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Eevee

In-battle formes

HP:55
Attack:55
Defense:50
Sp. Atk:45
Sp. Def:65
Speed:55
Min (-ve nature, 0 IVs)54
Default75
Max Neutral107
Max Positive117
Max Neutral (+1)160
Max Positive (+1)175
Max Neutral (+2)214
Max Positive (+2)234
Battle Spot Singles
Extreme Evoboost111

Formes

Strategies

  • en
Formats:
  • Battle Spot Singles
Written by MeepBard

Overview

  • Extreme Evoboost gives Eevee a niche as a Baton Passer since it is one of the best boosting moves.
  • Eevee being frail and slow can make it hard for it to get a boost, meaning that it needs dedicated support to function.
  • Building around Eevee makes it that your team has to support it by all means, which can limit which Pokemon you want on a team.
  • Eevee is easy to counter because it is very predictable, which means that it's really matchup dependent, as sometimes it can just set up freely, while other times it struggles to maintain a boost without being KOed.
  • Eevee can only use Extreme Evoboost once, so it only gets one chance to set up a sweep.
  • Even though Eevee has some difficult matchups, Eevee teams can be a viable choice for the ladder, as you just need to be winning more often than you're losing.

Extreme Evoboost

Move 1
  • Last Resort
    Fails unless each known move has been used.
    TypeNormal
    CategoryPhysical
    Power140 BP
    Accuracy100%
Move 2
Move 3
Move 4
  • Stored Power
    + 20 power for each of the user's stat boosts.
    TypePsychic
    CategorySpecial
    Power20 BP
    Accuracy100%

Moves

  • Last Resort can be powered up into Extreme Evoboost thanks to Eevium Z, giving Eevee +2 boosts in all of its stats. Last Resort itself is impossible to use successfully though, as Baton Pass must be used, and Last Resort's effects reset if you switch out.
  • Baton Pass is the main draw to using Eevee, as it allows it to pass the stat boosts from Extreme Evoboost to an ally.
  • Substitute allows Eevee to avoid status conditions, and its Substitute can be Baton Passed to an ally.
  • Protect is good on Trick Room teams to waste Trick Room turns when you don't want it anymore, as well as being good to scout Z-Moves on Pokemon like Mimikyu.
  • Stored Power becomes a 220 Base Power move after Extreme Evoboost and is Eevee's primary means of attacking in situations where it needs to attack on its own, such as against Mega Gengar to stop Perish Song or Taunt, against Toxapex to stop Haze and against Mimikyu if you want to break Disguise before your sweeper comes in.

Set Details

  • 204 Speed EVs and a Timid nature allow Eevee to outspeed everything up to Modest Choice Scarf Tapu Lele in Tailwind after Extreme Evoboost.
  • 92 Special Attack allows Eevee to OHKO Toxapex with Stored Power after Extreme Evoboost.
  • Eevium Z is mandatory in running Eevee since Extreme Evoboost is its only niche.
  • Anticipation is good to scout for Pokemon that carry Fighting-type coverage, such as Sacred Sword Aegislash and Focus Blast Alakazam.

Usage Tips

  • Speed control is essential when using Eevee, as going first allows Eevee to get boosts before the foe, and potentially allowing it to survive a hit. Tailwind is a huge help against most teams, but against teams with Speed Boost Pokemon such as Blaziken, Trick Room should be used.
  • Eevee should be pivoted to be brought in safely, such as from a slow U-turn or via Memento, as its bulk is terrible.
  • Eevee can usually set up on defensive Pokemon like Cresselia and Porygon2 due to them not doing much back.
  • Eevee is very matchup dependent, so make sure to check the Team Preview to make sure the opponent doesn't have a counter to Eevee, as sometimes it may be better to not bring it if the opponent doesn't have anything that Eevee can set up on, as they can usually force it out or KO it.
  • Seeing Eevee in Team Preview usually forces the opponent to prepare for it, so you can use that to your advantage to predict what they're likely to bring - the most important things to watch out for include Mega Gengar, Hippowdon, Toxapex and Primarina, who have access to Taunt, Whirlwind, Haze and Perish Song, respectively. Eevee's teammates should ideally use Taunt on any possible switch ins, as this can be crucial to ensuring a successful sweep with Eevee.
  • Eevee becomes a liability after using Baton Pass, so be sure that its teammates can support it and sweep with the boosts it passes.
  • Picking the right recipient for Eevee's Baton Pass is essential - against phazers such as Hippowdon, you may want Espeon, as it is immune to phazing moves. However, Clefable might be more helpful against teams where Clefable's bulk might be more suitable, or teams with Curse Mimikyu.

Team Options

  • Espeon and Clefable can be great recipients of Baton Pass thanks to their access to Stored Power. Espeon in particular also has Magic Bounce, which makes it immune to status, preventing it from getting worn down by Toxic, and phazing moves like Roar and Whirlwind, while Clefable's Magic Guard helps in matchups against Curse Mimikyu, as the Curse gets Baton Passed, which can stop your sweep.
  • Strong Pokemon such as Mega Gyarados and Mega Kangaskhan appreciate the boosts Eevee gives, as both of them gain the ability to break through physical walls after a boost - they also can break through Mimikyu's Disguise thanks to Mold Breaker in Mega Gyarados's case and Parental Bond in Mega Kangaskhan's.
  • Supporting Pokemon can help Eevee get a Baton Pass off. Whimsicott in particular is a great candidate for this role, as it can use Memento and Taunt, which lets it enable Eevee to set up freely or force a switch from the foe, and prevent Taunt, Perish Song, Haze and Whirlwind from opposing Pokemon, respectively. It also has access to Tailwind to patch up Eevee's poor Speed. Whimsicott can also use Worry Seed to deal with Serperior, as otherwise it can set up easily on Eevee thanks to Contrary Leaf Storm, and can OHKO Eevee even through the Special Defense boosts. Mental Herb Dusknoir is another potential lead, as it gets access to Taunt, Memento, Haze and Trick Room. Trick Room is good against Pokemon with Speed Boost like Blaziken and against Dragon Dance users. Haze in conjunction with Trick Room is useful to remove potential boosts from opponents. Using a lead that is not Whimsicott is useful in certain situations, such as against Dark-types like Tyranitar and Mega Gyarados, which are immune to Whimsicott's Prankster. A useful teammate to have is a Smeargle with Geomancy, Cotton Guard and Taunt holding a Power Herb, as it can help for matchups against Primarina, Politoed, and Milotic. As those are users of Perish Song and Haze that Eevee can't OHKO, Eevee can be swapped for Smeargle to beat these Pokemon.

Other Options

  • Due to Eevee only excelling in one role as well as its small movepool, there aren't many other options it can run.
  • Yawn can force switches, helping Eevee set up.
  • Quick Attack can be useful to break Focus Sashes or pick off a weakened foe that has ended an ally's sweep.

Checks and Counters

Phazing: Phazing moves like Roar and Whirlwind from Pokemon such as Hippowdon and Skarmory force Eevee out, leaving it unable to use Extreme Evoboost if it has already been used and making it hard for Eevee to get back on the field due to its poor bulk. Haze from Pokemon such as Milotic and Toxapex can remove Eevee's stat boosts, preventing it from passing them.

Taunt Users: Taunt from the likes of Whimsicott, Mega Gengar, and Tapu Fini stops Eevee from using Baton Pass, preventing it from doing its main job and effectively making it dead-weight unless it switches out. However, Taunt will not stop Extreme Evoboost, meaning that Mega Gengar will be forced to switch out due to Eevee's Stored Power.

Perish Song: Perish Song from Pokemon such as Primarina, Politoed and Mega Gengar inflict Eevee with Perish Song, effectively putting it and its recipient on a timer, which can end a sweep easily.

Strong Attackers: Strong attacks from Pokemon like Tapu Lele and Mega Salamence and Z-Moves in general KO Eevee most of the time and prevent it from being able to set up.

Curse Mimikyu: Mimikyu can inflict Eevee with Curse, which can put it on a very stiff timer if you didn't bring Clefable.

Fighting-types: Fighting-types such as Mega Blaziken, Breloom, Mega Heracross and Mega Lucario can deal a lot of damage to Eevee due to its bad bulk. Mega Blaziken can outspeed Eevee thanks to Speed Boost, while Breloom can use Spore to incapacitate Eevee or a switch-in. Mega Heracross can also hit through Eevee's Substitute and OHKO it. Finally, Mega Lucario's Close Combat, when coupled with Adaptability, hits extremely hard and will often KO Eevee even after the boost.

Credits

Moves

 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
Accuracy
100%
PP
30
Lowers the target's Attack by 1.
 
Power
Accuracy
PP
40
User switches, passing stat changes and more.
 
Power
Accuracy
PP
10
Waits 2 turns; deals double the damage taken.
 
Power
60
Accuracy
100%
PP
25
30% chance to make the target flinch.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
 
Power
Accuracy
PP
40
No competitive use.
 
Power
Accuracy
100%
PP
20
Lowers the target's Attack by 2.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
Accuracy
PP
5
Prevents moves from affecting the user this turn.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
40
Accuracy
100%
PP
15
Power increases when used on consecutive turns.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
Accuracy
100%
PP
20
Lowers the target's Sp. Def by 2.
 
Power
Accuracy
100%
PP
15
More power the less HP the user has left.
 
Power
Accuracy
PP
30
Raises the user's critical hit ratio by 2.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
Accuracy
100%
PP
40
Lowers the foe(s) Attack by 1.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
PP
5
Cures the user's party of all status conditions.
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
90
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
100
Accuracy
75%
PP
15
30% chance to lower the target's Defense by 1.
 
Power
Accuracy
PP
30
Until the end of the next turn, user's moves crit.
 
Power
140
Accuracy
100%
PP
5
Fails unless each known move has been used.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
20
Accuracy
100%
PP
20
Raises the user's Attack by 1 if hit during use.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
20
For 5 turns, physical damage to allies is halved.
 
Power
Accuracy
PP
20
User cures its burn, poison, or paralysis.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
70
Accuracy
100%
PP
5
Power doubles if an ally fainted last turn.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
100%
PP
15
Lowers the target's accuracy by 1.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
55%
PP
15
Causes the target to fall asleep.
 
Power
130
Accuracy
100%
PP
10
Raises user's Defense by 1 on turn 1. Hits turn 2.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
20
Accuracy
100%
PP
10
+ 20 power for each of the user's stat boosts.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
120
Accuracy
100%
PP
10
Hits adjacent Pokemon sharing the user's type.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
Accuracy
100%
PP
20
Lowers the target's Attack and Defense by 1.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
Accuracy
PP
5
More power the fewer PP this move has left.
 
Power
Accuracy
PP
10
Next turn, 50% of the user's max HP is restored.
 
Power
Accuracy
PP
30
Raises the user's Attack and Sp. Atk by 1.
 
Power
Accuracy
PP
10
Puts the target to sleep after 1 turn.
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