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Gallade

In-battle formes

Base

HP:68
Attack:125
Defense:65
Sp. Atk:65
Sp. Def:115
Speed:80
Min (-ve nature, 0 IVs)148
Default196
Max Neutral259
Max Positive284
Max Neutral (+1)388
Max Positive (+1)426
Max Neutral (+2)518
Max Positive (+2)568
NeverUsed
Swords Dance284

Mega

HP:68
Attack:165
Defense:95
Sp. Atk:65
Sp. Def:115
Speed:110
Min (-ve nature, 0 IVs)202
Default256
Max Neutral319
Max Positive350
Max Neutral (+1)478
Max Positive (+1)525
Max Neutral (+2)638
Max Positive (+2)700
NeverUsed
Swords Dance350

Evolutions

Strategies

Written by xapx

Overview

With a great STAB combination, great coverage options, and access to Swords Dance, Gallade differentiates itself from other Fighting-type wallbreakers by being able to beat many traditional checks to Fighting-types like Slowking, Weezing, and Dhelmise with its Psychic-type moves and Knock Off. It also has usable special bulk, giving it setup opportunities against Pokemon like Blastoise and defensive Decidueye. However, Gallade is outsped by many threats like Vivillon and Rotom because of its average Speed, and it cannot take even resisted physical hits like Passimian's Close Combat safely due to its lackluster bulk. Additionally, a Psychic / Fighting typing is quite bad defensively, making Gallade neutral to Dark while still having the same weaknesses as other Fighting-types. Being neutral to Dark also makes Gallade unable to switch into Dark-type attacks safely to utilize its ability Justified. Aside from this, other Fighting-types give it competition by providing better utility for the team, like U-turn from Passimian and priority from Pangoro. Scrafty also has higher overall bulk and better abilities in Shed Skin, which allows it to set up without fear of status, and Moxie, which allows it to snowball and sweep.

Swords Dance

Move 1
Move 2
  • Close Combat
    Lowers the user's Defense and Sp. Def by 1.
    TypeFighting
    CategoryPhysical
    Power120 BP
    Accuracy100%
Move 3
Move 4
  • Knock Off
    1.5x damage if foe holds an item. Removes item.
    TypeDark
    CategoryPhysical
    Power65 BP
    Accuracy100%

Moves

Swords Dance allows Gallade to break through defensive Pokemon like Slowking and Palossand more easily. Close Combat is Gallade's strongest STAB move, doing a good chunk of damage to non-resistant Pokemon like Blastoise and Druddigon. Psycho Cut nails Poison-types like Weezing and Garbodor and is chosen over Zen Headbutt because it has better accuracy and does not make contact, meaning Rocky Helmet and Aftermath will not be activated. Knock Off complements Gallade's STAB moves and hits Psychic-types for a decent amount of damage. Shadow Sneak can be used alongside Ghostium Z to provide similar coverage to Knock Off and helps Gallade pick off weakened checks like Rotom and Sigilyph. It also bypasses Colbur Berry, which is often held by Psychic- and Ghost-types. However, it has less power than Shattered Psyche.

Set Details

Maximum Attack and Speed investment alongside a Jolly nature maximizes Gallade's offensive capabilities. Psychium Z gives Gallade a one-time nuke, breaking through Pokemon like Palossand and Dhelmise. Alternatively, Life Orb boosts all of Gallade's attacks without the opportunity cost of the Z-Crystal slot, but it allows Pokemon like Delphox and Sneasel to revenge kill Gallade more easily due to recoil and stat drops from Close Combat. Justified is only really useful against Passimian locked into Knock Off and if Gallade is holding a Z-Crystal, as most Dark-type attacks are able to severely damage Gallade or straight up KO it, although it is still Gallade's best ability.

Usage Tips

Spam Knock Off early-game to weaken the opposing team. Gallade's switch-ins all dislike taking a Knock Off; for example, Whimsicott is more threatening with Choice Specs, and Ghost-types may be unable to stop Gallade's sweep late-game if they have already lost their Colbur Berry. You should also note that Gallade is rather frail and does not have any useful resistances, so it is best to bring it in through VoltTurn users so it has enough health to wallbreak or set up a Swords Dance. Aside from that, Gallade should also avoid any status effects, as they compromise Gallade's ability to sweep and wear it down even quicker. Gallade does well against bulkier teams, as it has a Speed advantage, giving it more opportunities to set up Swords Dance and making it harder to revenge kill. Against offensive teams, however, Gallade should focus on spamming its attacks to soften up the opposing team for its teammates, as they struggle to take Gallade's hits safely even without any boosts. You can also use Gallade's Speed and type advantage to revenge kill Pokemon like Swords Dance Incineroar and Rhydon, although Gallade cannot come in on these threats.

Team Options

Pokemon such as Steelix and Rhydon can check Flying-types for Gallade, while Weezing and Garbodor, as well as Steelix, can handle Fairy-types. All four can support Gallade in wallbreaking via entry hazard support. Fairy-types like Comfey and Whimsicott are also good partners; Comfey appreciates Gallade's ability to weaken or eliminate Steel- and Poison-types so it can sweep more easily late-game, while Whimsicott is able to U-turn out of Steel- and Poison-types and bring in Gallade. Dark-types can threaten Ghost-types for Gallade, allowing it to spam Close Combat more freely. Some of them like Swords Dance Incineroar can form a powerful wallbreaking core with Gallade. Pivots such as Heliolisk, Rotom, Choice Scarf Togedemaru, and Whimsicott are great for bringing in Gallade safely. One can opt for a Wish user like Vaporeon or Delphox to heal up Gallade and give it more wallbreaking opportunities. Additionally, Vaporeon can provide Heal Bell support, while Delphox can check Fairy-types and appreciates Gallade keeping Rock- and Dark-types in check offensively.

Other Options

Thunder Punch with Electrium Z can be used, as Thunder Punch provides decent neutral coverage alongside Gallade's STAB moves, hitting Pokemon like Xatu, Sigilyph, and Slowking, although it worsens Gallade's matchup against Palossand and Dhelmise. Choice Scarf may seem appealing to Gallade, allowing it to KO most fast targets with its powerful attacks and support sweepers like Incineroar, Vivillon, and Mismagius via Memento support, but it forces Gallade to KO itself. It also faces fierce competition from Passimian, the most common Choice Scarf user in the tier, which is slightly bulkier and has access to U-turn, and Medicham, which is much stronger than Gallade thanks to Pure Power. Z-Hypnosis is also an interesting option, which enables Gallade to circumvent its average Speed while still being able to switch moves. However, Gallade will have to give up a coverage option or Swords Dance, which reduces Gallade's wallbreaking abilities and makes it generally an undesirable option.

Checks and Counters

Psychic-types: Slowking, Xatu, and Delphox all resist Gallade's STAB combination, although none of them enjoy taking a super effective Knock Off. Slowking and Xatu can stomach one unboosted Knock Off from full health, while Delphox can revenge kill Gallade, although it requires Gallade to be at around 50% health to do so.

Ghost-types: Although most of them are pressured by Gallade's powerful moves, Rotom and Mismagius can revenge kill it with Shadow Ball. Palossand is hugely pressured by Gallade's Z-Moves and the threat of Knock Off, but it can stomach any move at +2 and use Shadow Ball on Gallade.

Fairy-types: Comfey and Whimsicott will usually force Gallade out, as they always outspeed Gallade, are able to deal huge damage with their STAB moves, and can survive any hit from unboosted Gallade, although Comfey fails to properly take on +2 Gallade one-on-one without prior damage or Special Defense drops from Close Combat.

Flying-types: Aerodactyl, Sigilyph, and Vivillon cannot directly switch in, as they take a lot of damage from Gallade's attacks but can all outspeed and OHKO it with their powerful Flying-type STAB moves. Vivillon can also outspeed Gallade and use Sleep Powder on it, giving it a free opportunity to set up Quiver Dance.

Faster Pokemon: There are many Pokemon that outspeed Gallade aside from the aforementioned Fairy- and Flying-types, such as Heliolisk, Sneasel, and Delphox. While none of them can OHKO Gallade without prior damage or Close Combat defense drops, they can all take a large chunk of its health away.

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
15
The user swaps positions with its ally.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
Accuracy
PP
20
Raises the user's Attack and Defense by 1.
 
Power
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk and Sp. Def by 1.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
 
Power
50
Accuracy
90%
PP
10
70% chance to raise the user's Sp. Atk by 1.
 
Power
Accuracy
100%
PP
20
Lowers the target's Attack by 2.
 
Power
120
Accuracy
100%
PP
5
Lowers the user's Defense and Sp. Def by 1.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
100%
PP
10
Confuses the target.
 
Power
50
Accuracy
100%
PP
25
10% chance to confuse the target.
 
Power
50
Accuracy
95%
PP
30
No additional effect.
 
Power
80
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
Accuracy
PP
40
Raises the user's Defense by 1.
 
Power
Accuracy
PP
5
If an opponent knocks out the user, it also faints.
 
Power
Accuracy
100%
PP
20
For 4 turns, disables the target's last move used.
 
Power
40
Accuracy
PP
15
This move does not check accuracy. Hits foes.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
50
Accuracy
100%
PP
10
User recovers 75% of the damage dealt.
 
Power
75
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
100
Accuracy
100%
PP
15
User gains 1/2 HP inflicted. Sleeping target only.
 
Power
40
Accuracy
90%
PP
15
Hits 2 times in one turn.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Double damage on Dig.
 
Power
40
Accuracy
100%
PP
15
Power increases when used on consecutive turns.
 
Power
Accuracy
100%
PP
5
Target repeats its last move for its next 3 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
40
Accuracy
100%
PP
40
Always leaves the target with at least 1 HP.
 
Power
30
Accuracy
100%
PP
10
Nullifies Detect, Protect, and Quick/Wide Guard.
 
Power
75
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
Accuracy
100%
PP
20
Lowers the target's accuracy by 1.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
150
Accuracy
100%
PP
20
Fails if the user takes damage before it hits.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
40
Accuracy
95%
PP
20
Power doubles with each hit, up to 160.
 
Power
120
Accuracy
100%
PP
10
Hits two turns after being used.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
Accuracy
100%
PP
40
Lowers the foe(s) Attack by 1.
 
Power
Accuracy
PP
5
If the user faints, the attack used loses all its PP.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
PP
10
Heals the target by 50% of its max HP.
 
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
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
90
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
Accuracy
60%
PP
20
Causes the target to fall asleep.
 
Power
75
Accuracy
100%
PP
15
10% chance to freeze the target.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
Accuracy
PP
10
No foe can use any move known by the user.
 
Power
65
Accuracy
100%
PP
20
1.5x damage if foe holds an item. Removes item.
 
Power
Accuracy
PP
30
Until the end of the next turn, user's moves crit.
 
Power
90
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
65
Accuracy
100%
PP
20
100% chance to lower the target's Speed by 1.
 
Power
Accuracy
PP
30
For 5 turns, shields user's party from critical hits.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
15
Bounces back certain non-damaging moves.
 
Power
Accuracy
PP
10
For 5 turns, all held items have no effect.
 
Power
Accuracy
PP
5
Prevents the target from switching out.
 
Power
Accuracy
100%
PP
10
Lowers target's Attack, Sp. Atk by 2. User faints.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
Accuracy
PP
10
5 turns. Can't status,-Dragon power vs grounded.
 
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
100%
PP
15
A sleeping target is hurt by 1/4 max HP per turn.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
Accuracy
PP
20
Shares HP of user and target equally.
 
Power
80
Accuracy
100%
PP
20
30% chance to poison the target.
 
Power
40
Accuracy
100%
PP
20
100% chance to raise the user's Attack by 1.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
70
Accuracy
100%
PP
20
High critical hit ratio.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
80
Accuracy
100%
PP
10
Damages target based on Defense, not Sp. Def.
 
Power
Accuracy
PP
15
Protects allies from priority attacks this turn.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
10
Restores the item the user last used.
 
Power
Accuracy
PP
20
For 5 turns, physical damage to allies is halved.
 
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
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
60
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
25
For 5 turns, protects user's party from status.
 
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
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
75
Accuracy
100%
PP
15
10% chance to confuse the target.
 
Power
Accuracy
55%
PP
15
Causes the target to fall asleep.
 
Power
Accuracy
PP
10
The user and the target trade Abilities.
 
Power
70
Accuracy
100%
PP
20
High critical hit ratio.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
Accuracy
PP
10
User steals certain support moves to use itself.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
Power
20
Accuracy
100%
PP
10
+ 20 power for each of the user's stat boosts.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
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
Accuracy
PP
20
Raises the user's Attack by 2.
 
Power
120
Accuracy
100%
PP
10
Hits adjacent Pokemon sharing the user's type.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
Accuracy
PP
15
For 3 turns, target floats but moves can't miss it.
 
Power
Accuracy
PP
20
Fails when used.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
80
Accuracy
100%
PP
15
For 2 turns, the target cannot use sound moves.
 
Power
90
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
90%
PP
20
Paralyzes the target.
 
Power
Accuracy
100%
PP
15
Target can't select the same move twice in a row.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
Accuracy
100%
PP
10
User switches its held item with the target's.
 
Power
Accuracy
PP
5
Goes last. For 5 turns, turn order is reversed.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
Accuracy
PP
10
Protects allies from multi-target moves this turn.
 
Power
Accuracy
85%
PP
15
Burns the target.
 
Power
Accuracy
PP
10
Next turn, 50% of the user's max HP is restored.
 
Power
Accuracy
PP
10
For 5 turns, all Defense and Sp. Def stats switch.
 
Power
Accuracy
PP
30
Raises the user's Attack and Sp. Atk by 1.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
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