Gallade
Rank #56![]()
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HP
143
Atk
145
Def
85
SpA
85
SpD
135
Spe
100
Total693
Usage Format
Gallade Abilities
All Gallade Forms
| Name | Type | HP | Atk | Def | SpA | SpD | Spe | Total | Wt |
|---|
| 143 | 145 | 85 | 85 | 135 | 100 | 693 | 52 | ||
| 143 | 185 | 115 | 85 | 135 | 130 | 793 | 56.4 |
Gallade Type Effectiveness
Weak to
Resistant to
Immune to
—
Damaged normally by
Gallade Moves
| Usage | Move | Type | Category | Power | Acc | PP | Prio | Description |
|---|
| 89% | Sacred Sword | 90 | 100 | 16 | 0 | This move ignores the target’s stat changes when dealing damage. | ||
| 81.3% | Psycho Cut | 70 | 100 | 20 | 0 | This move has a 1-stage Critical-Hit Ratio Boost. | ||
| 60.7% | Leaf Blade | 90 | 100 | 16 | 0 | This move has a 1-stage Critical-Hit Ratio Boost. | ||
| 44.3% | Protect | — | ∞ | 8 | +4 | 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. | ||
| 23.6% | Trick Room | — | ∞ | 8 | -7 | Gives the entire field the Trick Room status for 5 turns. | ||
| 16.5% | Night Slash | 70 | 100 | 20 | 0 | This move has a 1-stage Critical-Hit Ratio Boost. | ||
| 16% | Wide Guard | — | ∞ | 12 | +3 | During the turn this move is used, the user protects its side from moves that target all allies. | ||
| 9.2% | Rock Slide | 75 | 90 | 12 | 0 | Has a 30% chance of making targets flinch. | ||
| 9% | Shadow Sneak | 40 | 100 | 20 | +1 | — | ||
| 8.1% | Drain Punch | 75 | 100 | 12 | 0 | The user’s HP is restored by 1/2 of the damage dealt by this move. | ||
| — | Fire Punch | 75 | 100 | 16 | 0 | Has a 10% chance of burning the target. | ||
| — | Ice Punch | 75 | 100 | 16 | 0 | Has a 10% chance of freezing the target. | ||
| — | Thunder Punch | 75 | 100 | 16 | 0 | Has a 10% chance of paralyzing the target. | ||
| — | Swords Dance | — | ∞ | 20 | 0 | Boosts the user’s Attack stat by 2 stages. | ||
| — | Mega Kick | 120 | 75 | 8 | 0 | — | ||
| — | Body Slam | 85 | 100 | 16 | 0 | 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. | ||
| — | Disable | — | 100 | 20 | 0 | Gives the target the Move Disabled status for 4 turns. | ||
| — | Hyper Beam | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Low Kick | — | 100 | 20 | 0 | The heavier the target, the greater this move’s power (ranging between 20 and 120). | ||
| — | Thunderbolt | 90 | 100 | 16 | 0 | Has a 10% chance of paralyzing the target. | ||
| — | Thunder Wave | — | 90 | 20 | 0 | Paralyzes the target. | ||
| — | Earthquake | 100 | 100 | 12 | 0 | This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved. | ||
| — | Psychic | 90 | 100 | 12 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| — | Hypnosis | — | 60 | 20 | 0 | Puts the target to sleep. | ||
| — | Agility | — | ∞ | 20 | 0 | Boosts the user’s Speed stat by 2 stages. | ||
| — | Night Shade | — | 100 | 16 | 0 | Deals 50 HP of damage. | ||
| — | Double Team | — | ∞ | 16 | 0 | Boosts the user’s evasiveness by 1 stage. | ||
| — | Confuse Ray | — | 100 | 12 | 0 | Confuses the target. | ||
| — | Light Screen | — | ∞ | 20 | 0 | Gives the user’s side the Light Screen status for 5 turns. | ||
| — | Reflect | — | ∞ | 20 | 0 | Gives the user’s side the Reflect status for 5 turns. | ||
| — | Rest | — | ∞ | 8 | 0 | 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. | ||
| — | Substitute | — | ∞ | 12 | 0 | 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. | ||
| — | Thief | 60 | 100 | 20 | 0 | If the user is not already holding an item, it steals the target’s held item. | ||
| — | Snore | 50 | 100 | 16 | 0 | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. | ||
| — | Reversal | — | 100 | 16 | 0 | The less HP the user has left, the greater this move’s power (ranging between 20 and 200). | ||
| — | Destiny Bond | — | ∞ | 8 | 0 | The user gains the Destiny Bound status. This move fails if used in succession. | ||
| — | Icy Wind | 55 | 95 | 16 | 0 | Lowers targets’ Speed stats by 1 stage. | ||
| — | Endure | — | ∞ | 12 | +4 | 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. | ||
| — | Charm | — | 100 | 20 | 0 | Lowers the target’s Attack stat by 2 stages. | ||
| — | Mean Look | — | ∞ | 8 | 0 | Gives the target the Can’t Escape status. | ||
| — | Sleep Talk | — | ∞ | 12 | 0 | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | ||
| — | Safeguard | — | ∞ | 20 | 0 | Gives the user’s side the Safeguard status for 5 turns. | ||
| — | Pain Split | — | ∞ | 20 | 0 | The user adds its remaining HP to the target’s remaining HP, then splits the total in half for them to share. | ||
| — | Encore | — | 100 | 8 | 0 | Gives the target the Encore status. | ||
| — | Rain Dance | — | ∞ | 8 | 0 | Summons rain for 5 turns. | ||
| — | Sunny Day | — | ∞ | 8 | 0 | Summons harsh sunlight for 5 turns. | ||
| — | Psych Up | — | ∞ | 12 | 0 | The user copies the target’s stat changes. | ||
| — | Shadow Ball | 80 | 100 | 16 | 0 | Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| — | Future Sight | 120 | 100 | 12 | 0 | Gives the target’s spot the Future Attack status. | ||
| — | Will-O-Wisp | — | 85 | 16 | 0 | Burns the target. | ||
| — | Memento | — | 100 | 12 | 0 | Lowers the target’s Attack and Sp. Atk stats by 2 stages. The user faints upon using this move. | ||
| — | Facade | 70 | 100 | 20 | 0 | 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. | ||
| — | Focus Punch | 150 | 100 | 20 | -3 | This move fails if the user has already taken damage from a move in the same turn. | ||
| — | Taunt | — | 100 | 20 | 0 | Gives the target the Taunted status. | ||
| — | Helping Hand | — | ∞ | 20 | +5 | Boosts the power of an ally’s move by 50% during the turn this move is used. | ||
| — | Trick | — | 100 | 12 | 0 | The user and the target swap their held items. | ||
| — | Brick Break | 75 | 100 | 16 | 0 | Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side. | ||
| — | Knock Off | 65 | 100 | 20 | 0 | This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item. | ||
| — | Skill Swap | — | ∞ | 12 | 0 | The user and the target swap their Abilities. | ||
| — | Imprison | — | ∞ | 12 | 0 | The user gains the Sealing Off status. | ||
| — | Hyper Voice | 90 | 100 | 12 | 0 | — | ||
| — | Rock Tomb | 60 | 95 | 16 | 0 | Lowers the target’s Speed stat by 1 stage. | ||
| — | Aerial Ace | 60 | ∞ | 20 | 0 | This move never misses. | ||
| — | Bulk Up | — | ∞ | 20 | 0 | Boosts the user’s Attack and Defense stats by 1 stage. | ||
| — | Magical Leaf | 60 | ∞ | 20 | 0 | — | ||
| — | Calm Mind | — | ∞ | 20 | 0 | Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage. | ||
| — | Feint | 30 | 100 | 12 | +2 | This move can hit a target using a move such as Protect or Detect and removes the effects of those moves. | ||
| — | Close Combat | 120 | 100 | 8 | 0 | Lowers the user’s Defense and Sp. Def stats by 1 stage. | ||
| — | Fling | — | 100 | 12 | 0 | This move’s power and effects depend on the user’s held item. The held item is lost after this move is used. | ||
| — | Aura Sphere | 80 | ∞ | 20 | 0 | This move never misses. | ||
| — | Poison Jab | 80 | 100 | 20 | 0 | Has a 30% chance of poisoning the target. | ||
| — | Air Slash | 75 | 95 | 16 | 0 | Has a 30% chance of making the target flinch. | ||
| — | X-Scissor | 80 | 100 | 16 | 0 | — | ||
| — | Vacuum Wave | 40 | 100 | 20 | +1 | — | ||
| — | Focus Blast | 120 | 70 | 8 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| — | Energy Ball | 90 | 100 | 12 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| — | Giga Impact | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Shadow Claw | 70 | 100 | 16 | 0 | This move has a 1-stage Critical-Hit Ratio Boost. | ||
| — | Zen Headbutt | 80 | 90 | 16 | 0 | Has a 20% chance of making the target flinch. | ||
| — | Stone Edge | 100 | 80 | 8 | 0 | This move has a 1-stage Critical-Hit Ratio Boost. | ||
| — | Grass Knot | — | 100 | 20 | 0 | The heavier the target, the greater this move’s power (ranging between 20 and 120). | ||
| — | Charge Beam | 50 | 90 | 12 | 0 | Has a 70% chance of boosting the user’s Sp. Atk stat by 1 stage. | ||
| — | Wonder Room | — | ∞ | 12 | 0 | Gives the entire field the Wonder Room status for 5 turns. | ||
| — | Psyshock | 80 | 100 | 12 | 0 | This is a special move, but the damage it deals is calculated using the target’s Defense stat. | ||
| — | Magic Room | — | ∞ | 12 | 0 | Gives the entire field the Magic Room status for 5 turns. | ||
| — | Low Sweep | 65 | 100 | 20 | 0 | Lowers the target’s Speed stat by 1 stage. | ||
| — | Round | 60 | 100 | 16 | 0 | If multiple Pokemon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled. | ||
| — | Stored Power | 20 | 100 | 12 | 0 | This move’s power is increased by 20 for each stage that the user’s stats have been boosted. | ||
| — | Quick Guard | — | ∞ | 16 | +3 | The user protects itself and its allies from priority moves for the turn. | ||
| — | Heal Pulse | — | ∞ | 12 | 0 | Restores 1/2 of the target’s max HP. | ||
| — | Hex | 65 | 100 | 12 | 0 | This move’s power is doubled if the target has a status condition. | ||
| — | Bulldoze | 60 | 100 | 20 | 0 | Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved. | ||
| — | Disarming Voice | 40 | ∞ | 16 | 0 | — | ||
| — | Draining Kiss | 50 | 100 | 12 | 0 | The user’s HP is restored by 3/4 of the damage dealt by this move. | ||
| — | Misty Terrain | — | ∞ | 12 | 0 | Turns the entire field into Misty Terrain for 5 turns. | ||
| — | Mystical Fire | 75 | 100 | 12 | 0 | Lowers the target’s Sp. Atk stat by 1 stage. | ||
| — | Dazzling Gleam | 80 | 100 | 12 | 0 | — | ||
| — | Solar Blade | 125 | 100 | 12 | 0 | The user gains the Charging status on the turn this move is used, then attacks on the following turn. In harsh sunlight, the user does not gain the Charging status and can attack immediately. This move’s power is halved in any other weather condition. | ||
| — | Throat Chop | 80 | 100 | 16 | 0 | Gives the target the Throat Chopped status. | ||
| — | Psychic Terrain | — | ∞ | 12 | 0 | Turns the entire field into Psychic Terrain for 5 turns. | ||
| — | Life Dew | — | ∞ | 12 | 0 | Restores 1/4 of the max HP of the user and its allies. | ||
| — | Expanding Force | 80 | 100 | 12 | 0 | 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. | ||
| — | Coaching | — | ∞ | 12 | 0 | Boosts allies’ Attack and Defense stats by 1 stage. | ||
| — | Triple Axel | 20 | 90 | 12 | 0 | The user attacks 3 times in a row - first with a power of 20, then with a power of 40, then with a power of 60. The attack ends if the user misses. | ||
| — | Aqua Cutter | 70 | 100 | 20 | 0 | This move has a 1-stage Critical-Hit Ratio Boost. | ||
| — | Alluring Voice | 80 | 100 | 12 | 0 | Confuses the target if its stats were boosted during the turn this move is used. | ||
| — | Upper Hand | 65 | 100 | 16 | +3 | Makes the target flinch. This move fails if the target isn’t about to use a priority move. |