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 #475 Gallade
General Location Attacks Stats Egg Moves Battle
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Picture Name Other Names No. Gender Ratio Type
Gallade
Japan: Erureido
エルレイド
French: Gallame
German: Galagladi
Korean: 엘레이드
National: #475
Central Kalos: #067
Coastal Kalos: #---
Mountain Kalos: #---
Male :100%
Female :0%
Classification Height Weight Capture Rate Base Egg Steps
Blade Pokémon 5'03"
1.6m
114.6lbs
52kg
455,120
Abilities: Steadfast - Justified (Hidden Ability)
Steadfast: Speed raises by one level every time the Pokémon flinches.
Hidden Ability (Available):
Justified: Attack is raised by one stage when the Pokémon is hit by a Dark-type move
Experience Growth Base Happiness Effort Values Earned Eligible for Sky Battle?
1,250,000 Points
Slow
35 3 Attack Point(s)
Not Eligible/Known
Wild Hold Item Egg Groups
 
Amorphous
Evolutionary Chain
Locations
X Evolve Kirlia
Y Evolve Kirlia
Omega Ruby Evolve Kirlia
Alpha Sapphire Evolve Kirlia
Trainer Locations  Details
X & Y Level Up
LevelAttack NameTypeAppealJam
Stored Power  
Works well if the user is pumped up.
Close Combat  
A very appealing move, but after using this move, the user is more easily startled.
Leaf Blade  
An appealing move that can be used repeatedly without boring the audience.
Night Slash  
Affected by how well the previous Pokémon's move went.
Leer
Badly startles Pokémon that the audience has high expectations of.
Confusion  
Quite an appealing move.
Double Team  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Teleport  
Prevents the user from being startled until the turn ends.
6 Confusion  
Quite an appealing move.
10 Double Team  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
12 Teleport  
Prevents the user from being startled until the turn ends.
17 Fury Cutter  
An appealing move that can be used repeatedly without boring the audience.
22 Slash  
Quite an appealing move.
25 Heal Pulse  
Excites the audience in any kind of contest.
31 Swords Dance  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
36 Psycho Cut  
Quite an appealing move.
39 Helping Hand  
Quite an appealing move.
45 Feint  
Causes the user to move earlier on the next turn.
50 False Swipe  
Makes the audience quickly grow bored when an appeal move has little effect.
53 Protect  
Prevents the user from being startled one time this turn.
59 Close Combat  
A very appealing move, but after using this move, the user is more easily startled.
64 Stored Power  
Works well if the user is pumped up.

ΩRαS Level Up
LevelAttack NameTypeAppealJam
Stored Power  
Works well if the user is pumped up.
Close Combat  
A very appealing move, but after using this move, the user is more easily startled.
Leaf Blade  
An appealing move that can be used repeatedly without boring the audience.
Night Slash  
Affected by how well the previous Pokémon's move went.
Leer
Badly startles Pokémon that the audience has high expectations of.
Confusion  
Quite an appealing move.
Double Team  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Teleport  
Prevents the user from being startled until the turn ends.
4 Confusion  
Quite an appealing move.
6 Double Team  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
9 Teleport  
Prevents the user from being startled until the turn ends.
11 Quick Guard  
Works great if the user goes first this turn.
14 Fury Cutter  
An appealing move that can be used repeatedly without boring the audience.
17 Slash  
Quite an appealing move.
19 Heal Pulse  
Excites the audience in any kind of contest.
23 Wide Guard  
Prevents the user from being startled until the turn ends.
26 Swords Dance  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
31 Psycho Cut  
Quite an appealing move.
35 Helping Hand  
Quite an appealing move.
40 Feint  
Causes the user to move earlier on the next turn.
44 False Swipe  
Makes the audience quickly grow bored when an appeal move has little effect.
49 Protect  
Prevents the user from being startled one time this turn.
53 Close Combat  
A very appealing move, but after using this move, the user is more easily startled.
58 Stored Power  
Works well if the user is pumped up.
TM & HM Attacks
TM/HM #Attack NameTypeAppealJam
TM03 Psyshock
Badly startles the last Pokémon to act before the user.
TM04 Calm Mind  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM06 Toxic  
Brings down the energy of any Pokémon that have already used a move this turn.
TM08 Bulk Up  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM10 Hidden Power  
An appealing move that can be used repeatedly without boring the audience.
TM11 Sunny Day  
Works better the more the crowd is excited.
TM12 Taunt
Badly startles Pokémon that the audience has high expectations of.
TM15 Hyper Beam
Startles all other Pokémon. User cannot act in the next turn.
TM16 Light Screen  
Prevents the user from being startled one time this turn.
TM17 Protect  
Prevents the user from being startled one time this turn.
TM18 Rain Dance  
Works better the more the crowd is excited.
TM20 Safeguard  
Prevents the user from being startled one time this turn.
TM21 Frustration
Badly startles the last Pokémon to act before the user.
TM24 Thunderbolt  
Quite an appealing move.
TM26 Earthquake
Badly startles all Pokémon that successfully showed their appeal.
TM27 Return  
Quite an appealing move.
TM29 Psychic  
Quite an appealing move.
TM30 Shadow Ball  
Quite an appealing move.
TM31 Brick Break  
Quite an appealing move.
TM32 Double Team  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM33 Reflect  
Prevents the user from being startled one time this turn.
TM39 Rock Tomb  
Makes audience expect little of other contestants.
TM40 Aerial Ace  
Works great if the user goes first this turn.
TM41 Torment  
Makes the remaining Pokémon nervous.
TM42 Facade  
Works great if the user goes last this turn.
TM44 Rest  
Prevents the user from being startled until the turn ends.
TM45 Attract  
Makes the remaining Pokémon nervous.
TM46 Thief  
Shows off the Pokémon’s appeal about as well as the move used just before it.
TM47 Low Sweep
Prevents the user from being startled until the turn ends.
TM48 Round  
Works well if it is the same type as the move used by the last Pokémon.
TM49 Echoed Voice  
An appealing move that can be used repeatedly without boring the audience.
TM52 Focus Blast  
Quite an appealing move.
TM54 False Swipe  
Makes the audience quickly grow bored when an appeal move has little effect.
TM56 Fling  
Brings down the energy of any Pokémon that have already used a move this turn.
TM57 Charge Beam  
Works well if the user is pumped up.
TM61 Will-O-Wisp  
Makes audience expect little of other contestants.
TM67 Retaliate  
Affected by how well the previous Pokémon's move went.
TM68 Giga Impact
Startles all other Pokémon. User cannot act in the next turn.
TM70 Flash  
Makes audience expect little of other contestants.
TM71 Stone Edge  
Affected by how well the previous Pokémon's move went.
TM73 Thunder Wave
Startles all of the Pokémon to act before the user.
TM75 Swords Dance  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM77 Psych Up  
Works well if it is the same type as the move used by the last Pokémon.
TM78 Bulldoze
Badly startles the last Pokémon to act before the user.
TM80 Rock Slide
Startles all of the Pokémon to act before the user.
TM81 X-Scissor
Badly startles Pokémon that used a move of the same type.
TM84 Poison Jab  
Quite an appealing move.
TM85 Dream Eater  
Works well if it is the same type as the move used by the last Pokémon.
TM86 Grass Knot  
Works better the later it is used in a turn.
TM87 Swagger  
Brings down the energy of any Pokémon that have already used a move this turn.
TM88 Sleep Talk  
Effectiveness varies depending on when it is used.
TM90 Substitute  
Prevents the user from being startled one time this turn.
TM92 Trick Room  
Scrambles the order in which Pokémon will move on the next turn.
TM94 (XY)
HM06 (ΩRαS)
Rock Smash  
Quite an appealing move.
TM94 (ΩRαS) Secret Power  
Works well if the user is pumped up.
TM98 Power-Up Punch  
Works well if the user is pumped up.
TM99 Dazzling Gleam  
Quite an appealing move.
TM100 Confide  
Brings down the energy of any Pokémon that have already used a move this turn.
HM01 Cut  
Quite an appealing move.
HM04 Strength  
Quite an appealing move.
Egg Moves (Details)
Attack NameTypeAppealJam  
Ally Switch   Details
Scrambles the order in which Pokémon will move on the next turn.
Confuse Ray   Details
Badly startles Pokémon that the audience has high expectations of.
Destiny Bond   Details
A move of huge appeal, but using it prevents the user from taking further contest moves.
Disable   Details
Makes the remaining Pokémon nervous.
Encore   Details
Makes the remaining Pokémon nervous.
Grudge Details
Startles all other Pokémon. User cannot act in the next turn.
Mean Look   Details
Makes the remaining Pokémon nervous.
Memento   Details
A move of huge appeal, but using it prevents the user from taking further contest moves.
Misty Terrain   Details
Excites the audience a lot if used first.
Shadow Sneak   Details
Causes the user to move earlier on the next turn.
Skill Swap   Details
Shows off the Pokémon’s appeal about as well as the move used just before it.
Synchronoise   Details
Works well if it is the same type as the move used by the last Pokémon.

Omega Ruby/Alpha Sapphire Move Tutor Attacks
Attack NameTypeAppealJam
Drain Punch  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Dual Chop
Badly startles Pokémon that used a move of the same type.
Fire Punch  
Quite an appealing move.
Focus Punch  
Works great if the user goes last this turn.
Helping Hand  
Quite an appealing move.
Hyper Voice
Startles all of the Pokémon to act before the user.
Ice Punch  
Quite an appealing move.
Knock Off
Badly startles all of the Pokémon to act before the user.
Low Kick  
Works better the later it is used in a turn.
Magic Coat  
Works great if the user goes last this turn.
Magic Room  
Temporarily stops the crowd from growing excited.
Pain Split  
Shows off the Pokémon’s appeal about as well as all the moves before it this turn.
Recycle  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Shock Wave  
Works great if the user goes first this turn.
Signal Beam  
Makes audience expect little of other contestants.
Skill Swap  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Snatch  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Snore  
Makes the audience quickly grow bored when an appeal move has little effect.
Thunder Punch  
Quite an appealing move.
Trick
Badly startles Pokémon that used a move of the same type.
Wonder Room  
Scrambles the order in which Pokémon will move on the next turn.
Zen Headbutt  
Quite an appealing move.
Pre-Evolution Only Moves
Attack NameTypeAppealJam Method
Growl  
Lv. 1
Works great if the user goes last this turn.
Disarming Voice  
Lv. 11
Works great if the user goes first this turn.
Lucky Chant  
Lv. 14
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Magical Leaf  
Lv. 17
Works great if the user goes first this turn.
Draining Kiss  
Lv. 23
Shows off the Pokémon’s appeal about as well as all the moves before it this turn.
Calm Mind  
Lv. 26
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Psychic  
Lv. 30
Quite an appealing move.
Imprison  
Lv. 33
Temporarily stops the crowd from growing excited.
Future Sight  
Lv. 37
Works well if it is the same type as the move used by the last Pokémon.
Charm
Lv. 40
Badly startles Pokémon that the audience has high expectations of.
Hypnosis
Lv. 44
Startles all of the Pokémon to act before the user.
Dream Eater  
Lv. 47
Works well if it is the same type as the move used by the last Pokémon.
Transfer Only Moves (Details)
Attack NameTypeAppealJamMethod
Telekinesis   Gen V TM19
Makes the remaining Pokémon nervous.
Work Up   Gen V TM83
Excites the audience a lot if used first.
Endure   Gen IV 203
Causes the user to move later on the next turn.
Captivate   Gen IV 445
Makes the audience quickly grow bored when an appeal move has little effect.
Natural Gift   Gen IV 363
Works better the more the crowd is excited.
Vacuum Wave   Move Tutor - PtHGSS
Causes the user to move earlier on the next turn.
Swift   Move Tutor - PtHGSS
Works great if the user goes first this turn.
Mud-slap   Move Tutor - PtHGSS
Makes audience expect little of other contestants.
Headbutt   Move Tutor - HGSS
Quite an appealing move.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 518 68 125 65 65 115 80
Max Stats
Hindering Nature
Lv. 50 128 - 175 117 - 159 63 - 105 63 - 105 108 - 150 76 - 118
Lv. 100 246 - 340 229 - 314 121 - 206 121 - 206 211 - 296 148 - 233
Max Stats
Neutral Nature
Lv. 50 128 - 175 130 - 177 70 - 117 70 - 117 120 - 167 85 - 132
Lv. 100 246 - 340 255 - 349 135 - 229 135 - 229 235 - 329 165 - 259
Max Stats
Beneficial Nature
Lv. 50 128 - 175 143 - 194 77 - 128 77 - 128 132 - 183 93 - 145
Lv. 100 246 - 340 280 - 383 148 - 251 148 - 251 258 - 361 181 - 284


Mega Evolution
Picture Name Other Names No. Gender Ratio Type
Mega Gallade
Japan: MegaErureido
メガエルレイド
French: MegaGallame
German: Mega-Galagladi
Korean: 메가엘레이드
National: #475
Male :100%
Female :0%
Classification Height Weight Capture Rate Base Egg Steps
Blade Pokémon 2'04"
0.7m
48.9lbs
22.2kg
45 5,120
Abilities: Inner Focus
Inner Focus: This Pokémon will not flinch. Does not prevent flinching with Focus Punch.
Damage Taken
*1 *1 *1 *1 *1 *1 *0.5 *1 *1 *2 *1 *1 *0.5 *2 *1 *1 *1 *2

Stats - Mega Evolution
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 618 68 165 95 65 115 110
Max Stats
Hindering Nature
Lv. 50 128 - 175 153 - 195 90 - 132 63 - 105 108 - 150 103 - 145
Lv. 100 246 - 340 301 - 386 175 - 260 121 - 206 211 - 296 202 - 287
Max Stats
Neutral Nature
Lv. 50 128 - 175 170 - 217 100 - 147 70 - 117 120 - 167 115 - 162
Lv. 100 246 - 340 335 - 429 195 - 289 135 - 229 235 - 329 225 - 319
Max Stats
Beneficial Nature
Lv. 50 128 - 175 187 - 238 110 - 161 77 - 128 132 - 183 126 - 178
Lv. 100 246 - 340 368 - 471 214 - 317 148 - 251 258 - 361 247 - 350

<--- #474
Porygon-Z
#476
Probopass
--->

 
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