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

Flying2×Ghost2×Fairy2×

Resistant to

Fighting½×Rock½×

Immune to

—

Damaged normally by

Normal1×Poison1×Ground1×Bug1×Steel1×Fire1×Water1×Grass1×Electric1×Psychic1×Ice1×Dragon1×Dark1×

Mega Gallade Moves

Usage Move Type Category Target Power Acc PP Prio Description
90%Sacred SwordFightingPhysicalSingle90100160This move ignores the target’s stat changes when dealing damage.
78.8%Psycho CutPsychicPhysicalSingle70100200This move has a 1-stage Critical-Hit Ratio Boost.
38.9%Leaf BladeGrassPhysicalSingle90100160This move has a 1-stage Critical-Hit Ratio Boost.
35.6%Wide GuardRockStatusOwn Side—∞12+3During the turn this move is used, the user protects its side from moves that target all allies.
34.2%ProtectNormalStatusSelf—∞8+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.
26%Trick RoomPsychicStatusField—∞8-7Gives the entire field the Trick Room status for 5 turns.
20.7%Night SlashDarkPhysicalSingle70100200This move has a 1-stage Critical-Hit Ratio Boost.
8.3%Shadow SneakGhostPhysicalSingle4010020+1—
7.6%Drain PunchFightingPhysicalSingle75100120The user’s HP is restored by 1/2 of the damage dealt by this move.
6.9%Rock SlideRockPhysicalAll Foes7590120Has a 30% chance of making targets flinch.
—Fire PunchFirePhysicalSingle75100160Has a 10% chance of burning the target.
—Ice PunchIcePhysicalSingle75100160Has a 10% chance of freezing the target.
—Thunder PunchElectricPhysicalSingle75100160Has a 10% chance of paralyzing the target.
—Swords DanceNormalStatusSelf—∞200Boosts the user’s Attack stat by 2 stages.
—Mega KickNormalPhysicalSingle1207580—
—Body SlamNormalPhysicalSingle85100160Has 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.
—DisableNormalStatusSingle—100200Gives the target the Move Disabled status for 4 turns.
—Hyper BeamNormalSpecialSingle1509080The user gains the Recharging status on the turn after this move is used.
—Low KickFightingPhysicalSingle—100200The heavier the target, the greater this move’s power (ranging between 20 and 120).
—ThunderboltElectricSpecialSingle90100160Has a 10% chance of paralyzing the target.
—Thunder WaveElectricStatusSingle—90200Paralyzes the target. Ground-type Pokemon are unaffected.
—EarthquakeGroundPhysicalAll100100120This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved.
—PsychicPsychicSpecialSingle90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
—HypnosisPsychicStatusSingle—60200Puts the target to sleep.
—AgilityPsychicStatusSelf—∞200Boosts the user’s Speed stat by 2 stages.
—Night ShadeGhostSpecialSingle—100160Deals 50 HP of damage.
—Double TeamNormalStatusSelf—∞160Boosts the user’s evasiveness by 1 stage.
—Confuse RayGhostStatusSingle—100120Confuses the target.
—Light ScreenPsychicStatusOwn Side—∞200Gives the user’s side the Light Screen status for 5 turns.
—ReflectPsychicStatusOwn Side—∞200Gives the user’s side the Reflect status for 5 turns.
—RestPsychicStatusSelf—∞80Fully 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.
—SlashNormalPhysicalSingle80100200This move has a 1-stage Critical-Hit Ratio Boost.
—SubstituteNormalStatusSelf—∞120The 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. Sound-based moves will hit the user through the substitute.
—ThiefDarkPhysicalSingle60100200If the user is not already holding an item, it steals the target’s held item.
—SnoreNormalSpecialSingle50100160Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
—ReversalFightingPhysicalSingle—100160The less HP the user has left, the greater this move’s power (ranging between 20 and 200).
—Destiny BondGhostStatusSelf—∞80The user gains the Destiny Bound status. This move fails if used in succession.
—Icy WindIceSpecialAll Foes5595160Lowers targets’ Speed stats by 1 stage.
—EndureNormalStatusSelf—∞12+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.
—CharmFairyStatusSingle—100200Lowers the target’s Attack stat by 2 stages.
—Mean LookNormalStatusSingle—∞80Gives the target the Can’t Escape status.
—Sleep TalkNormalStatusSelf—∞120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
—SafeguardNormalStatusOwn Side—∞200Gives the user’s side the Safeguard status for 5 turns.
—Pain SplitNormalStatusSingle—∞200The user adds its remaining HP to the target’s remaining HP, then splits the total in half for them to share.
—EncoreNormalStatusSingle—10080Gives the target the Encore status.
—Rain DanceWaterStatusField—∞80Summons rain for 5 turns.
—Sunny DayFireStatusField—∞80Summons harsh sunlight for 5 turns.
—Psych UpNormalStatusSingle—∞120The user copies the target’s stat changes.
—Shadow BallGhostSpecialSingle80100160Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage.
—Future SightPsychicSpecialSingle120100120Gives the target’s spot the Future Attack status.
—Will-O-WispFireStatusSingle—85160Burns the target.
—MementoDarkStatusSingle—100120Lowers the target’s Attack and Sp. Atk stats by 2 stages. The user faints upon using this move.
—FacadeNormalPhysicalSingle70100200This 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 PunchFightingPhysicalSingle15010020-3This move fails if the user has already taken damage from a move in the same turn.
—TauntDarkStatusSingle—100200Gives the target the Taunted status.
—Helping HandNormalStatusAlly—∞20+5Boosts the power of an ally’s move by 50% during the turn this move is used.
—TrickPsychicStatusSingle—100120The user and the target swap their held items.
—Brick BreakFightingPhysicalSingle75100160Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
—Knock OffDarkPhysicalSingle65100200This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item.
—Skill SwapPsychicStatusSingle—∞120The user and the target swap their Abilities.
—ImprisonPsychicStatusSelf—∞120The user gains the Sealing Off status.
—Hyper VoiceNormalSpecialAll Foes90100120—
—Rock TombRockPhysicalSingle6095160Lowers the target’s Speed stat by 1 stage.
—Aerial AceFlyingPhysicalSingle60∞200This move never misses.
—Bulk UpFightingStatusSelf—∞200Boosts the user’s Attack and Defense stats by 1 stage.
—Magical LeafGrassSpecialSingle60∞200—
—Calm MindPsychicStatusSelf—∞200Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage.
—FeintNormalPhysicalSingle3010012+2This move can hit a target using a move such as Protect or Detect and removes the effects of those moves.
—Close CombatFightingPhysicalSingle12010080Lowers the user’s Defense and Sp. Def stats by 1 stage.
—FlingDarkPhysicalSingle—100120This move’s power and effects depend on the user’s held item. The held item is lost after this move is used.
—Aura SphereFightingSpecialSingle80∞200This move never misses.
—Poison JabPoisonPhysicalSingle80100200Has a 30% chance of poisoning the target.
—Air SlashFlyingSpecialSingle7595160Has a 30% chance of making the target flinch.
—X-ScissorBugPhysicalSingle80100160—
—Vacuum WaveFightingSpecialSingle4010020+1—
—Focus BlastFightingSpecialSingle1207080Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
—Energy BallGrassSpecialSingle90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
—Giga ImpactNormalPhysicalSingle1509080The user gains the Recharging status on the turn after this move is used.
—Shadow ClawGhostPhysicalSingle70100160This move has a 1-stage Critical-Hit Ratio Boost.
—Zen HeadbuttPsychicPhysicalSingle8090160Has a 20% chance of making the target flinch.
—Stone EdgeRockPhysicalSingle1008080This move has a 1-stage Critical-Hit Ratio Boost.
—Grass KnotGrassSpecialSingle—100200The heavier the target, the greater this move’s power (ranging between 20 and 120).
—Charge BeamElectricSpecialSingle5090120Has a 70% chance of boosting the user’s Sp. Atk stat by 1 stage.
—Wonder RoomPsychicStatusField—∞120Gives the entire field the Wonder Room status for 5 turns.
—PsyshockPsychicSpecialSingle80100120This is a special move, but the damage it deals is calculated using the target’s Defense stat.
—Magic RoomPsychicStatusField—∞120Gives the entire field the Magic Room status for 5 turns.
—Low SweepFightingPhysicalSingle65100200Lowers the target’s Speed stat by 1 stage.
—RoundNormalSpecialSingle60100160If 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 PowerPsychicSpecialSingle20100120This move’s power is increased by 20 for each stage that the user’s stats have been boosted.
—Quick GuardFightingStatusOwn Side—∞16+3The user protects itself and its allies from priority moves for the turn.
—Heal PulsePsychicStatusSingle—∞120Restores 1/2 of the target’s max HP.
—HexGhostSpecialSingle65100120This move’s power is doubled if the target has a status condition.
—BulldozeGroundPhysicalAll60100200Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
—Disarming VoiceFairySpecialAll Foes40∞160—
—Draining KissFairySpecialSingle50100120The user’s HP is restored by 3/4 of the damage dealt by this move.
—Misty TerrainFairyStatusField—∞120Turns the entire field into Misty Terrain for 5 turns.
—Mystical FireFireSpecialSingle75100120Lowers the target’s Sp. Atk stat by 1 stage.
—Dazzling GleamFairySpecialAll Foes80100120—
—Solar BladeGrassPhysicalSingle125100120The 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 ChopDarkPhysicalSingle80100160Gives the target the Throat Chopped status.
—Psychic TerrainPsychicStatusField—∞120Turns the entire field into Psychic Terrain for 5 turns.
—Life DewWaterStatusAllies—∞120Restores 1/4 of the max HP of the user and its allies.
—Expanding ForcePsychicSpecialSingle80100120If the user is under the effect of Psychic Terrain, this move’s power is boosted by 50% and its range extends to all opponents.
—CoachingFightingStatusAlly—∞120Boosts allies’ Attack and Defense stats by 1 stage.
—Triple AxelIcePhysicalSingle2090120The 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 CutterWaterPhysicalSingle70100200This move has a 1-stage Critical-Hit Ratio Boost.
—Alluring VoiceFairySpecialSingle80100120Confuses the target if its stats were boosted during the turn this move is used.
—Upper HandFightingPhysicalSingle6510016+3Makes the target flinch. This move fails if the target isn’t about to use a priority attack.