Last updated: 2026-07-27

Related Pokemon
When an opponent’s stats are boosted, the Pokémon boosts its own stats in the exact same way.
When the Pokémon enters a battle, it identifies opponents’ held items.
Boosts the Pokémon’s Speed stat by 1 stage at the end of every turn.
Season: M-4 (2026-07-27)
Moves
Item
Ability
Nature
AP Spreads
Speed Boost Baton
A Baton Pass build that stacks Calm Mind while raising Speed via Speed Boost and passes the boosts on with Baton Pass
Espathra
| HP | 195 | 25 | |
|---|---|---|---|
| Atk↓ | 72 | - | |
| Def↑ | 123 | 32 | |
| SpA | 121 | - | |
| SpD | 80 | - | |
| Spe | 134 | 9 |
Speed Boost stacks Calm Mind while raising Speed and passes the boosts on with Baton Pass — a Baton Pass Espathra. By raising its physical bulk and Protect as well, it can rack up activations of the ability Speed Boost and Calm Mind's trigger attempts.
Speed tuned to outspeed Mega Gyarados
With 9 Speed EVs, Speed Boost just once is enough to outspeed a Dragon Dance-boosted max-Speed Mega Gyarados.Recommended EV spread to act first.
Pass self-boosted Speed/Sp.Atk/Sp.Def directly to Build board where team aces start pre-boosted for sweeping — its role. Lowering the opponent's Sp.Def by 2 stages, Lumina Crash, it can also stay in to wear down the opponent.
Weak to weakness-hitting special attackers
No Sp.Def EVs, so high-power weakness special attackers risk OHKO.If KO'd before Baton Pass, load on teammates increasesso use with caution.
Doubles Baton Pass
A Doubles build that raises stats with Calm Mind and the ability Speed Boost, then passes them to an ally via Baton Pass
Espathra
| HP | 189 | 19 | |
|---|---|---|---|
| Atk↓ | 72 | - | |
| Def | 102 | 22 | |
| SpA | 121 | - | |
| SpD | 88 | 8 | |
| Spe↑ | 156 | 17 |
With EVs in HP, both defenses, and Speed to secure more turns of action, this is a Baton Pass Espathra build. The ability Speed Boost and Calm Mind are combined to raise its stats, and the boosted stats are passed to an ally ace via Baton Pass.
EV Allocation Intent
By raising HP and Def with EVs, it becomes hard to KO with priority moves. Also, by allocating EVs to Speed as well, Sleep Powder makes it possible to move first even against the troublesome Vivillon.
Stored Power is also recommended
Lumina Crash instead, Stored Power is also recommended. When the ability Speed Boost or Calm Mind raises stats by a total of 4 stages or more, Stored Power's power exceeds that of Lumina Crash.
Colbur Berry and Sitrus Berry are also recommended
Colbur Berry or
Sitrus Berry are also recommended. Holding the Colbur Berry lets it take Kingambit's Kowtow Cleave or
Black Glasses boosts its Sucker Punch as well. Additionally, when holding a Sitrus Berry, set HP to an even number so that Super Fang is activated when taking it too.
Protect blocks the opponent's attacks while buying turns to raise Speed via its ability, and a role of supporting the follow-up ace with Baton Pass — its role.
Mental Herb with Encore once while lowering the opponent's Sp.Def, Lumina Crash to interfere with the board — a flexible, viable playstyle.
Weak to Dark types
Against Dark-type Pokémon, Lumina Crash has no effect and you get hit on a weakness.Protect or an ally's Follow Me to block incoming moves, while Baton Pass to switch into a later Pokémon.
Example Threats
Type
Category
Target
Properties
57 / 57
| Move | Type | Category | Power | Acc. | PP | Properties | Target | Effect |
|---|---|---|---|---|---|---|---|---|
| Giga Impact | Normal | Phys | 150 | 90 | 8 | Contact | 1 Foe | The user gains the Recharging status on the turn after this move is used. |
| Last Resort | Normal | Phys | 140 | 100 | 8 | Contact | 1 Foe | This move fails unless the user has already used all the other moves it knows. |
| Double-Edge | Normal | Phys | 120 | 100 | 16 | Contact | 1 Foe | The user takes 1/3 of the damage dealt by this move. |
| Body Slam | Normal | Phys | 85 | 100 | 16 | Contact | 1 Foe | Has 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. |
| Facade | Normal | Phys | 70 | 100 | 20 | Contact | 1 Foe | This 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. |
| Quick Attack | Normal | Phys | 40 | 100 | 20 | Contact | 1 Foe | Always strikes first. (Priority +1) |
| Hyper Beam | Normal | Spec | 150 | 90 | 8 | 1 Foe | The user gains the Recharging status on the turn after this move is used. | |
| Hyper Voice | Normal | Spec | 90 | 100 | 12 | Sound | All Foes | An ordinary attacking move. |
| Uproar | Normal | Spec | 90 | 100 | 12 | Sound | Random Foe | The user gains the Uproar status. |
| Helping Hand | Normal | Stat | - | - | 20 | Ally | Boosts the power of an ally’s move by 50% during the turn this move is used. | |
| Psych Up | Normal | Stat | - | - | 12 | 1 Foe | The user copies the target’s stat changes. | |
| Baton Pass | Normal | Stat | - | - | 20 | Self | The user switches out of battle to be replaced by another party Pokémon. If the user had any stat changes, a substitute, or other such effects, they will be passed on to the Pokémon switching in. | |
| Sleep Talk | Normal | Stat | - | - | 12 | Self | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | |
| Endure | Normal | Stat | - | - | 12 | Self | During 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. | |
| Protect | Normal | Stat | - | - | 8 | Self | The 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. | |
| Substitute | Normal | Stat | - | - | 12 | Self | The 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. | |
| Seed Bomb | Grass | Phys | 80 | 100 | 16 | Ball | 1 Foe | An ordinary attacking move. |
| Energy Ball | Grass | Spec | 90 | 100 | 12 | Ball | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. |
| Sunny Day | Fire | Stat | - | - | 8 | Whole Field | Summons harsh sunlight for 5 turns. | |
| Rain Dance | Water | Stat | - | - | 8 | Whole Field | Summons rain for 5 turns. | |
| U-turn | Bug | Phys | 70 | 100 | 20 | Contact | 1 Foe | After attacking, the user switches out of battle to be replaced by another party Pokémon. |
| Pounce | Bug | Phys | 50 | 100 | 20 | Contact | 1 Foe | Lowers the target’s Speed stat by 1 stage. |
| Brave Bird | Flying | Phys | 120 | 100 | 16 | Contact | 1 Foe | The user takes 1/3 of the damage dealt by this move. |
| Drill Peck | Flying | Phys | 80 | 100 | 20 | Contact | 1 Foe | A regular attacking move. |
| Pluck | Flying | Phys | 60 | 100 | 20 | Contact | 1 Foe | If the target is holding a Berry, the user eats that Berry and gains its effect. |
| Aerial Ace | Flying | Phys | 60 | - | 20 | ContactCut | 1 Foe | This move never misses. |
| Roost | Flying | Stat | - | - | 8 | Self | Restores 1/2 of the user’s max HP. If the user is a Flying type, it will lose the Flying type for the turn. | |
| Feather Dance | Flying | Stat | - | 100 | 16 | Dance | 1 Foe | Lowers the target’s Attack stat by 2 stages. |
| Sandstorm | Rock | Stat | - | - | 8 | Wind | Whole Field | Summons a sandstorm for 5 turns. |
| Mud-Slap | Ground | Spec | 20 | 100 | 12 | 1 Foe | Lowers the target's accuracy by 1 stage. | |
| Low Kick | Fighting | Phys | - | 100 | 20 | Contact | 1 Foe | The heavier the target, the greater this move’s power (ranging between 20 and 120). |
| Zen Headbutt | Psychic | Phys | 80 | 90 | 16 | Contact | 1 Foe | Has a 20% chance of making the target flinch. |
| Psychic | Psychic | Spec | 90 | 100 | 12 | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | |
| Lumina Crash | Psychic | Spec | 80 | 100 | 12 | 1 Foe | Lowers the target’s Sp. Def stat by 2 stages. | |
| Expanding Force | Psychic | Spec | 80 | 100 | 12 | 1 Foe | If the user is under the effect of Psychic Terrain, this move’s power is boosted by 50% and its range extends to all opponents. | |
| Psyshock | Psychic | Spec | 80 | 100 | 12 | 1 Foe | This is a special move, but the damage it deals is calculated using the target’s Defense stat. | |
| Stored Power | Psychic | Spec | 20 | 100 | 12 | 1 Foe | This move’s power is increased by 20 for each stage that the user’s stats have been boosted. | |
| Psychic Terrain | Psychic | Stat | - | - | 12 | Whole Field | Turns the entire field into Psychic Terrain for 5 turns. | |
| Ally Switch | Psychic | Stat | - | - | 16 | Self | The 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. | |
| Trick Room | Psychic | Stat | - | - | 8 | Whole Field | Gives the entire field the Trick Room status for 5 turns. Using it again while the Trick Room status is active ends the Trick Room status. | |
| Calm Mind | Psychic | Stat | - | - | 20 | Self | Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage. | |
| Skill Swap | Psychic | Stat | - | - | 12 | 1 Foe | The user and the target swap their Abilities. | |
| Trick | Psychic | Stat | - | 100 | 12 | 1 Foe | The user and the target swap their held items. | |
| Rest | Psychic | Stat | - | - | 8 | Self | Fully 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. | |
| Reflect | Psychic | Stat | - | - | 20 | Ally Side | Gives the user’s side the Reflect status for 5 turns. | |
| Light Screen | Psychic | Stat | - | - | 20 | All Allies | Gives the user’s side the Light Screen status for 5 turns. | |
| Agility | Psychic | Stat | - | - | 20 | Self | Boosts the user’s Speed stat by 2 stages. | |
| Hypnosis | Psychic | Stat | - | 60 | 20 | 1 Foe | Puts the target to sleep. | |
| Shadow Ball | Ghost | Spec | 80 | 100 | 16 | Ball | 1 Foe | Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage. |
| Hex | Ghost | Spec | 65 | 100 | 12 | 1 Foe | This move’s power is doubled if the target has a status condition. | |
| Night Shade | Ghost | Spec | - | 100 | 16 | 1 Foe | Deals 50 HP of damage. | |
| Confuse Ray | Ghost | Stat | - | 100 | 12 | 1 Foe | Confuses the target. | |
| Foul Play | Dark | Phys | 95 | 100 | 16 | Contact | 1 Foe | The damage dealt by this move is calculated using the target’s Attack stat instead of the user’s Attack stat. |
| Thief | Dark | Phys | 60 | 100 | 20 | Contact | 1 Foe | If the user is not already holding an item, it steals the target’s held item. |
| Flash Cannon | Steel | Spec | 80 | 100 | 12 | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | |
| Dazzling Gleam | Fairy | Spec | 80 | 100 | 12 | All Foes | A regular attacking move. | |
| Baby-Doll Eyes | Fairy | Stat | - | 100 | 20 | 1 Foe | Lowers the target’s Attack stat by 1 stage. |