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475 - Gallade (エルレイド)

pokemon front pokemon shiny front pokemon back pokemon shiny back

hg "Because it can sense what its foe is thinking, its attacks burst out first, fast, and fierce."

ss "Because it can sense what its foe is thinking, its attacks burst out first, fast, and fierce."

Classification Blade Pokémon
Height 5'03"
Weight 114.6 lbs
Capture Rate 45
Egg Steps 5,120
Egg Groups Indeterminate
Experience Growth 1,250,000 - Slow
Safari Zone Flee Rate 0
Color White
Base Happiness 35
Gender Ratio ♂: 100%   ♀: 0%
Damage Taken
normal fire water electric grass ice fighting poison ground flying psychic bug rock ghost dragon dark steel
1 1 1 1 1 1 0.5 1 1 2 1 1 0.5 2 1 1 1

Locations

hg Evolve Kirlia

ss Evolve Kirlia

Stat Base Range
At Lv. 50 At Lv. 100
HP:
68
128 - 175 246 - 340
Attack:
125
117 - 194 229 - 383
Defense:
65
63 - 128 121 - 251
Special Attack:
65
63 - 128 121 - 251
Special Defense:
115
108 - 183 211 - 361
Speed:
80
76 - 145 148 - 284
Total:
518
EVs Gained
HP Att. Def. Sp.Att. Sp.Def. Speed
0 3 0 0 0 0

Abilities

  • Steadfast
  • If this Pokemon is made to flinch, its Speed increases by one stage.

Level Up Moves

Level Learned Move Type Cat. Power Acc. PP
0 Leaf Blade 70 100% 15
The foe is slashed with a sharp leaf. It has a high critical-hit ratio.
0 Night Slash 70 100% 15
The user slashes the foe the instant an opportunity arises. It has a high critical-hit ratio.
0 Leer - 100% 30
The foe is given an intimidating leer with sharp eyes. The target's Defense stat is reduced.
0 Confusion 50 100% 25
The foe is hit by a weak telekinetic force. It may also leave the foe confused.
0 Double Team - - 15
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
0 Teleport - - 20
Use it to flee from any wild Pokémon. It can also warp to the last Pokémon Center visited.
17 Fury Cutter 10 95% 20
The foe is slashed with scythes or claws. Its power increases if it hits in succession.
22 Slash 70 100% 20
The foe is attacked with a slash of claws, etc. It has a high critical-hit ratio.
25 Swords Dance - - 30
A frenetic dance to uplift the fighting spirit. It sharply raises the user's Attack stat.
31 Psycho Cut 70 100% 20
The user tears at the foe with blades formed by psychic power. It has a high critical-hit ratio.
36 Helping Hand - 100% 20
A move that boosts the power of the ally's attack in a Double Battle.
39 Feint 50 100% 10
An attack that hits a foe using Protect or Detect. It also lifts the effects of those moves.
45 False Swipe 40 100% 40
A restrained attack that prevents the foe from fainting. The target is left with at least 1 HP.
50 Protect - - 10
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
53 Close Combat 120 100% 5
The user fights the foe up close without guarding itself. It also cuts the user's Defense and Sp. Def.

Learnable TMs and HMs

TMHM Move Type Cat. Power Acc. PP
TM01 Focus Punch 150 100% 20
The user focuses its mind before launching a punch. It will fail if the user is hit before it is used.
TM04 Calm Mind - - 20
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
TM06 Toxic - 85% 10
A move that leaves the target badly poisoned. Its poison damage worsens every turn.
TM08 Bulk Up - - 20
The user tenses its muscles to bulk up its body, boosting both its Attack and Defense stats.
TM10 Hidden Power Varies 100% 15
A unique attack that varies in type and intensity depending on the Pokémon using it.
TM11 Sunny Day - - 5
The user intensifies the sun for five turns, powering up Fire-type moves.
TM12 Taunt - 100% 20
The foe is taunted into a rage that allows it to use only attack moves for two to four turns.
TM15 Hyper Beam 150 90% 5
The foe is attacked with a powerful beam. The user must rest on the next turn to regain its energy.
TM16 Light Screen - - 30
A wondrous wall of light is put up to suppress damage from special attacks for five turns.
TM17 Protect - - 10
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
TM18 Rain Dance - - 5
The user summons a heavy rain that falls for five turns, powering up Water- type moves.
TM20 Safeguard - - 25
The user creates a protective field that prevents status problems for five turns.
TM21 Frustration Varies 100% 20
A full-power attack that grows more powerful the less the user likes its Trainer.
TM24 Thunderbolt 95 100% 15
A strong electric blast is loosed at the foe. It may also leave the foe paralyzed.
TM26 Earthquake 100 100% 10
The user sets off an earthquake that hits all the Pokémon in the battle.
TM27 Return Varies 100% 20
A full-power attack that grows more powerful the more the user likes its Trainer.
TM29 Psychic 90 100% 10
The foe is hit by a strong telekinetic force. It may also reduce the foe's Sp. Def stat.
TM30 Shadow Ball 80 100% 15
The user hurls a shadowy blob at the foe. It may also lower the foe's Sp. Def stat.
TM31 Brick Break 75 100% 15
The user attacks with tough fists, etc. It can also break any barrier such as Light Screen and Reflect.
TM32 Double Team - - 15
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
TM33 Reflect - - 20
A wondrous wall of light is put up to suppress damage from physical attacks for five turns.
TM34 Shock Wave 60 - 20
The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded.
TM39 Rock Tomb 50 80% 10
Boulders are hurled at the foe. It also lowers the foe's Speed by preventing its movement.
TM40 Aerial Ace 60 - 20
The user confounds the foe with speed, then slashes. The attack lands without fail.
TM41 Torment - 100% 15
The user torments and enrages the foe, making it incapable of using the same move twice in a row.
TM42 Facade 70 100% 20
An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn.
TM43 Secret Power 70 100% 20
The user attacks with a secret power. Its added effects vary depending on the user's environment.
TM44 Rest - - 10
The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem.
TM45 Attract - 100% 15
If it is the opposite gender of the user, the foe becomes infatuated and less likely to attack.
TM46 Thief 40 100% 10
The user attacks and steals the foe's held item simultaneously. It can't steal if the user holds an item.
TM48 Skill Swap - 100% 10
The user employs its psychic power to exchange abilities with the foe.
TM49 Snatch - 100% 10
The user steals the effects of any healing or stat- changing move the foe attempts to use.
TM52 Focus Blast 120 70% 5
The user heightens its mental focus and unleashes its power. It may also lower the target's Sp. Def.
TM54 False Swipe 40 100% 40
A restrained attack that prevents the foe from fainting. The target is left with at least 1 HP.
TM56 Fling Varies 100% 10
The user flings its held item at the foe to attack. Its power and effects depend on the item.
TM57 Charge Beam 50 90% 10
The user fires a concentrated bundle of electricity. It may also raise the user's Sp. Atk stat.
TM58 Endure - - 10
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
TM60 Drain Punch 60 100% 5
An energy-draining punch. The user's HP is restored by half the damage taken by the target.
TM67 Recycle - 100% 10
The user recycles a held item that has been used in battle so it can be used again.
TM68 Giga Impact 150 90% 5
The user charges at the foe using every bit of its power. The user must rest on the next turn.
TM70 Flash - 70% 20
The user flashes a light that cuts the foe's accuracy. It can also be used to illuminate caves.
TM71 Stone Edge 100 80% 5
The user stabs the foe with a sharpened stone. It has a high critical-hit ratio.
TM73 Thunder Wave - 100% 20
A weak electric charge is launched at the foe. It causes paralysis if it hits.
TM75 Swords Dance - - 30
A frenetic dance to uplift the fighting spirit. It sharply raises the user's Attack stat.
TM77 Psych Up - - 10
The user hypnotizes itself into copying any stat change made by the foe.
TM78 Captivate - 100% 20
If it is the opposite gender of the user, the foe is charmed into sharply lowering its Sp. Atk stat.
TM80 Rock Slide 75 90% 10
Large boulders are hurled at the foe to inflict damage. It may also make the target flinch.
TM81 X-scissor 80 100% 15
The user slashes at the foe by crossing its scythes or claws as if they were a pair of scissors.
TM82 Sleep Talk - - 10
While it is asleep, the user randomly uses one of the moves it knows.
TM83 Natural Gift Varies 100% 15
The user draws power to attack by using its held Berry. The Berry determines its type and power.
TM84 Poison Jab 80 100% 20
The foe is stabbed with a tentacle or arm steeped in poison. It may also poison the foe.
TM85 Dream Eater 100 100% 15
An attack that works only on a sleeping foe. It absorbs half the damage caused to heal the user's HP.
TM86 Grass Knot Varies 100% 20
The user snares the foe with grass and trips it. The heavier the foe, the greater the damage.
TM87 Swagger - 90% 15
The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat.
TM90 Substitute - - 10
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
TM92 Trick Room - - 5
The user creates a bizarre area in which slower Pokémon get to move first for five turns.
HM01 Cut 50 95% 30
The foe is cut with a scythe or a claw. It can also be used to cut down thin trees.
HM04 Strength 80 100% 15
The foe is slugged with a punch thrown at maximum power. It can also be used to move boulders.
HM06 Rock Smash 20 100% 15
The user hits with a punch that may lower the target's Defense. It can also smash cracked boulders.

Tutor Moves

Move Type Cat. Power Acc. PP
Fire Punch 75 100% 15
The foe is punched with a fiery fist. It may leave the target with a burn.
Fury Cutter 10 95% 20
The foe is slashed with scythes or claws. Its power increases if it hits in succession.
Ice Punch 75 100% 15
The foe is punched with an icy fist. It may leave the target frozen.
Knock Off 20 100% 20
The user slaps down the foe's held item, preventing the item from being used during the battle.
Trick - 100% 10
The user catches the foe off guard and swaps the foe's held item with its own.
Thunder Punch 75 100% 15
The foe is punched with an electrified fist. It may leave the target with paralysis.
Vacuum Wave 40 100% 30
The user whirls its fists to send a wave of pure vacuum at the foe. This move always goes first.
Zen Headbutt 80 90% 15
The user focuses its willpower to its head and rams the foe. It may also make the target flinch.
Helping Hand - 100% 20
A move that boosts the power of the ally's attack in a Double Battle.
Snore 40 100% 15
An attack that can be used only if the user is asleep. The harsh noise may also make the foe flinch.
Swift 60 - 20
Star-shaped rays are shot at the foe. This attack never misses.
Mud-Slap 20 100% 10
The user hurls mud in the foe's face to inflict damage and lower its accuracy.
Signal Beam 75 100% 15
The user attacks with a sinister beam of light. It may also confuse the target.
Pain Split - 100% 20
The user adds its HP to the foe's HP, then equally shares the combined HP with the foe.
Low Kick Varies 100% 20
A powerful low kick that makes the foe fall over. It inflicts greater damage on heavier foes.
Headbutt 70 100% 15
The user attacks with its head. It may make the foe flinch. To find Pokémon, hit trees.

Egg Moves

Move Type Cat. Power Acc. PP
Disable - 55% 20
For several turns, this move prevents the foe from using the move it last used.
Will-O-Wisp - 75% 15
The user shoots a sinister, bluish white flame at the foe to inflict a burn.
Mean Look - 100% 5
The user affixes the foe with a dark, arresting look. The target becomes unable to flee.
Memento - 100% 10
The user faints upon using this move. In return, it sharply lowers the target's Attack and Sp. Atk.
Destiny Bond - - 5
When this move is used, if the user faints, the foe that landed the knockout hit also faints.
Grudge - 100% 5
If the user faints, the user's grudge fully depletes the PP of the foe's move that knocked it out.
Shadow Sneak 40 100% 30
The user extends its shadow and attacks the foe from behind. This move always goes first.
Confuse Ray - 100% 10
The foe is exposed to a sinister ray that triggers confusion.
Encore - 100% 5
The user compels the foe to keep using only the move it last used for three to seven turns.