#0475
Gallade

Gallade

Fighting Psychic

Abilities

  • Steadfast When the Pokémon flinches, its Speed stat is boosted by 1 stage.
  • Sharpness Boosts the power of the Pokémon's slicing moves by 50%.
  • Justified Hidden When the Pokémon takes damage from a Dark-type move, its Attack stat is boosted by 1 stage.

Stat Points

HP
68
ATK
125
DEF
65
Sp. Atk
65
Sp. Def
115
SPE
80

Weakness and Resistance

2x ⦿ Super Effective
Flying Ghost Fairy
1x – Normal
Normal Fire Water Grass Electric Ice Poison Ground Psychic Bug Dragon Dark Steel
0.5x △ Resists
Fighting Rock

Learnable Moves (102)

Name Type Category Power PP Description
Aerial Ace physical 60 20 This move never misses.
Agility status - 20 Boosts the user's Speed stat by 2 stages.
Air Slash special 75 16 Has a 30% chance of making the target flinch.
Alluring Voice special 80 12 Confuses the target if its stats were boosted during the turn this move is used.
Aqua Cutter physical 70 20 This move has a 1-stage Critical-Hit Ratio Boost.
Aura Sphere special 80 20 This move never misses.
Body Slam physical 85 16 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.
Brick Break physical 75 16 Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
Bulk Up status - 20 Boosts the user's Attack and Defense stats by 1 stage.
Bulldoze physical 60 20 Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
Calm Mind status - 20 Boosts the user's Sp. Atk and Sp.Def statsby 1 stage.
Charge Beam special 50 12 Has a 70% chance of boosting the user's Sp. Atk stat by 1 stage.
Charm status - 20 Lowers the target's Attack stat by 2 stages.
Close Combat physical 120 8 Lowers the user's Defense and Sp. Def stats by 1 stage.
Coaching status - 12 Boosts allies' Attack and Defense stats by 1 stage.
Confuse Ray status - 12 Confuses the target.
Dazzling Gleam special 80 12 —
Destiny Bond status - 8 The user gains the Destiny Bound status, where if the Pokémon is knocked out by an opponent, that opponent will also be knocked out. This move fails if used in succession.
Disable status - 20 Gives the target the Move Disabled status for 4 turns, where the Pokémon cannot use whichever move it last used before getting the status.
Double Team status - 16 Boosts the user's evasiveness by 1 stage.
Drain Punch physical 75 12 The user's HP is restored by 1/20f the damage dealt by this move.
Draining Kiss special 50 12 The user's HP is restored by 3/4 of the damage dealt by this move.
Earthquake physical 100 12 This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved.
Encore status - 8 Gives the target the Encore status, where the Pokémon can only use whichever move it last used before gaining the status.
Endure status - 12 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.
Energy Ball special 90 l Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Expanding Force special 80 12 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.
Facade physical 70 20 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.
Feint physical 30 12 This move can hit a target using a move such as Protect or Detect and removes the effects of those moves.
Fire Punch physical 75 16 Has a 10% chance of burning the target.
Fling physical - 12 This move's power and effects depend on the user's held item. The held item is lost after this move is used.
Focus Blast special 120 8 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Focus Punch physical 150 20 This move fails if the user has already taken damage from a move in the same turn.
Future Sight special 120 12 Gives the target the Future Attack status, where the Pokémon in the targeted spot will take damage 2 turns after the status is activated.
Giga Impact physical 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Grass Knot special - 20 The heavier the target, the greater this move’s power (ranging between 20 and 120).
Heal Pulse status - 12 Restores 1/2 of the target's max HP.
Helping Hand status - 20 Boosts the power of an ally’s move by 50% during the turn this move is used.
Hyper Beam special 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Hyper Voice special 90 12 —
Hypnosis status - 20 Puts the target to sleep.
Ice Punch physical 75 16 Has a 10% chance of freezing the target.
Icy Wind special 55 16 Lowers targets' Speed stats by 1 stage.
Imprison status - 12 The user gains the Sealing Off status, where any moves known by the Pokémon that caused this status cannot be used by its opponents.
Knock Off physical 65 20 This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item.
Leaf Blade physical 90 16 This move has a 1-stage Critical-Hit Ratio Boost.
Life Dew status - 12 Restores 1/4 of the max HP of the user and its allies.
Light Screen status - 20 Gives the user’s side the Light Screen status for 5 turns, where damage taken from special moves are reduced by 1/2 in Singles and 1/3 in Doubles.
Low Kick physical - 20 The heavier the target, the greater this move's power (ranging between 20 and 120).
Low Sweep physical 65 20 Lowers the target's Speed stat by 1 stage.
Magic Room status - 12 Gives the entire field the Magic Room status for 5 turns, where most held items will not work.
Mean Look status - 8 Gives the target the Can't Escape status, where the Pokémon cannot be switched out.
Mega Kick physical 120 8 —
Memento status - 12 Lowers the target's Attack and Sp. Atk stats by 2 stages. The user faints upon using this move.
Misty Terrain status - 12 Turns the entire field into Misty Terrain for 5 turns.
Mystical Fire special 75 12 Lowers the target's Sp. Atk stat by 1 stage.
Night Shade special - 16 Deals 50 HP of damage.
Night Slash physical 70 20 This move has a 1 stage Critical-Hit Ratio Boost.
Pain Split status - 20 The user adds its remaining HP to the target's remaining HP, then splits the total in half for them to share.
Poison Jab physical 80 20 Has a 30% chance of poisoning the target.
Protect status - 8 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.
Psych Up status - 12 The user copies the target's stat changes.
Psychic special 90 12 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Psychic Terrain status - 12 Turns the entire field into Psychic Terrain for 5 turns.
Psycho Cut physical 70 20 This move has a 1-stage Critical-Hit Ratio Boost.
Psyshock special 80 12 This is a special move, but the damage it deals is calculated using the target's Defense stat.
Quick Guard status - 16 The user protects itself and its allies from priority moves for the turn.
Rain Dance status - 8 Summons rain for 5 turns.
Reflect status - 20 Gives the user's side the Reflect status for 5 turns, where damage taken from physical moves are reduced by 1/2 in Singles and 1/3 in Doubles.
Rest status - 8 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.
Reversal physical - 16 The less HP the user has left, the greater this move's power (ranging between 20 and 200).
Rock Slide physical 75 12 Has a 30% chance of making targets flinch.
Rock Tomb physical 60 16 Lowers the target's Speed stat by 1 stage.
Round special 60 16 If multiple Pokémon 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.
Sacred Sword physical 90 16 This move ignores the target's stat changes when dealing damage.
Shadow Ball special 80 16 Has a 20% chance of lowering the target's Sp. Def stat by 1 stage.
Shadow Claw physical 70 16 This move has a 1-stage Critical-Hit Ratio Boost.
Shadow Sneak physical 40 20 —
Skill Swap status - 12 The user and the target swap their Abilities.
Snore special 50 16 Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Solar Blade physical 125 12 The user gains the Charging status, where the Pokémon spends 1 turn charging before using a move, on the turn this move is used, 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.
Stone Edge physical 100 8 This move has a 1-stage Critical-Hit Ratio Boost.
Stored Power special 20 12 This move's power is increased by20 for each stage that the user's stats have been boosted.
Substitute status - 12 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.
Sunny Day status - 8 Summons harsh sunlight for 5 turns.
Swords Dance status - 20 Boosts the user's Attack stat by 2 stages.
Taunt status - 20 Gives the target the Taunted status, where the Pokémon can only use attacks.
Thief physical 60 20 If the user is not already holding an item, it steals the target's held item.
Throat Chop physical 80 16 Gives the target the Throat Chopped status, where the Pokémon cannot use any sound-based moves for 2 turns.
Thunder Punch physical 75 16 Has a 10% chance of paralyzing the target.
Thunder Wave status - 20 Paralyzes the target.
Thunderbolt special 90 16 Has a 10% chance of paralyzing the target.
Trick status - 12 The user and the target swap their held items.
Trick Room status - 8 Gives the entire field the Trick Room status, where Pokémon with lower Speed stats move first, for 5 turns.
Triple Axel physical 20 12 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.
Upper Hand physical 65 16 Makes the target flinch. This move fails if the target isn't about to use a priority move.
Vacuum Wave special 40 20 —
Wide Guard status - 12 During the turn this move is used, the user protects its side from moves that target all allies.
Will-O-Wisp status - 16 Burns the target.
Wonder Room status - 12 Gives the entire field the Wonder Room status, where Pokémon's Defense and Sp. Def stats are swapped, for 5 turns.
X-Scissor physical 80 16 —
Zen Headbutt physical 80 16 Has a 20% chance of making the target flinch.