 A move that boosts the power of the ally's attack in a Double Battle. III IV
Tackle 1 normal physical 35 95% 35 A physical attack in which the user charges and slams into the foe with its whole body. II III IV
Tail Whip 1 normal none 0 100% 30 The user wags its tail cutely, making the foe less wary. The target's Defense stat is lowered. II III IV
Sand-Attack 8 ground none 0 100% 15 Sand is hurled in the foe's face, reducing its accuracy. II III IV
Confusion 16 psychic special 50 100% 25 The foe is hit by a weak telekinetic force. It may also leave the foe confused. II III
Quick Attack 23 normal physical 40 100% 30 The user lunges at the foe at a speed that makes it almost invisible. It is sure to strike first. II III
Swift 30 normal special 60 100% 20 Star-shaped rays are shot at the foe. This attack never misses. II III
Psybeam 36 psychic special 65 100% 20 The foe is attacked with a peculiar ray. It may also leave the target confused. II III IV
Psych Up 42 normal none 0 100% 10 The user hypnotizes itself into copying any stat change made by the foe. II III
Future Sight 43 psychic special 80 90% 15 Two turns after this move is used, the foe is attacked with a hunk of psychic energy. IV
Psychic 47 psychic special 90 100% 10 The foe is hit by a strong telekinetic force. It may also reduce the foe's Sp. Def stat. II III
Last Resort 50 normal physical 130 100% 5 This move can be used only after the user has used all the other moves it knows in the battle. IV
Morning Sun 52 normal none 0 100% 5 The user restores its own HP. The amount of HP regained varies with the weather. II III
Power Swap 78 psychic none 0 0% 10 The user employs its psychic power to switch changes to its Attack and Sp. Atk with the foe. pl

Egg Moves Currently displaying moves from generation I, II, III, IV, IV. Please use the game version filter above to change this.
Move Type Class Power Accuracy PP Description Games
Charm normal none 0 100% 20 The user charmingly stares at the foe, making it less wary. The target's Attack is sharply lowered. II III IV
Covet normal physical 40 100% 40 The user endearingly approaches the foe, then steals the item the foe is holding. IV
Curse ? none 0 100% 10 A move that works differently for the Ghost type than for all the other types. III IV
Endure normal none 0 100% 10 The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession. III IV
Fake Tears dark none 0 100% 20 The user feigns crying to make the foe feel flustered, sharply lowering its Sp. Def stat. IV
Flail normal physical n/a 100% 15 The user flails about aimlessly to attack. It becomes more powerful the less HP the user has. II III IV
Tickle normal none 0 100% 20 The user tickles the foe into laughing, reducing its Attack and Defense stats. III IV
Wish normal none 0 100% 10 A self-healing move. The user restores its own HP by up to half of its maximum HP in the next turn. III IV
Yawn normal none 0 100% 10 The user lets loose a huge yawn that lulls the foe into falling asleep on the next turn. IV

Tutor Moves Currently displaying moves from generation I, II, III, IV, IV. Please use the game version filter above to change this.
Move Type Class Power Accuracy PP Description Games
Body Slam normal physical 85 100% 15 The user drops onto the foe with its full body weight. It may leave the foe paralyzed. fr lg e
Double-Edge normal physical 120 100% 15 A reckless, life-risking tackle. It also damages the user by a fairly large amount, however. fr lg e
Dream Eater psychic special 100 100% 15 An attack that works only on a sleeping foe. It absorbs half the damage caused to heal the user's HP. fr lg e
Endure normal none 0 100% 10 The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession. e
Mimic normal none 0 100% 10 The user copies the move last used by the foe. The move can be used for the rest of the battle. fr lg e
Mud-Slap ground special 20 100% 10 The user hurls mud in the foe's face to inflict damage and lower its accuracy. e
Psych Up normal none 0 100% 10 The user hypnotizes itself into copying any stat change made by the foe. e
Sleep Talk normal none 0 100% 10 While it is asleep, the user randomly uses one of the moves it knows. e
Snore normal special 40 100% 15 An attack that can be used only if the user is asleep. The harsh noise may also make the foe flinch. e
Substitute normal none 0 100% 10 The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. fr lg e
Swagger normal none 0 90% 15 The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat. e
Swift normal special 60 100% 20 Star-shaped rays are shot at the foe. This attack never misses. e

Machine Moves   Currently displaying moves from generation I, II, III, IV, IV. Please use the game version filter above to change this.
Move TM Type Class Power Accuracy PP Description Games
Focus Punch TM01 fighting physical 150 100% 20 The user focuses its mind before launching a punch. It will fail if the user is hit before it is used. pl
Headbutt TM02 normal physical 70 100% 15 The user sticks its head out and rams straight forward. It may make the foe flinch. II
Curse TM03 ? none 0 100% 10 A move that works differently for the Ghost type than for all the other types. II
Calm Mind TM04 psychic none 0 100% 20 The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. III IV
Toxic TM06 poison none 0 85% 10 A move that leaves the target badly poisoned. Its poison damage worsens every turn. II III IV
Zap Cannon TM07 electric special 120 50% 5 The user fires an electric blast like a cannon to inflict damage and cause paralysis. II
Hidden Power TM10 normal special n/a 100% 15 A unique attack that varies in type and intensity depending on the Pokemon using it. II III IV
Sunny Day TM11 fire none 0 0% 5 The user intensifies the sun for five turns, powering up Fire-type moves. II III IV
Snore TM13 normal special 40 100% 15 An attack that can be used only if the user is asleep. The harsh noise may also make the foe flinch. II
Hyper Beam TM15 normal special 150 90% 5 The foe is attacked with a powerful beam. The user must rest on the next turn to regain its energy. II III IV
Light Screen TM16 psychic none 0 100% 30 A wondrous wall of light is put up to suppress damage from special attacks for five turns. III IV
Protect TM17 normal none 0 0% 10 It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. II III IV
Rain Dance TM18 water none 0 0% 5 The user summons a heavy rain that falls for five turns, powering up Water-type moves. II III IV
Frustration TM21 normal physical n/a 100% 20 A full-power attack that grows more powerful the less the user likes its Trainer. II III IV
Iron Tail TM23 steel physical 100 75% 15 The foe is slammed with a steel-hard tail. It may also lower the target's Defense stat. II III IV
Return TM27 normal physical n/a 100% 20 A full-power attack that grows more powerful the more the user likes its Trainer. II III IV
Dig TM28 ground physical 80 100% 10 The user burrows, then attacks on the second turn. It can also be used to exit dungeons. III IV
Psychic TM29 psychic special 90 100% 10 The foe is hit by a strong telekinetic force. It may also reduce the foe's Sp. Def stat. II III IV
Shadow Ball TM30 ghost special 80 100% 15 The user hurls a shadowy blob at the foe. It may also lower the foe's Sp. Def stat. II III IV
Mud-Slap TM31 ground special 20 100% 10 The user hurls mud in the foe's face to inflict damage and lower its accuracy. II
Double Team TM32 normal none 0 100% 15 By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. II III IV
Reflect TM33 psychic none 0 100% 20 A wondrous wall of light is put up to suppress damage from physical attacks for five turns. III IV
Swift TM39 normal special 60 100% 20 Star-shaped rays are shot at the foe. This attack never misses. II
Facade TM42 normal physical 70 100% 20 An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn. III IV
Detect TM43 fighting none 0 100% 5 It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. II
Secret Power TM43 normal physical 70 100% 20 The user attacks with a secret power. Its added effects vary depending on the user's environment. III IV
Rest TM44 psychic none 0 100% 10 The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. II III IV
Attract TM45 normal none 0 100% 15 If it is the opposite gender of the user, the foe becomes infatuated and less likely to attack. II III IV
Skill Swap TM48 psychic none 0 100% 10 The user employs its psychic power to exchange abilities with the foe. III IV
Nightmare TM50 ghost none 0 100% 15 A sleeping foe is shown a nightmare that inflicts some damage every turn. II
Endure TM58 (TM20) normal none 0 100% 10 The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession. II IV
Giga Impact TM68 normal physical 150 90% 5 The user charges at the foe using every bit of its power. The user must rest on the next turn. IV
Flash TM70 (HM05) normal none 0 100% 20 The user flashes a light that cuts the foe's accuracy. It can also be used to illuminate caves. II III IV
Psych Up TM77 (TM09) normal none 0 100% 10 The user hypnotizes itself into copying any stat change made by the foe. II IV
Captivate TM78 normal none 0 100% 20 If it is the opposite gender of the user, the foe is charmed into sharply lowering its Sp. Atk stat. IV
Sleep Talk TM82 (TM35) normal none 0 100% 10 While it is asleep, the user randomly uses one of the moves it knows. II IV
Natural Gift TM83 normal physical n/a 100% 15 The user draws power to attack by using its held Berry. The Berry determines its type and power. IV
Dream Eater TM85 (TM42) psychic special 100 100% 15 An attack that works only on a sleeping foe. It absorbs half the damage caused to heal the user's HP. II IV
Grass Knot TM86 grass special n/a 100% 20 The user snares the foe with grass and trips it. The heavier the foe, the greater the damage. IV
Swagger TM87 (TM34) normal none 0 90% 15 The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat. II IV
Substitute TM90 normal none 0 100% 10 The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. IV
Trick Room TM92 psychic none 0 0% 5 The user creates a bizarre area in which slower Pokemon get to move first for five turns. IV
Cut HM01 normal physical 50 95% 30 The foe is cut with a scythe or a claw. It can also be used to cut down thin trees. II III IV

Espeon Locations
d p g s c xd
Evolve
Evolves from Eevee
pp Field
ru sa fr lg e
Trade
Via trading from XD or Colosseum
co
One
Starter Pokemon
Trainer Tips
Below you can find some tips for this Pokemon by trainers who are members of SuperCheats.com. This section is not for asking questions, please make those in the forum or via our submission system. If you would like to make a trainer tip, please submit one.

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Sorting: Top Rated | Newest | Oldest
Member: datmegawimpykid
my espeon knows grass knot, shadow ball, psychic, and hyper beam and it got me to the 5th person in wifi.

14 Jun 09 18:31
0
Member: Noel123
ew why would it have a timid nature,isnt that low sp atk? so it wont be full power spp atk.
i think a espeon with a bold nature would be perfect :)

1 Jan 09 17:58
0
Member: Talguy 21
Espie Espie Espeon! AWSEOME AND cute :)

My FAV pokemon and, if trained right, can be your toughest little solder!

5 Dec 08 10:30
0
Member: EspeonRox
It's simple as pie.
Shadow ball
Sunny day
Morning sun
Psychic

First off start with Sunny day so if you take too much damage when you use Morning sun it will heal more than usual. Then start attacking your opponent with some good SPECIAL ATTACK moves. Use Sunny Day and/or Morning Sun when nessisary.

Lots of u say Espeon stinks, but you just don't know how to use it.

24 Oct 08 17:54
1
Member: Torterra87
Espeon is great pokemon

-Psybeam
-Psychic
-Shadow ball
-any move you like


29 Aug 08 12:53
0
Member: viniciusventrue2
the other one:

Dream Eater
Yawn
substitute
swagger / wish

all espeon must have a timid/ modest nature!
Life orb item is fairly good too!


22 Aug 08 08:26
-1
Member: viniciusventrue2
there are soo many movesets fopr this one that i willl post my too favorites!

Brazilian S.Sweeper

Hyper beam
Psychic
shadow ball
substitute/ psych up

Defense problems? than substitute in the first turn and CRUSH your opponent!
problems with defensive foes and boosters? psych up then and continue with da business!

22 Aug 08 08:23
0
Member: Will d (mr ramdom)
Espeon is a brill Sp.Sweeper here is a recomended one

Nature:Modest/Timid
Held Item:Life Orb
Psychic
Shadow Ball
Calm Mind
Morning Sun

now start Sweeping!!

29 Jun 08 13:01
2
Member: EspmasterO2
I never use him as staller, but i ALWAYS teach him these moves
-Psycic
-Shadow ball/sneak
-Sunny day[OR swift, Double edge, or return]
-Morning sun

31 Mar 08 17:48
-2
Member: PokePlaya
Don't get the point of this pokemon,everybody is saying that it's a good pokemon but I've had no sucess with it.
20 Mar 08 09:33
0
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