Mega Gallade

Mega Gallade

PsychicFighting

HP
143
Atk
185
Def
115
SpA
85
SpD
135
Spe
130
Total793

Usage Format

Mega Gallade Abilities

All Gallade Forms

Name Type HP Atk Def SpA SpD Spe Total Wt
GalladeGalladePsychicFighting143145858513510069352
Mega GalladeMega Gallade
PsychicFighting1431851158513513079356.4

Mega Gallade Type Effectiveness

Weak to

FlyingGhostFairy

Resistant to

Fighting½×Rock½×

Immune to

Damaged normally by

NormalPoisonGroundBugSteelFireWaterGrassElectricPsychicIceDragonDark

Mega Gallade Moves

Usage Move Type Category Power Acc PP Prio Description
89%Sacred SwordFightingPhysical90100160This move ignores the target’s stat changes when dealing damage.
81.3%Psycho CutPsychicPhysical70100200This move has a 1-stage Critical-Hit Ratio Boost.
60.7%Leaf BladeGrassPhysical90100160This move has a 1-stage Critical-Hit Ratio Boost.
44.3%ProtectNormalStatus8+4The 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 RoomPsychicStatus8-7Gives the entire field the Trick Room status for 5 turns.
16.5%Night SlashDarkPhysical70100200This move has a 1-stage Critical-Hit Ratio Boost.
16%Wide GuardRockStatus12+3During the turn this move is used, the user protects its side from moves that target all allies.
9.2%Rock SlideRockPhysical7590120Has a 30% chance of making targets flinch.
9%Shadow SneakGhostPhysical4010020+1
8.1%Drain PunchFightingPhysical75100120The user’s HP is restored by 1/2 of the damage dealt by this move.
Fire PunchFirePhysical75100160Has a 10% chance of burning the target.
Ice PunchIcePhysical75100160Has a 10% chance of freezing the target.
Thunder PunchElectricPhysical75100160Has a 10% chance of paralyzing the target.
Swords DanceNormalStatus200Boosts the user’s Attack stat by 2 stages.
Mega KickNormalPhysical1207580
Body SlamNormalPhysical85100160Has 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.
DisableNormalStatus100200Gives the target the Move Disabled status for 4 turns.
Hyper BeamNormalSpecial1509080The user gains the Recharging status on the turn after this move is used.
Low KickFightingPhysical100200The heavier the target, the greater this move’s power (ranging between 20 and 120).
ThunderboltElectricSpecial90100160Has a 10% chance of paralyzing the target.
Thunder WaveElectricStatus90200Paralyzes the target.
EarthquakeGroundPhysical100100120This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved.
PsychicPsychicSpecial90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
HypnosisPsychicStatus60200Puts the target to sleep.
AgilityPsychicStatus200Boosts the user’s Speed stat by 2 stages.
Night ShadeGhostSpecial100160Deals 50 HP of damage.
Double TeamNormalStatus160Boosts the user’s evasiveness by 1 stage.
Confuse RayGhostStatus100120Confuses the target.
Light ScreenPsychicStatus200Gives the user’s side the Light Screen status for 5 turns.
ReflectPsychicStatus200Gives the user’s side the Reflect status for 5 turns.
RestPsychicStatus80Fully 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.
SubstituteNormalStatus120The 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.
ThiefDarkPhysical60100200If the user is not already holding an item, it steals the target’s held item.
SnoreNormalSpecial50100160Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
ReversalFightingPhysical100160The less HP the user has left, the greater this move’s power (ranging between 20 and 200).
Destiny BondGhostStatus80The user gains the Destiny Bound status. This move fails if used in succession.
Icy WindIceSpecial5595160Lowers targets’ Speed stats by 1 stage.
EndureNormalStatus12+4During 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.
CharmFairyStatus100200Lowers the target’s Attack stat by 2 stages.
Mean LookNormalStatus80Gives the target the Can’t Escape status.
Sleep TalkNormalStatus120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
SafeguardNormalStatus200Gives the user’s side the Safeguard status for 5 turns.
Pain SplitNormalStatus200The user adds its remaining HP to the target’s remaining HP, then splits the total in half for them to share.
EncoreNormalStatus10080Gives the target the Encore status.
Rain DanceWaterStatus80Summons rain for 5 turns.
Sunny DayFireStatus80Summons harsh sunlight for 5 turns.
Psych UpNormalStatus120The user copies the target’s stat changes.
Shadow BallGhostSpecial80100160Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage.
Future SightPsychicSpecial120100120Gives the target’s spot the Future Attack status.
Will-O-WispFireStatus85160Burns the target.
MementoDarkStatus100120Lowers the target’s Attack and Sp. Atk stats by 2 stages. The user faints upon using this move.
FacadeNormalPhysical70100200This 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 PunchFightingPhysical15010020-3This move fails if the user has already taken damage from a move in the same turn.
TauntDarkStatus100200Gives the target the Taunted status.
Helping HandNormalStatus20+5Boosts the power of an ally’s move by 50% during the turn this move is used.
TrickPsychicStatus100120The user and the target swap their held items.
Brick BreakFightingPhysical75100160Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
Knock OffDarkPhysical65100200This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item.
Skill SwapPsychicStatus120The user and the target swap their Abilities.
ImprisonPsychicStatus120The user gains the Sealing Off status.
Hyper VoiceNormalSpecial90100120
Rock TombRockPhysical6095160Lowers the target’s Speed stat by 1 stage.
Aerial AceFlyingPhysical60200This move never misses.
Bulk UpFightingStatus200Boosts the user’s Attack and Defense stats by 1 stage.
Magical LeafGrassSpecial60200
Calm MindPsychicStatus200Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage.
FeintNormalPhysical3010012+2This move can hit a target using a move such as Protect or Detect and removes the effects of those moves.
Close CombatFightingPhysical12010080Lowers the user’s Defense and Sp. Def stats by 1 stage.
FlingDarkPhysical100120This move’s power and effects depend on the user’s held item. The held item is lost after this move is used.
Aura SphereFightingSpecial80200This move never misses.
Poison JabPoisonPhysical80100200Has a 30% chance of poisoning the target.
Air SlashFlyingSpecial7595160Has a 30% chance of making the target flinch.
X-ScissorBugPhysical80100160
Vacuum WaveFightingSpecial4010020+1
Focus BlastFightingSpecial1207080Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Energy BallGrassSpecial90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Giga ImpactNormalPhysical1509080The user gains the Recharging status on the turn after this move is used.
Shadow ClawGhostPhysical70100160This move has a 1-stage Critical-Hit Ratio Boost.
Zen HeadbuttPsychicPhysical8090160Has a 20% chance of making the target flinch.
Stone EdgeRockPhysical1008080This move has a 1-stage Critical-Hit Ratio Boost.
Grass KnotGrassSpecial100200The heavier the target, the greater this move’s power (ranging between 20 and 120).
Charge BeamElectricSpecial5090120Has a 70% chance of boosting the user’s Sp. Atk stat by 1 stage.
Wonder RoomPsychicStatus120Gives the entire field the Wonder Room status for 5 turns.
PsyshockPsychicSpecial80100120This is a special move, but the damage it deals is calculated using the target’s Defense stat.
Magic RoomPsychicStatus120Gives the entire field the Magic Room status for 5 turns.
Low SweepFightingPhysical65100200Lowers the target’s Speed stat by 1 stage.
RoundNormalSpecial60100160If 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 PowerPsychicSpecial20100120This move’s power is increased by 20 for each stage that the user’s stats have been boosted.
Quick GuardFightingStatus16+3The user protects itself and its allies from priority moves for the turn.
Heal PulsePsychicStatus120Restores 1/2 of the target’s max HP.
HexGhostSpecial65100120This move’s power is doubled if the target has a status condition.
BulldozeGroundPhysical60100200Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
Disarming VoiceFairySpecial40160
Draining KissFairySpecial50100120The user’s HP is restored by 3/4 of the damage dealt by this move.
Misty TerrainFairyStatus120Turns the entire field into Misty Terrain for 5 turns.
Mystical FireFireSpecial75100120Lowers the target’s Sp. Atk stat by 1 stage.
Dazzling GleamFairySpecial80100120
Solar BladeGrassPhysical125100120The 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 ChopDarkPhysical80100160Gives the target the Throat Chopped status.
Psychic TerrainPsychicStatus120Turns the entire field into Psychic Terrain for 5 turns.
Life DewWaterStatus120Restores 1/4 of the max HP of the user and its allies.
Expanding ForcePsychicSpecial80100120If the user is under the effect of Psychic Terrain, this move’s power is boosted by 50% and its range extends to all opponents.
CoachingFightingStatus120Boosts allies’ Attack and Defense stats by 1 stage.
Triple AxelIcePhysical2090120The 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 CutterWaterPhysical70100200This move has a 1-stage Critical-Hit Ratio Boost.
Alluring VoiceFairySpecial80100120Confuses the target if its stats were boosted during the turn this move is used.
Upper HandFightingPhysical6510016+3Makes the target flinch. This move fails if the target isn’t about to use a priority move.