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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
Swords Dance (Adamant)259
Swords Dance (Jolly)284
Bulk Up237

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
RarelyUsed
Swords Dance (Adamant)319
Swords Dance (Jolly)350
Bulk Up297

Evolutions

Strategies

  • en
Written by -kal-

Overview

Gallade boasts an expansive movepool including Trick, Swords Dance, and Bulk Up, which makes it extremely versatile. Gallade's great type combination lets it beat Poison-, Steel-, and Fighting-types such as Venusaur, Registeel, and Hitmonlee, all of which are common in RarelyUsed. Furthermore, Gallade has access to Knock Off, which complements its dual STAB moves and hits Psychic-types such as Uxie and Sigilyph for heavy damage. Gallade's high-Base Power STAB moves are supported by its monstrous Attack stat, which turns it into a fearsome wallbreaker that can easily threaten defensively oriented teams. Gallade also sports a great Special Defense stat that allows it to switch into many special attacks comfortably. Moreover, Gallade's ability Justified gives it a free Attack boost when it is hit by a Dark-type attack. Unfortunately, Gallade's subpar physical bulk coupled with its low base HP makes it very physically frail, especially after a Defense drop from Close Combat. Its average Speed leaves it vulnerable to revenge killers and priority users such as Flygon and Fletchinder. Finally, in a tier saturated with Fighting-types, Gallade faces tough competition from the likes of Medicham, Virizion, and Hitmonlee.

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
  • Zen Headbutt
    20% chance to make the target flinch.
    TypePsychic
    CategoryPhysical
    Power80 BP
    Accuracy90%
Move 4
  • Knock Off
    1.5x damage if foe holds an item. Removes item.
    TypeDark
    CategoryPhysical
    Power65 BP
    Accuracy100%

Moves

Swords Dance boosts Gallade's Attack by two stages, turning it into a fearsome wallbreaker. Close Combat has a very high Base Power and can punch holes in opposing teams. Zen Headbutt has great coverage with Close Combat, as it hits Poison-types such as Venusaur and Weezing super effectively. Knock Off rounds off Gallade's great coverage by hitting Psychic-types such as Uxie, Sigilyph, and Musharna hard, and it has the additional utility of removing its target's item.

Set Details

Life Orb is used to give Gallade additional damage output. Lum Berry is an option, acting as a safety net against status moves such as Thunder Wave and Scald burns. Justified is the ability of choice in case Gallade is hit by a Dark-type move, giving Gallade a free Attack boost. A Jolly nature is used to Speed tie with Jolly Glalie before it Mega Evolves. An Adamant nature is an alternative for more firepower. The maximum Attack investment is used to maximize Gallade's wallbreaking capabilities while the rest is put in Speed for Gallade to outspeed Jolly Emboar and Modest Exploud.

Usage Tips

It is recommended for players not to expose Gallade to status moves of any kind, as they can cripple it for the entirety of the match. If Gallade is facing defensive teams, players should set up a Swords Dance to threaten foes. If Gallade is facing offensive teams, Gallade need not set up a Swords Dance, as its natural raw power can threaten them with ease. Because Gallade has great natural special bulk, it can safely switch or pivot into weak special attacks. Gallade should switch out most of the time against revenge killers, especially after a Defense drop from Close Combat, as they can KO it or heavily damage it.

Team Options

Gallade is very weak to offensively oriented teams, so Pokemon that have great matchups against them such as Choice Scarf Rotom-C and Jolteon are helpful for Gallade. In turn, Gallade can deal with defensive Pokemon that they have trouble against. Gallade appreciates Healing Wish support from the likes of Mesprit and Musharna, as it can then be played more aggressively early-game and be revived late-game to get a second chance at wallbreaking. Spiritomb is a problem for this set, so Pokemon such as Emboar, Exploud, and Aromatisse are helpful in beating it. Fighting-types such as Hitmonlee and Virizion are great partners, as Gallade can weaken Psychic-types for them to ease the opportunity for them to sweep late-game. Though Uxie shares a Ghost weakness with Gallade, it pairs well with Gallade, as it can provide Thunder Wave and Stealth Rock support and generate momentum with U-turn. In addition, Uxie can provide dual screens support to ease setup for Gallade.

Bulk Up

Move 1
Move 2
  • Drain Punch
    User recovers 50% of the damage dealt.
    TypeFighting
    CategoryPhysical
    Power75 BP
    Accuracy100%
Move 3
  • Knock Off
    1.5x damage if foe holds an item. Removes item.
    TypeDark
    CategoryPhysical
    Power65 BP
    Accuracy100%
Move 4

Moves

Bulk Up is used to boost Gallade's Attack and subpar Defense. Drain Punch is a decent STAB move that works well with the slow-boosting nature of this set by providing longevity. Knock Off provides great coverage with Drain Punch, nailing Mesprit, Uxie, and Sigilyph, and has the additional utility of removing the target's item. Substitute is used to block status as well as to make Gallade very difficult to revenge kill. Safeguard is an interesting move that gives Gallade another method to block status without having to reduce its health. It also allows Gallade to set up on Spiritomb variants that do not carry Foul Play and prevents 50-50s with Jellicent.

Set Details

Leftovers provides plenty of longevity alongside the recovery provided by Drain Punch, which is very important when making Substitutes. Justified is the ability of choice in case Gallade is hit by a Dark-type move, giving Gallade to get a free Attack boost. Near-maximum HP investment is used to augment Gallade's bulk. The Speed investment is used to outspeed Modest Exploud and Jolly Scrafty in order to get off a Drain Punch before they can heavily damage Gallade. The rest is put in Special Defense with a Careful nature to make Gallade as specially bulky as possible. A spread with maximum HP and Special Defense is an option to make Gallade more bulky.

Usage Tips

Gallade should not be exposed to status ailments, as they could cripple it severely. If Gallade is running Substitute, it should be careful of Spiritomb and Exploud, as the former can burn Gallade through Substitute thanks to Infiltrator while the latter can use its STAB Boomburst to damage it severely. Set up Substitute, Safeguard, or Bulk Up on Pokemon that cannot do much against Gallade, such as Alomomola and Jellicent. Gallade should not recklessly set up on Pokemon that carry Roar or Whirlwind, as they can phaze Gallade even through a Substitute. It should be noted that even though Gallade can set up on Spiritomb, it needs to be careful of Foul Play variants, as they can 2HKO it.

Team Options

Pokemon that can get rid of Toxic Spikes, such as Flygon and Drapion, are great partners, as poison cripples Gallade; the latter can also provide its own Toxic Spikes support to help wear down opposing foes for Gallade. Alomomola in particular makes for a great partner, as it can handle physical attackers that beat an unboosted Gallade as well as provide Wish support. Pokemon that can take care of Spiritomb, such as Aromatisse and Togetic, work well with Gallade, and both of them can provide Heal Bell support to keep Gallade safe from status. Wallbreakers such as Mega Glalie can still heavily dent Gallade even at +1 Defense, so Pokemon that can beat them are great teammates. Registeel is a great partner; it can also provide Stealth Rock support, and it has the benefit of being able to beat Fairy-types that annoy Gallade, such as Mega Audino and Aromatisse.

Other Options

An Assault Vest set is an option that takes advantage of Gallade's great Special Defense and lets it take many special attacks comfortably. A bulky Swords Dance set can also be used, but it will be very susceptible to revenge killers. Choice Scarf can be used on Gallade to make it a great revenge killer, but Medicham generally does the job better. Gallade can also utilize a specially defensive set with Wish + Protect and Will-O-Wisp to make it a decent special wall, with Will-O-Wisp helping it to punish physical attackers. Because Gallade has a wide movepool, it can run many alternate moves. Leaf Blade can be used to hit Alomomola and Seismitoad very hard. Stone Edge is a great alternative to nail Togetic, Braviary, and Fletchinder. Memento and Destiny Bond can be used on the Choice Band set in order to cripple or potentially knock out Gallade's foes, respectively.

Checks and Counters

Revenge Killers: Due to Gallade's average Speed, it is very vulnerable to revenge killers. Pokemon that naturally outspeed Gallade such as Virizion and Mega Glalie can heavily damage Gallade or KO it with their powerful STAB moves. Fletchinder can also easily revenge kill Gallade with its priority Acrobatics. Choice Scarf users such as Emboar, Braviary, and Flygon all outspeed Gallade and deal a lot of damage to it.

Status: Gallade is extremely susceptible to status. If Gallade gets burnt through Scald or Will-O-Wisp, its Attack is cut in half, crippling it for the rest of the game. Paralysis cuts Gallade's Speed to a quarter of its original, making it even easier to be revenge killed as well as giving it a chance to be fully paralyzed. Poison puts Gallade on a timer, slowly reducing its longevity.

Spiritomb: Spiritomb can survive any attack from Gallade even at +2, and thanks to Infiltrator it can burn Gallade even through a Substitute or threaten it with STAB Sucker Punch and Pursuit when it switches out. Furthermore, it can 2HKO Gallade with Foul Play and OHKO it when Gallade attempts to set up a Swords Dance against it. However, if Spiritomb does not run Foul Play, it loses to Gallade's Safeguard + Bulk Up set.

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
15
Switches position with the ally on the far side.
 
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
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
90%
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
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
100%
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 damage 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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