Espeon
Black/White

Its fur is so sensitive, it can sense minute shifts in the air and predict the weather.

Black 2/White 2

Its fur is so sensitive, it can feel minute shifts in the air and predict the weather...and its foes’ thoughts.

Evolution Chain

eevee
Eevee
😊
High Friendship
at day
espeon
Espeon
😊
High Friendship
at night
umbreon
Umbreon
at eterna forest
leafeon
Leafeon
at sinnoh route 217
glaceon
Glaceon

Pokédex & Training Data

Classification Sun Pokémon
Height 0.9 m (2'11")
Weight 26.5 kg (58.4 lbs)
Abilities
EV Yield +2 Sp. Atk
Catch Rate 45
Base Friendship 70
Growth Rate medium
Gender Ratio
♂ ♀
Egg Groups Ground

Pokédex Numbers

Johto (G/S/C) #184
Sinnoh (Plat.) #167
Johto (HG/SS) #188
Unova (B2/W2) #095
Kalos (Coastal) #081
Alola (S/M) #127
Alola (US/UM) #157
Galar (Sw/Sh) #200
Hisui #029
Paldea (S/V) #183
National #196
Crown Tundra #079

Learned Moves

Level Up Moves

Black/White
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Tail Whip
— 100% 30 Lowers the target’s Defense by one stage.
1 Helping Hand
— — 20 Ally’s next move inflicts half more damage.
8 Sand Attack
— 100% 15 Lowers the target’s accuracy by one stage.
15 Confusion
50 100% 25 Has a 10% chance to confuse the target.
22 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
29 Swift
60 — 20 Never misses.
36 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
43 Future Sight
120 100% 10 Hits the target two turns later.
50 Last Resort
140 100% 5 Can only be used after all of the user’s other moves have been used.
57 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
64 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
71 Morning Sun
— — 5 Heals the user by half its max HP. Affected by weather.
78 Power Swap
— — 10 User swaps Attack and Special Attack changes with the target.
Black 2/White 2
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Tail Whip
— 100% 30 Lowers the target’s Defense by one stage.
1 Helping Hand
— — 20 Ally’s next move inflicts half more damage.
5 Sand Attack
— 100% 15 Lowers the target’s accuracy by one stage.
9 Confusion
50 100% 25 Has a 10% chance to confuse the target.
13 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
17 Swift
60 — 20 Never misses.
21 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
25 Future Sight
120 100% 10 Hits the target two turns later.
29 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
33 Morning Sun
— — 5 Heals the user by half its max HP. Affected by weather.
37 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
41 Last Resort
140 100% 5 Can only be used after all of the user’s other moves have been used.
45 Power Swap
— — 10 User swaps Attack and Special Attack changes with the target.

TM/HM Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
HM01 Cut
50 95% 30 Inflicts regular damage with no additional effect.
TM03 Psyshock
80 100% 10 Inflicts damage based on the target’s Defense, not Special Defense.
TM04 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM11 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM16 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM19 Telekinesis
— — 15 Moves have 100% accuracy against the target for three turns.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM28 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM33 Reflect
— — 20 Reduces damage from physical attacks by half.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM45 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM49 Echoed Voice
40 100% 15 Power increases by 100% for each consecutive use by any friendly Pokémon, to a maximum of 200.
TM67 Retaliate
70 100% 5 Has double power if a friendly Pokémon fainted last turn.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM70 Flash
— 100% 20 Lowers the target’s accuracy by one stage.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
TM83 Work Up
— — 30 Raises the user’s Attack and Special Attack by one stage each.
TM85 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
TM86 Grass Knot
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM90 Substitute
— — 10 Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM92 Trick Room
— — 5 For five turns, slower Pokémon will act before faster Pokémon.

Tutor Moves

Black 2/White 2
Name Class Power Acc. PP Effect
Covet
60 100% 25 Takes the target’s item.
Heal Bell
— — 5 Cures the entire party of major status effects.
Helping Hand
— — 20 Ally’s next move inflicts half more damage.
Hyper Voice
90 100% 10 Inflicts regular damage with no additional effect.
Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
Last Resort
140 100% 5 Can only be used after all of the user’s other moves have been used.
Magic Coat
— — 15 Reflects back the first effect move used on the user this turn.
Magic Room
— — 10 Negates held items for five turns.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Skill Swap
— — 10 User and target swap abilities.
Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Trick
— 100% 10 User and target swap items.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Base Stats

Hp 65
Attack 65
Defense 60
Sp. Atk 130
Sp. Def 95
Speed 110
Total 525

Type Defenses

(vs. Gen 6+ rules)

0.5x
0.5x
2x
2x
2x