Glalie
Rank #173![]()
HP
155
Atk
100
Def
100
SpA
100
SpD
100
Spe
100
Total655
Usage Format
Glalie Abilities
Inner Focus64.6%
The Pokemon never flinches when attacked and is unaffected by Intimidate.
Ice Body3%
The Pokemon has 1/16 of its max HP restored at the end of every turn in snow.
Moody32.4%
At the end of every turn, one of the Pokemon’s stats will be boosted by 2 stages, but another will be lowered by 1 stage.
All Glalie Forms
| Name | Type | HP | Atk | Def | SpA | SpD | Spe | Total | Wt |
|---|
| 155 | 100 | 100 | 100 | 100 | 100 | 655 | 256.5 | ||
| 155 | 140 | 100 | 140 | 100 | 120 | 755 | 350.2 |
Glalie Type Effectiveness
Weak to
Resistant to
Immune to
—
Damaged normally by
Glalie Moves
| Usage | Move | Type | Category | Power | Acc | PP | Prio | Description |
|---|
| 87.2% | 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. | ||
| 79.7% | Explosion | 250 | 100 | 8 | 0 | The user faints upon using this move. | ||
| 36.7% | Ice Shard | 40 | 100 | 20 | +1 | — | ||
| 28.3% | Freeze-Dry | 70 | 100 | 20 | 0 | This move is also super effective against Water-type Pokemon. | ||
| 27.8% | 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. | ||
| 18% | Taunt | — | 100 | 20 | 0 | Gives the target the Taunted status. | ||
| 17.6% | 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. | ||
| 16.4% | Sheer Cold | — | 30 | 8 | 0 | Knocks out the target. This move does not affect Ice types. The accuracy of this move is fixed at 30%. If used by Pokemon other than Ice types, the accuracy of this move is 20%. | ||
| 6.8% | Blizzard | 110 | 70 | 8 | 0 | Has a 10% chance of freezing targets. This move never misses in snow. | ||
| 6.8% | 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. | ||
| — | Bite | 60 | 100 | 20 | 0 | Has a 30% chance of making the target flinch. | ||
| — | Disable | — | 100 | 20 | 0 | Gives the target the Move Disabled status for 4 turns. | ||
| — | Ice Beam | 90 | 100 | 12 | 0 | Has a 10% chance of freezing the target. | ||
| — | Hyper Beam | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Double Team | — | ∞ | 16 | 0 | Boosts the user’s evasiveness by 1 stage. | ||
| — | Light Screen | — | ∞ | 20 | 0 | Gives the user’s side the Light Screen status for 5 turns. | ||
| — | Self-Destruct | 200 | 100 | 8 | 0 | The user faints upon using this move. | ||
| — | 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. | ||
| — | Snore | 50 | 100 | 16 | 0 | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. | ||
| — | Spite | — | 100 | 12 | 0 | Removes 4 PP from the move last used by the target. | ||
| — | Scary Face | — | 100 | 12 | 0 | Lowers the target’s Speed stat by 2 stages. | ||
| — | Spikes | — | ∞ | 20 | 0 | Gives the opponent’s side the Spikes status. | ||
| — | 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. | ||
| — | Rollout | 30 | 90 | 20 | 0 | — | ||
| — | 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. | ||
| — | Rain Dance | — | ∞ | 8 | 0 | Summons rain for 5 turns. | ||
| — | Crunch | 80 | 100 | 16 | 0 | Has a 20% chance of lowering the target’s Defense stat by 1 stage. | ||
| — | Shadow Ball | 80 | 100 | 16 | 0 | Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| — | 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. | ||
| — | Helping Hand | — | ∞ | 20 | +5 | Boosts the power of an ally’s move by 50% during the turn this move is used. | ||
| — | Astonish | 30 | 100 | 16 | 0 | — | ||
| — | Weather Ball | 50 | 100 | 12 | 0 | When a weather condition is present, this move’s power is doubled and its type changes. Harsh sunlight: Fire type. Rain: Water type. Snow: Ice type. Sandstorm: Rock type. | ||
| — | Fake Tears | — | 100 | 20 | 0 | Lowers the target’s Sp. Def stat by 2 stages. | ||
| — | Icicle Spear | 25 | 100 | 20 | 0 | The user attacks 2 to 5 times in a row. | ||
| — | Block | — | ∞ | 8 | 0 | Gives the target the Can’t Escape status. | ||
| — | Water Pulse | 60 | 100 | 20 | 0 | Has a 20% chance of confusing the target. | ||
| — | Gyro Ball | — | 100 | 8 | 0 | The lower the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 1 and 150). | ||
| — | Payback | 50 | 100 | 12 | 0 | This move’s power is doubled if the user attacks after the target. | ||
| — | Dark Pulse | 80 | 100 | 16 | 0 | Has a 20% chance of making the target flinch. | ||
| — | Switcheroo | — | 100 | 12 | 0 | The user and the target swap their held items. | ||
| — | Giga Impact | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Avalanche | 60 | 100 | 12 | -4 | This move’s power is doubled if the target has already dealt damage to the user with a move in the same turn. | ||
| — | Ice Fang | 65 | 95 | 16 | 0 | Has a 10% chance of freezing the target and a 10% chance of making the target flinch. | ||
| — | Iron Head | 80 | 100 | 16 | 0 | Has a 20% chance of making the target flinch. | ||
| — | Foul Play | 95 | 100 | 16 | 0 | The damage dealt by this move is calculated using the target’s Attack stat instead of the user’s Attack stat. | ||
| — | 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. | ||
| — | 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. | ||
| — | Frost Breath | 60 | 90 | 12 | 0 | Always a critical hit. | ||
| — | Icicle Crash | 85 | 90 | 12 | 0 | Has a 30% chance of making the target flinch. | ||
| — | Steel Roller | 130 | 100 | 8 | 0 | Removes any terrain. This move fails if there is no terrain on the field. | ||
| — | Ice Spinner | 80 | 100 | 16 | 0 | Removes any terrain. | ||
| — | Snowscape | — | ∞ | 8 | 0 | Summons snow for 5 turns. | ||
| — | Trailblaze | 50 | 100 | 20 | 0 | Boosts the user’s Speed stat by 1 stage. | ||
| — | Chilling Water | 50 | 100 | 20 | 0 | Lowers the target’s Attack stat by 1 stage. |