| National Dex 196 |
Johto Dex 184 |
Hoenn Dex 341 |
Sinnoh Dex - |
| 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. |
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| 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 |
| d p g s c xd |
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Evolve Evolves from Eevee |
| pp |
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Field |
| ru sa fr lg e |
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Trade Via trading from XD or Colosseum |
| co |
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One Starter Pokemon |
| 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
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| 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
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| 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
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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
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| Member: Torterra87 Espeon is great pokemon -Psybeam -Psychic -Shadow ball -any move you like
29 Aug 08 12:53
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| 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
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| 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
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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
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| 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
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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
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