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Espeon   

Level-Up AttacksAll | DP | RSE/FRLG | GSC
DP Level-Up Attacks:
DPPMoveEffectDamageTypePwrAcc
1   Helping Hand Always goes first. In double battles, the power of the user's partner's attacks is increased by 1.5x for that turn; does nothing in single battles. Other Damage Normal N/A N/A
1   Tackle Damages the target. Physical Damage Normal 35 95%
1   Tail Whip Lowers the target's Defense by 1 stage. Other Damage Normal N/A 100%
8   Sand-Attack Lowers the target's Accuracy by 1 stage. Other Damage Ground N/A 100%
15   Confusion Has a 10% chance to confuse the target. Special Damage Psychic 50 100%
22   Quick Attack Usually goes first. Physical Damage Normal 40 100%
29   Swift Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. Special Damage Normal 60 100%
36   Psybeam Has a 10% chance to confuse the target. Special Damage Psychic 65 100%
43   Future Sight This move, even if the user and/or the target switch out, will strike the active target at the end of the second turn after its use. This move cannot cause a Critical Hit and its damage is calculated by using the original user's Special Attack and the original target's Special Defense. The move's damage is typeless so it never receives STAB and ignores weaknesses, resistances and immunities against this move's type. Only one instance of Future Sight or Doom Desire may be active at a time; because Future Sight is typeless and occurs at the end of the round, it also hits through Protect, Detect, Endure and Wonder Guard. Special Damage Psychic 80 90%
50   Last Resort Fails until each other move in the user's moveset has been performed at least once; the user must also know at least one other move. Physical Damage Normal 130 100%
57   Psych Up The user copies all six of the target's current stat modifiers. Other Damage Normal N/A N/A
64   Psychic Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Psychic 90 100%
71   Morning Sun Restores a fraction of the user's max HP depending on the weather: 2/3 during Sunny Day, 1/2 during regular weather and 1/4 during Rain Dance, Hail and Sandstorm. Other Damage Normal N/A N/A

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