Psyched Up For Victory
Espeon@Life Orb
Timid nature
Magic Bounce
252 Sp. Atk/252 Speed/4 HP
~Psychic/Psyshock
~Shadow Ball
~Dazzling Gleam
~Psyshock/Psychic/Wish/Heal Bell
Espeon is fairly straightforward. Psychic is your STAB move of choice, maybe replace with Psyshock if you don't want special walls to wall you completely. Shadow Ball and Dazzling Gleam together make for almost completely unresisted coverage (missing only Pyroar, which the Psychic moves cover pretty well), so those are what you'll want. The last slot is pretty much your call. You can go for the STAB move you didn't opt for in the first slot, cover all bases there. You could go for Wish or Heal Bell, too, so Espeon can be of some use to the team as a whole.
Item powers up Espeon. Ability is the best thing ever.
Other options:
*Espeon gets
Calm Mind. What it doesn't really get is a good opportunity to set up using it.
*
Hidden Power is a thing, I suppose, but Espeon's got unresisted coverage in just three moves as it is.
*Espeon also gets
Signal Beam if that appeals to you.
Abilities:
*
Synchronize: When Espeon is burned, paralyzed, or poisoned, it inflicts the opponent with the same status condition. A fairly useful Ability in its own right, but let's be honest, if you're using Espeon, you want to go for...
*
Magic Bounce: Espeon's Hidden Ability. Espeon basically has the effects of Magic Coat always turned on for it- any status moves directed at it get bounced back at the attacker. This is unbelievably good for Espeon, effectively making it immune to anything that isn't an outright attacking move. Can't be hit by Toxic or Leech Seed. Can't be hit by Spore. No Taunt can stop its Wish or Heal Bell. The list of benefits goes on and on. Just... use this on your Espeon.
Partners:
Espeon pairs well with lots of stuff. Magic Bounce means you have a very safe switch-in for all sorts of status moves, so you can fit it into most any team without much trouble. Its access to Wish and Heal Bell also make it a good partner for Pokémon that could use such support.
Counters:
If you're not running Psyshock, stuff like Chansey and Blissey will be a nightmare. You don't want to be chipping away at Chansey's health while it pummels you repeatedly with Seismic Toss.
Opinion:
Espeon may not be my favorite Eeveelution, but it's still a very cool one.
Pre-Evolution Corner:
Extreme Evoboost Exterminates Enemies Efficiently
Eevee@Eevium Z
Jolly nature
Anticipation/Adaptability
252 HP/252 Speed/4 Attack
~Last Resort
~Baton Pass
~Double-Edge/Quick Attack/Bite
~Double-Edge/Quick Attack/Bite
Eevee has come so far. Once a bottom-of-the-barrel NFE that basically had to evolve in order to be any good, to one of the coolest Baton Passers of our time. Start things off with that sexy Extreme Evoboost for the insane stat boosts, Baton Pass them to the sweeper of your choice, and unleash the chaos. The last two slots are just in case you're forced to bring Eevee back out at a later point in the battle, or else if Eevee gets Taunted before being able to get off the Baton Pass- Extreme Evoboost is not subject to Taunt, but Baton Pass is. Double-Edge is good STAB, Quick Attack is a nice priority move, and Bite handles Ghosts. Mix and match as you see fit.
Item makes the Z-Move possible. Ability is your call- Anticipation can clue you in to when you might want to switch out and hold off on Extreme Evoboost, Adaptability can help if Eevee is forced to fight.
Other options:
*...Well, you could run
Return over Double-Edge if the recoil scares you, I guess?
Abilities:
*
Run Away: ...next.
*
Adaptability: Eevee's STAB multiplier goes from x1.5 to x2. This could be useful if Eevee is ever forced to fight. I warn you, it doesn't turn Eevee into this fearsome sweeper, but if it means the difference between leaving enemies with a sliver of health or KOing them, just saying, something to consider. Ideally you wouldn't need to use this Ability at all, but setbacks are always a possibility, and should be planned for accordingly.
*
Anticipation: Eevee's Hidden Ability. Eevee shudders upon entering the battle if the opponent is packing a super effective move or a OHKO move like Fissure. Could see use if you bring in Eevee against something that doesn't normally pack Fighting moves, only to see that yes, they do in fact have one, and that maybe you should hold off on the Extreme Evoboost shenanigans for the time being. Like with Adaptability, it's pretty situational, but one thing we can all agree on- it's better than Run Away.
Partners:
You want my personal opinion? Alolan Ninetales and Krookodile. Start with Ninetales for the Aurora Veil support (mine packs Light Clay for maximum Aurora Veilage), bring in Eevee when possible, Extreme Evoboost under cover of the Aurora Veil, Baton Pass to Krookodile, and destroy worlds with Power Trip. Bonus points if the Krookodile has Moxie and therefore gains an additional Attack boost with each KO. This is a strategy I myself personally use, and holy crap, it gets results. But don't take my word for it- let your Vs. Recorder back me up on this!
WH8W-WWWW-WWW6-63D3
7BQG-WWWW-WWW6-63FW
ZXCG-WWWW-WWW6-63FN
3NKW-WWWW-WWW6-63G2
GFSG-WWWW-WWW6-63GC
5SZG-WWWW-WWW6-63GM
SP5G-WWWW-WWW6-63H4
F92W-WWWW-WWW6-63Y8
Counters:
Brick Break. Not only super effective against Eevee, but it also doesn't give a Raticate's rear end about Aurora Veil. Barring that, something packing STAB Close Combat might OHKO Eevee in spite of the Aurora Veil. Taunt is also a pretty painful thorn in Eevee's side, but as I know from experience, it does not guarantee that you shut it down, so stay alert.
Opinion:
Eevee's pretty cute, and I'm glad they gave it such a nice advantage that its numerous evolutions cannot share- something to set it apart from the Eeveelutions.
Prediction for next week:
Pangoro.