Espathra

Espathra

Rank #68Psychic

HP
170
Atk
80
Def
80
SpA
121
SpD
80
Spe
125
Total656

Usage Format

Espathra Abilities

Espathra Type Effectiveness

Weak to

Bug2×Ghost2×Dark2×

Resistant to

Fighting½×Psychic½×

Immune to

—

Damaged normally by

Normal1×Flying1×Poison1×Ground1×Rock1×Steel1×Fire1×Water1×Grass1×Electric1×Ice1×Dragon1×Fairy1×

Espathra Moves

Usage Move Type Category Target Power Acc PP Prio Description
95.2%ProtectNormalStatusSelf—∞8+4The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
87.6%Calm MindPsychicStatusSelf—∞200Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage.
87.5%Lumina CrashPsychicSpecialSingle80100120Lowers the target’s Sp. Def stat by 2 stages.
87.4%Baton PassNormalStatusSelf—∞200The user switches out of battle to be replaced by another party Pokemon. If the user had any stat changes, a substitute, or other such effects, they will be passed on to the Pokemon switching in.
9%Expanding ForcePsychicSpecialSingle80100120If the user is under the effect of Psychic Terrain, this move’s power is boosted by 50% and its range extends to all opponents.
6.3%Dazzling GleamFairySpecialAll Foes80100120—
5.7%Stored PowerPsychicSpecialSingle20100120This move’s power is increased by 20 for each stage that the user’s stats have been boosted.
3.2%HypnosisPsychicStatusSingle—60200Puts the target to sleep.
1.7%Rain DanceWaterStatusField—∞80Summons rain for 5 turns.
1.7%RoostFlyingStatusSelf—∞80Restores 1/2 of the user’s max HP. If the user is a Flying type, it will lose the Flying type for the turn.
—Body SlamNormalPhysicalSingle85100160Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
—Double-EdgeNormalPhysicalSingle120100160The user takes 1/3 of the damage dealt by this move.
—Hyper BeamNormalSpecialSingle1509080The user gains the Recharging status on the turn after this move is used.
—Drill PeckFlyingPhysicalSingle80100200—
—Low KickFightingPhysicalSingle—100200The heavier the target, the greater this move’s power (ranging between 20 and 120).
—PsychicPsychicSpecialSingle90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
—AgilityPsychicStatusSelf—∞200Boosts the user’s Speed stat by 2 stages.
—Quick AttackNormalPhysicalSingle4010020+1—
—Night ShadeGhostSpecialSingle—100160Deals 50 HP of damage.
—Confuse RayGhostStatusSingle—100120Confuses the target.
—Light ScreenPsychicStatusOwn Side—∞200Gives the user’s side the Light Screen status for 5 turns.
—ReflectPsychicStatusOwn Side—∞200Gives the user’s side the Reflect status for 5 turns.
—SwiftNormalSpecialAll Foes60∞200—
—RestPsychicStatusSelf—∞80Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full.
—SubstituteNormalStatusSelf—∞120The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP. Sound-based moves will hit the user through the substitute.
—ThiefDarkPhysicalSingle60100200If the user is not already holding an item, it steals the target’s held item.
—Mud-SlapGroundSpecialSingle20100120Lowers the target’s accuracy by 1 stage.
—SandstormRockStatusField—∞80Summons a sandstorm for 5 turns.
—EndureNormalStatusSelf—∞12+4During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
—Sleep TalkNormalStatusSelf—∞120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
—Sunny DayFireStatusField—∞80Summons harsh sunlight for 5 turns.
—Psych UpNormalStatusSingle—∞120The user copies the target’s stat changes.
—Shadow BallGhostSpecialSingle80100160Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage.
—UproarNormalSpecialRandom90100120The user gains the Uproar status.
—FacadeNormalPhysicalSingle70100200This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
—Helping HandNormalStatusAlly—∞20+5Boosts the power of an ally’s move by 50% during the turn this move is used.
—TrickPsychicStatusSingle—100120The user and the target swap their held items.
—Skill SwapPsychicStatusSingle—∞120The user and the target swap their Abilities.
—Feather DanceFlyingStatusSingle—100160Lowers the target’s Attack stat by 2 stages.
—Hyper VoiceNormalSpecialAll Foes90100120—
—Aerial AceFlyingPhysicalSingle60∞200This move never misses.
—PluckFlyingPhysicalSingle60100200If the target is holding a Berry, the user eats that Berry and gains its effect.
—U-turnBugPhysicalSingle70100200After attacking, the user switches out of battle to be replaced by another party Pokemon.
—Last ResortNormalPhysicalSingle14010080This move fails unless the user has already used all the other moves it knows.
—Seed BombGrassPhysicalSingle80100160—
—Energy BallGrassSpecialSingle90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
—Brave BirdFlyingPhysicalSingle120100160The user takes 1/3 of the damage dealt by this move.
—Giga ImpactNormalPhysicalSingle1509080The user gains the Recharging status on the turn after this move is used.
—Zen HeadbuttPsychicPhysicalSingle8090160Has a 20% chance of making the target flinch.
—Flash CannonSteelSpecialSingle80100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
—Trick RoomPsychicStatusField—∞8-7Gives the entire field the Trick Room status for 5 turns.
—PsyshockPsychicSpecialSingle80100120This is a special move, but the damage it deals is calculated using the target’s Defense stat.
—Foul PlayDarkPhysicalSingle95100160The damage dealt by this move is calculated using the target’s Attack stat instead of the user’s Attack stat.
—Ally SwitchPsychicStatusSelf—∞16+2The user switches spots with one of its allies. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
—HexGhostSpecialSingle65100120This move’s power is doubled if the target has a status condition.
—Disarming VoiceFairySpecialAll Foes40∞160—
—Baby-Doll EyesFairyStatusSingle—10020+1Lowers the target’s Attack stat by 1 stage.
—Psychic TerrainPsychicStatusField—∞120Turns the entire field into Psychic Terrain for 5 turns.
—PounceBugPhysicalSingle50100200Lowers the target’s Speed stat by 1 stage.