Espurr
No. 0677
Type: Psychic
There’s enough psychic power in Espurr to send a wrestler flying, but because this power can’t be controlled, Espurr finds it troublesome.
Base stats
| HP | 62 |
|---|---|
| Attack | 48 |
| Defense | 54 |
| Sp. Attack | 63 |
| Sp. Defense | 60 |
| Speed | 68 |
Total 355
What to answer with
Attacking types that hit what hits it hard, and the best move of each one it learns.
- Dark — Covers 1 weakness (Ghost) — Dark Pulse
- Fairy — Covers 1 weakness (Dark) — Play Rough
- Ghost — Covers 1 weakness (Ghost) — Shadow Ball
- Bug — Covers 1 weakness (Dark) — It learns nothing of that type
- Fighting — Covers 1 weakness (Dark) — It learns nothing of that type
- Fire — Covers 1 weakness (Bug) — It learns nothing of that type
Abilities
- Keen Eye
- Infiltrator
- Own Tempo (Hidden)
Evolution line
Moves
- Calm Mind
- Charge Beam
- Charm
- Confusion
- Covet
- Dark Pulse
- Disarming Voice
- Endure
- Energy Ball
- Expanding Force
- Facade
- Fake Out
- Fake Tears
- Gravity
- Helping Hand
- Leer
- Light Screen
- Nasty Plot
- Play Rough
- Protect
- Psybeam
- Psychic
- Psychic Noise
- Psych Up
- Psyshock
- Rain Dance
- Reflect
- Rest
- Scratch
- Shadow Ball
- Skill Swap
- Sleep Talk
- Substitute
- Sunny Day
- Swift
- Tera Blast
- Thunderbolt
- Thunder Wave
- Tickle
- Trick
- Trick Room
- Yawn
- Zen Headbutt
What the optimizer would run
Rules: Gen 9 OU (singles)
- Role
- Speed control
- Ability
- Own Tempo
- Item
- Life Orb
- Nature
- Modest
- EVs
- 252 HP / 252 SpA / 4 SpD
- Moves
- Thunder Wave, Psychic, Energy Ball, Thunderbolt