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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
RarelyUsed
Setup Sweeper284
Choice Band284
Choice Scarf284

Evolutions

Strategies

  • en
Written by zizalith and Canard

Overview

Gallade is a very threatening wallbreaker that uses its Sharpness-boosted offensive coverage options to threaten big damage on most of the metagame. It can notably 2HKO walls like Hippowdon, Slowbro, and Galarian Weezing, making it an excellent tool at dealing with defensive teams in particular, as nothing can reliably take its hits. It is, however, held back by its average bulk. While its special bulk can let it tank some pretty big hits like Hisuian Zoroark's Shadow Ball, Volcanion's Steam Eruption, and Magnezone's Discharge, its physical bulk is terrible, and it will have trouble taking hits it doesn't resist from any mildly threatening foes such as Slither Wing's First Impression and Mamoswine's Earthquake. Its biggest weakness is its mediocre Speed leaving it vulnerable to revenge killing attempts from faster threats like Krookodile, Salamence, and Noivern; Choice Scarf users such as Galarian Zapdos and Gardervoir; and priority users like Mimikyu and Bisharp. It therefore struggles against more offensive teams containing more of these fast threats.

Setup Sweeper

Move 1
Move 2
  • Sacred Sword
    Ignores the target's stat stage changes.
    TypeFighting
    CategoryPhysical
    Power90 BP
    Accuracy100%
Move 3
Move 4
  • Leaf Blade
    High critical hit ratio.
    TypeGrass
    CategoryPhysical
    Power90 BP
    Accuracy100%

Set Details

Gallade has a unique niche in being a wallbreaker that threatens a 2HKO on the main physical walls of the tier such as Galarian Weezing and Slowbro. Psycho Cut not making contact comes in handy against Rocky Helmet users and Flame Body Pokemon, like Hippowdon and Talonflame. Leaf Blade is useful coverage for hitting bulky Water- and Ground-types that could wall Gallade otherwise such as Slowbro and Hippowdon. With Swords Dance, Gallade gets the opportunity to OHKO most physical walls in the tier like Galarian Weezing, Hippowdon, and Slowbro, while Agility allows it to outspeed foes that would normally revenge kill it like Galarian Zapdos, Hisuian Zoroark, and Gardevoir. Lum Berry allows it to shrug off status effects that can be inflicted by Slowbro, Talonflame, and Galarian Weezing; it works best on Swords Dance sets, as they don't need more damage. Life Orb is an alternative that fits the most on Agility variants, as it adds damage that can be lacking, letting them OHKO some notable threats like Gardevoir after Stealth Rock. Scope Lens is another option to get additional damage on Agility sets; it is less reliable than Life Orb but crucially doesn't cause recoil, which can help Gallade to tank important hits such as Earthquake from Krookodie and First Impression from Slither Wing. It can also let Gallade break through Iron Defense setup sweepers such as Tera Ghost Registeel. Tera Steel is at its best on Swords Dance sets, letting Gallade sponge hits from Fairy-types such as Gardevoir and Fezandipiti extremely well while also letting it beat Choice-locked Galarian Zapdos. Since Agility sets have less issue with these threats and much prefer an offensive item over Lum Berry, Tera Fire is preferred to absorb burns from Galarian Weezing and Talonflame.

Gallade is a huge threat on Sticky Web and bulky offense teams, as it's able to dig holes in the opponent's defensive structure and can take advantage of paralysis and Sticky Web to fix its speed issue. Because of its average bulk, it also loves pivots, thus working well with allies such as Jirachi, Fezandipiti, and Galarian Zapdos; Jirachi can also spread paralysis to allow it to outpace foes like Galarian Zapdos, Slither Wing, and Gardevoir. Fezandipiti likes Gallade being able to threaten Steel- and Poison-types, which cannot be poisoned, and Galarian Zapdos benefits from Gallade's wallbreaking potential, helping it find an opening to clean a weakened team. However, they're all weak to Armarouge, so priority moves from the likes of Entei and Bisharp or bulky allies that resist Armor Cannon such as Volcanion, Noivern, and Cyclizar may be needed. On teams utilizing Ribombee's Sticky Web, Gallade will need to be heavily supported, as it is quite weak to some already difficult foes to deal with for Sticky Web teams like Galarian Zapdos, Bisharp, and Armarouge. One particularly great ally is Low Kick Bisharp, which can consistently beat opposing Bisharp and revenge kill Armarouge. Calm Mind + Heavy-Duty Boots Armarouge is a great Galarian Zapdos revenge killer, as it can survive a hit and enable Weak Armor while also being a threatening sweeper on its own; it may also force a special wall in, which is perfect to give Gallade an opportunity to set up. Teams stacking multiple physical setup sweepers such as Bisharp, Salamence, and Maushold appreciate Swords Dance Gallade's ability to help wear down shared checks like Galarian Weezing and Hippowdon. Agility Gallade benefits most from other wallbreakers like Mamoswine, Crawdaunt, and Galarian Zapdos thanks to their ability to weaken physical walls, letting it clean a weakened team. After using Agility, it can outspeed most Choice Scarf users, aside from Hisuian Zoroark and Gengar, helping it clean teams relying on the likes of Galarian Zapdos and Gardevoir for speed control. Entry hazard support such as Stealth Rock or Spikes can help greatly with putting foes such as Gardevoir or Galarian Weezing in KO range of Gallade's attacks.

Choice Band

Move 1
  • Sacred Sword
    Ignores the target's stat stage changes.
    TypeFighting
    CategoryPhysical
    Power90 BP
    Accuracy100%
Move 2
Move 3
  • Leaf Blade
    High critical hit ratio.
    TypeGrass
    CategoryPhysical
    Power90 BP
    Accuracy100%
Move 4
  • Knock Off
    1.5x damage if foe holds an item. Removes item.
    TypeDark
    CategoryPhysical
    Power65 BP
    Accuracy100%
  • Shadow Sneak
    Usually goes first.
    TypeGhost
    CategoryPhysical
    Power40 BP
    Accuracy100%
    Priority1
  • Trick
    User switches its held item with the target's.
    TypePsychic
    Accuracy100%

Set Details

Choice Band Gallade can act as an extremely powerful wallbreaker with its Sharpness-boosted STAB moves. Leaf Blade targets Water- and Ground-types like Slowbro and Hippowdon. Knock Off provides utility by removing items from possible switch-ins like Galarian Weezing and Slowbro, and it hits Psychic-types like Reuniclus and Cresselia. Shadow Sneak lets it revenge kill weakened Armarouge, Gengar, and Choice Scarf Gardevoir. Trick can cripple walls like Reuniclus, and removing Gallade's Choice item can help ease prediction against teams with multiple Pokemon resistant to its STAB moves. Tera Steel lets it flip the matchup against Flying- and Fairy-types like Galarian Zapdos and Fezandipiti, while Tera Dark boosts Knock Off, guaranteeing a 2HKO on Slowbro; helps answer Ghost-types like Gengar as well as Psychic-types; and provides a resistance to Bisharp's Sucker Punch.

Choice Band Gallade often finds itself on balance and bulky offense teams that can patch up its physical frailty and mediocre Speed while appreciating its ability to punch holes through defensive cores. Cleaners like Galarian Zapdos, Maushold, and Armarouge can sweep teams after Gallade has weakened shared checks like Hippowdon and Galarian Weezing. Due to Gallade having the coverage to 2HKO any Pokemon in the tier, no slower Pokemon want to stay in on it, letting it effectively force switches; this synergizes well with entry hazard setters such as Hippowdon, Klefki, and Krookodile, since their hazards can help chip down the opposing team and make Gallade less reliant on prediction. If Gallade is running Shadow Sneak over Knock Off, answers to bulky Psychic-types such as Slowbro and Reuniclus are necessary. Bisharp and Encore Jirachi can help alleviate this weakness. Pivots like Cyclizar and Slither Wing can help bring Gallade onto the field safely after inviting in Galarian Weezing and Chesnaught. Paralysis support from the likes of Jirachi, Slowbro, and Klefki can make Gallade a terrifying foe by crippling its faster checks, like Talonflame and Suicune, making them unable to outspeed it. Gallade should be paired with defensive Pokemon like Slowbro, Empoleon, and Umbreon that can switch into revenge kill attempts from the likes of Galarian Zapdos and Hisuian Zoroark.

Choice Scarf

Move 1
  • Sacred Sword
    Ignores the target's stat stage changes.
    TypeFighting
    CategoryPhysical
    Power90 BP
    Accuracy100%
Move 2
Move 3
  • Leaf Blade
    High critical hit ratio.
    TypeGrass
    CategoryPhysical
    Power90 BP
    Accuracy100%
Move 4
  • Knock Off
    1.5x damage if foe holds an item. Removes item.
    TypeDark
    CategoryPhysical
    Power65 BP
    Accuracy100%
  • Trick
    User switches its held item with the target's.
    TypePsychic
    Accuracy100%

Set Details

Choice Scarf Gallade is a strong revenge killer and late-game cleaner with good utility. Leaf Blade lets it revenge kill Water-types like Feraligatr and hit Pokemon like Hippowdon. Knock Off lets it hit Psychic-types like Armarouge and Reuniclus as well as removes items from defensive checks like Slowbro. Trick can cripple walls such as Suicune, Cresselia, and Calm Mind Reuniclus. Tera Steel changes Gallade's Fairy and Flying weaknesses into resistances, which helps it tank hits from Gardevoir and Galarian Zapdos. Tera Dark boosts Knock Off damage, guaranteeing a 2HKO on Reuniclus as well as providing a very high chance to OHKO Armarouge, and it gives Galladea resistance to Ghost- and Dark-type attacks from Pokemon like Gengar and Bisharp.

Choice Scarf Gallade performs best on balance and bulky offense structures, as they can help weaken its checks. Stealth Rock users like Hippowdon can help weaken Gallade's checks throughout the match to allow it to eventually clean late-game,and it can switch into Pokemon that threaten Gallade out like Choice Scarf Galarian Zapdos and Slither Wing; Spikes setters like Chesnaught and Gastrodon can fulfill a similar role. These Pokemon appreciate Gallade's Knock Off support to remove Heavy-Duty Boots from the opposing team. Wallbreakers such as Krookodile, Hisuian Zoroark, and mixed Salamence can help weaken physical walls that Gallade struggles with such as Reuniclus and Hippowdon. Armarouge answers like Umbreon and Hisuian Goodra are necessary, as Armarouge can use Gallade as setup fodder if it locks into an attack that Armarouge resists. Gallade appreciates pivot support and hazard removal from the likes of Jirachi and Cyclizar, allowing it to enter the field easily and leverage its useful special bulk more consistently.

Other Options

Knock Off or Night Slash can be used over Leaf Blade to hit bulky Psychic-types, notably Armarouge, harder. Night Slash has consistently high damage and good synergy with Scope Lens thanks to its higher critical chance. Knock Off hits for slightly less and only gets its boosted Base Power once, resulting in it being less effective against the likes of Slowbro, Reuniclus, and Cresselia, but it has the upside of removing items like Rocky Helmet and Heavy-Duty Boots.

Checks and Counters

Armarouge: Armarouge's good bulk, unique typing that resists both of Gallade's STAB moves and Leaf Blade, high damage, and Weak Armor ability make it an effective check that can use Gallade as setup fodder.

Faster Wallbreakers: Faster wallbreakers like Galarian Zapdos and Maushold can threaten Gallade prior to it using Agility, while Choice Scarf users like Hisuian Zoroark and Gengar are still faster than +2 Gallade.

Priority Users: As a setup sweeper with mediocre Defense, Gallade is especially weak to priority moves; it's weak to Mimikyu's Shadow Sneak and neutral to Sucker Punch and Aqua Jet from the likes of Crawdaunt and Bisharp, which can easily revenge kill it. While Extreme Speed, Ice Shard and First Impression from Entei, Mamoswine and Slither Wing hit it hard, it can, in a pinch, use Tera Steel to take less damage.

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
75
Accuracy
95%
PP
15
30% chance to make the target flinch.
 
Power
80
Accuracy
100%
PP
10
100% confuse target that had a stat rise this turn.
 
Power
70
Accuracy
100%
PP
20
High critical hit ratio.
 
Power
80
Accuracy
PP
20
This move does not check accuracy.
 
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
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
10
Raises an ally's Attack and Defense by 1.
 
Power
Accuracy
100%
PP
10
Confuses the target.
 
Power
50
Accuracy
100%
PP
25
10% chance to confuse the target.
 
Power
80
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
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
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
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Double damage on Dig.
 
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
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
80
Accuracy
100%
PP
10
User on Psychic Terrain: 1.5x power, hits foes.
 
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
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
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
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
65
Accuracy
100%
PP
10
Power doubles if the target has a status ailment.
 
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
90
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
Accuracy
PP
10
Heals the user and its allies by 1/4 their max HP.
 
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
60
Accuracy
PP
20
This move does not check accuracy.
 
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
Picks a random move.
 
Power
Accuracy
PP
10
5 turns. Can't status,-Dragon power vs grounded.
 
Power
75
Accuracy
100%
PP
10
100% chance to lower the target's Sp. Atk by 1.
 
Power
Accuracy
100%
PP
15
Does damage equal to the user's level.
 
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
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
65
Accuracy
100%
PP
20
10% chance to confuse the target.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
10
5 turns. Grounded: +Psychic power, priority-safe.
 
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
20
For 5 turns, physical damage to allies is halved.
 
Power
Accuracy
PP
5
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
15
More power the less HP the user has left.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
60
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
90
Accuracy
100%
PP
15
Ignores the target's stat stage changes.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
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
125
Accuracy
100%
PP
10
Charges turn 1. Hits turn 2. No charge in sunlight.
 
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
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
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
Accuracy
PP
20
Raises the user's Attack by 2.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
Accuracy
PP
20
User switches out.
 
Power
80
Accuracy
100%
PP
10
If Terastallized: Phys. if Atk > SpA, type = Tera.
 
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
10
User switches its held item with the target's.
 
Power
Accuracy
PP
5
Goes last. For 5 turns, turn order is reversed.
 
Power
20
Accuracy
90%
PP
10
Hits 3 times. Each hit can miss, but power rises.
 
Power
65
Accuracy
100%
PP
15
100% flinch. Fails unless target using priority.
 
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
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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