Glalie (NU Revamp)

Oglemi

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http://www.smogon.com/rs/pokemon/glalie

[Overview]

Glalie stands out as the fastest and best Spiker for offensive teams in NU as well as the defining factor of the lead metagame. What makes Glalie such a good lead is its combination of high Speed, ability to go physically or specially offensive, and access to said Spikes as well as Explosion. Explosion gives Glalie a ton of offensive presence and is a great tool for granting it momentum by allowing it to choose when to go out after Spikes are set. Unfortunately, Glalie is almost impossible to switch in safely due to its poor defensive typing, and its movepool is pretty shallow, giving it little utility outside of the lead teamslot.

[SET]
name: Bulky Spikes
move 1: Spikes
move 2: Taunt / Sleep Talk
move 3: Ice Beam
move 4: Explosion
item: Leftovers / Lum Berry
ability: Inner Focus
nature: Naive
evs: 252 HP / 4 Atk / 252 Spe

[SET COMMENTS]

This set is designed to get as many layers of Spikes up as early in the game as possible. The bulk from the HP investment gives Glalie some survivability against non-super effective STAB moves like Kecleon's Return and opposing Glalie attacks not named Explosion. Taunt prevents other Glalie from setting up Spikes for two turns, assuming your Glalie wins the Speed tie. Alternatively, Sleep Talk can prevent Glalie from being completely crippled by sleep leads, such as Venomoth. Ice Beam destroys Grass- and Ground-types that may be leading for the opponent, though they're rare sights. It also deals a ton of damage to Pokemon looking to absorb Explosion, particularly Haunter and Rock-types like Graveler. Explosion allows Glalie to take out or leave a hole in the opponent's lead and limits the number of Spikes layers their Glalie can set up. Explosion is also Glalie's best tool against a few common switch-ins like Flareon and Hitmonchan, the latter of which will be looking to spin away Glalie's Spikes.

[ADDITIONAL COMMENTS]

Naive is the chosen nature to make sure Explosion and Ice Beam are as strong as possible. A Hasty nature is an option as well, and both have the same general level of effectiveness in the long run. Max Speed is needed to Speed tie with other Glalie as well as Charmeleon, an admittedly uncommon anti-lead. Lum Berry is an alternative item choice to Leftovers that can prevent Venomoth from totally crippling Glalie on turn one and guaranteeing Glalie to get at least one layer of Spikes against it. Hidden Power Grass can be used in the second moveslot to eliminate Relicanth and other Rock-types looking to absorb Explosion. In the same vein, Hidden Power Water hits Rock- and Fire-types for a decent amount of damage, both of which are otherwise capable anti-leads to Glalie. Finally, Hidden Power Psychic deals a high amount of damage to Hitmonchan and Haunter, but Ice Beam deals a fair amount already.

Nearly every team benefits from having a Spiker in some way, and this set is the most reliable way of getting at least one layer up early in the match. Unfortunately, Glalie doesn't really provide any type of synergy and should probably be used in the lead slot only. This set works best on more offensive teams due to the fact that Glalie likely isn't going to last throughout the match and will be KOed in the lead slot, meaning it's not going to be coming in later in the match to set up Spikes again if they get spun away. Teams that have a lot of fast, strong attackers like Murkrow, Raticate, and Plusle will make the best use of having Glalie on their team.

Explosion is ideally Glalie's mode of leaving the match, and there are a few Pokemon that can tank it pretty well, particularly Rock-, Ghost-, and Steel-types like Relicanth, Sableye, and Mawile. However, it will leave a sizable dent in nearly everything that is not a Ghost-type or Lairon, meaning Pokemon that can take advantage of the hole it leaves and force them out are the best teammates. Hitmonchan, Vigoroth, and Arbok are all offensive Pokemon that can sweep with the opponent's physical wall heavily damaged. Finally, if the opponent leads with a Pokemon weak to Ice Beam, they'll likely switch to a Fire- or Water-type to tank the attack. Pokemon that can switch into them to preserve Glalie for later in the match make good teammates as well; Kecleon and Pelipper are good examples that can switch into either one.

[SET]
name: Physical Spikes
move 1: Spikes
move 2: Earthquake
move 3: Shadow Ball / Hidden Power Rock
move 4: Explosion
item: Leftovers / Choice Band
ability: Inner Focus
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]

This is probably the best offensive approach to Glalie, allowing it to deal as much damage as possible while still setting up Spikes efficiently. Earthquake deals a ton of damage to common Glalie switch-ins, particularly Rock- and Steel-types like Lairon, Metang, and Sudowoodo looking to absorb Explosion or Ice Beam, as well as Fire-types like Magcargo and Flareon. Shadow Ball takes out the likes of Haunter, Chimecho, and Shedinja, which otherwise can easily switch in on Earthquake or Explosion. Alternatively, Hidden Power Rock makes sure Pidgeot and Murkrow can't switch in easily on Earthquake and takes them out without having to resort to Explosion, and it still does a decent amount to Haunter and takes out Shedinja. Finally, Explosion gets Glalie out of the way and deals an insane amount of damage with max Attack, letting it leave a dent in even physical stalwarts like Relicanth.

[ADDITIONAL COMMENTS]

Leftovers allows Glalie to both set up Spikes and attack with the appropriate move when it needs to, but Glalie gains a ton of power with Choice Band. Getting locked into Spikes with Choice Band isn't a huge detriment, either, considering setting up Spikes is its primary role on the team.

This set is best fit on heavy offense teams that want Glalie to set Spikes but also have the ability to punch holes in the opposing team from turn 1. This set is a good lure for weakening or removing the Rock-types that are likely to switch into Glalie to absorb Explosion, which can allow for an easier sweep by your Normal- or Flying-types later in the match. With a Choice Band, Glalie even easily 2HKOes 252 HP Relicanth with Earthquake. If it wins the Speed tie, this set also beats lead Charmeleon, which normally forces Glalie to either switch out or get only one layer of Spikes up.

[Other Options]

A specially offensive Spiker set is definitely viable, but strictly outclassed by both the bulky and physically offensive sets due to weaker overall coverage, despite making the most of Glalie's STAB Ice Beam. If you want to run such a set, use Spikes, Crunch, Ice Beam, and either Explosion or Hidden Power Water with a Hasty or Timid nature, depending on what you fill the last slot with.

As for general move alternatives, Blizzard is available for a stronger Ice-type STAB attack, which deals significantly more damage to the targets it's neutral on. Light Screen is available to support the team before going down, but most teams would rather make use of the hole provided by Explosion. Rain Dance is an option that can allow Glalie to set up Spikes and rain, then Explode to give a free switch to a sweeper like Huntail. Finally, Sing is risky but available to cripple the foe.

[Checks and Counters]

As Glalie is typically seen as a lead, the best way to limit its effectiveness is to be as prepared for it in the lead slot as possible. Magby and Ponyta are probably the best anti-leads available in the metagame, as they easily outspeed Glalie and OHKO it with Overheat before it can even move. Charmeleon and Quilava are decent alternatives but can only Speed tie it. Vigoroth and opposing Glalie can prevent Glalie from setting up Spikes with Taunt. Venomoth can easily outspeed Glalie and put it to sleep with Sleep Powder, totally crippling it unless it runs Lum Berry or Sleep Talk. A lead Hitmonchan can threaten an immediate KO with Sky Uppercut and spin away the Spikes Glalie might set up, but it's slower than Glalie and therefore susceptible to Explosion. Other effective anti-leads that can normally limit Glalie to one layer of Spikes includes Torkoal, Flareon, and Rock- and Steel-types.

Outside of the lead metagame, Mawile is probably the best initial switch-in to Glalie because it has Intimidate to lessen the blow from Earthquake, resists Explosion and Ice Beam, and can eliminate Glalie with Hidden Power Steel or Focus Punch. However, it's slow and will allow Glalie to get at a minimum of two layers of Spikes if it switches in on turn one. Ghost-types like Haunter, Shedinja, and Sableye are completely immune to Explosion, and Shedinja is immune to Ice Beam as well, though KOed by Spikes. Lairon is essentially immune to Explosion and resists Ice Beam, though it's really weak to Earthquake. Other Rock-types, particularly Sudowoodo and Relicanth, can easily KO Glalie with Rock Slide and resist Explosion with the latter also resisting Ice Beam.
 
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Due to Hitmonchan being a common response to Glalie, Hidden Power Flying might be worth a mention on the Physical Spikes set.
 

Disaster Area

formerly Piexplode
Note that if you choose to drop for example Taunt or Ice Beam on the main set, there's a lot of good filler options! Rain Dance can support rain teams, Light Screen lets you set up a screen as well as a layer of spikes versus slow Fire type leads (such as flareon and torkoal), Earthquake annihilates magcargo, and Protect can be used to scout which helps versus for example hitmonchan or CB relicanth leads. Item-wise, Lefties is a good option of course, but Lum Berry gives you a better matchup versus Venomoth, Brightpowder (or Focus Band??) are viable for the chance of avoiding random attacks for extra spikes etc if you don't want later-on staying power. Silk Scarf or Nevermeltice can be run to improve on the power of various attacks without being restrictive.
 

GP 1/2
remove add

[Overview]

Glalie stands out as the overall best and fastest Spiker in NU, (comma) as well as one of the best available leads for most teams. What makes Glalie such a good lead is a its combination of high Speed, ability to go physical or special attacking physically or specially offensive, and access to said Spikes as well as Explosion. Explosion gives Glalie a ton of offensive presence, (comma) and is a great tool to give for granting Glalie momentum by choosing allowing it to choose when to go out after Spikes are set. Unfortunately, Glalie is almost impossible to switch in safely due to its poor defensive typing, and its movepool is pretty shallow, giving it little utility outside of the lead teamslot.

[SET]
name: Bulky Spikes
move 1: Spikes
move 2: Taunt
move 3: Ice Beam
move 4: Explosion
item: Leftovers
ability: Inner Focus
nature: Naive
evs: 252 HP / 4 Atk / 252 Spe

[SET COMMENTS]

This set is designed to get as many layers of Spikes up as early in the game as possible. The bulk from the HP investment gives Glalie some survivability against non-super effective STAB moves like Kecleon's Return and enemy opposing Glalie attacks not named Explosion. Taunt prevents other Glalie from setting up Spikes for a two turns, assuming your Glalie wins the Speed tie. Ice Beam specifically destroys both Roselia and Cacturne, (comma) which may rarely be leading for the opponent the opponent's lead, though they're rare sights in the lead slot, but also hits the opponent any foe for a decent amount of damage regardless of the Pokemon. It also deals a ton of damage to Pokemon looking to absorb Explosion, particularly Haunter and Rock-types like Graveler. Explosion allows Glalie to take out or leave a hole in the opponent's lead and limits the amount of Spikes layers their Glalie can set up. Explosion is also Glalie's best tool against a few common switch-ins like Flareon and Hitmonchan, the latter of which will be looking to spin away Glalie's Spikes.

[ADDITIONAL COMMENTS]

Naive is the chosen nature to make sure Explosion and Ice Beam are as strong as possible. A Hasty nature is an option as well, (comma) and both have the same general level of effectiveness in the long run. Maximum Speed is needed to Speed tie with other Glalie as well as Charmeleon, a common anti-lead.

Nearly every team benefits from having a Spiker in some way, and this set is the most reliable way of getting at least a one layer up early in the match. Unfortunately, Glalie doesn't really provide any type of synergy and should probably be used in the lead slot only. This set works best on more offensive teams due to the fact that Glalie likely isn't going to last throughout the match and will be KOed in the lead slot, meaning it's not going to be come coming in later in the match to re-set up Spikes again if they get spun away. Teams that have a lot of fast, strong attackers like Murkrow, Raticate, and Plusle will make the best use of having Glalie on their team.

Explosion is ideally Glalie's mode of leaving the match, and there are a few Pokemon that can tank it pretty well, particularly Rock-, Ghost-, and Steel-types like Relicanth, Sableye, and Mawile. However, it will leave a sizable dent in nearly everything not named that is not a Ghost-type or Lairon, meaning Pokemon that can take advantage of the hole it leaves and force them out are the best teammates. Hitmonchan, Vigoroth, and Arbok are all offensive Pokemon that can sweep with the opponent's physical wall heavily damaged. Finally, if the opponent leads with a Pokemon weak to Ice Beam, (comma) they'll likely switch to a Fire- or Water-type to tank the attack. Pokemon that can switch into them to preserve Glalie for later in the match make good teammates as well; Kecleon and Pelipper are good examples that can switch into either one.

[SET]
name: Physical Spikes
move 1: Spikes
move 2: Earthquake
move 3: Shadow Ball / Hidden Power Rock
move 4: Explosion
item: Leftovers / Choice Band
ability: Inner Focus
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]

This is probably the best offensive approach to Glalie, allowing it to deal as much damage as possible while still setting up Spikes efficiently. Earthquake deals a ton of damage to common Glalie switch-ins, particularly Rock- and Steel-types like Lairon, Metang, and Sudowoodo looking to absorb Explosion or Ice Beam, as well as Fire-types like Magcargo and Flareon. Shadow Ball takes out the likes of Haunter, Chimecho, and Shedinja, (comma) which who otherwise can easily switch in on Earthquake or Explosion. Alternatively, Hidden Power Rock makes sure Pidgeot and Murkrow can't switch in easily on Earthquake and takes them out without having to resort to Explosion, and it still does a decent amount to Haunter and takes out Shedinja. Finally, Explosion gets Glalie out of the way and deals an insane amount of damage with maximum Attack, letting it leave a dent in even physical stalwarts like Relicanth.

[ADDITIONAL COMMENTS]

Leftovers allows Glalie to both set up Spikes and attack with the appropriate move when it needs to, but Glalie gains a ton of power with Choice Band. Getting locked into Spikes with Choice Band isn't a huge detriment, (comma) either, (comma) considering that setting up Spikes is its primary role on the team.

This set is best fit for on heavy offense teams that want Glalie to set Spikes but also have the ability to punch holes in the opposing team from turn 1. This set is a good lure for weakening or removing the Rock-types that are likely to switch into Glalie to absorb Explosion, which can allow for an easier sweep by your own Normal- or Flying-types later in the match. With a Choice Band, Glalie even easily 2HKOes 252 HP Relicanth with Earthquake. If it wins the Speed tie, this set also has a 50/50 chance of beating beats lead Charmeleon from turn 1, who which normally forces Glalie to either switch out or get only 1 layer of Spikes up, (comma) from turn 1.

[Other Options]

A specially offensive Spiker set is definitely viable, but strictly outclassed by both the bulky and physically offensive sets due to weaker overall coverage, despite making use of its STAB Ice Beam. If you want to run such a set, use Spikes, Crunch, Ice Beam, and either Explosion or Hidden Power Water with a Hasty or Timid nature, depending on what you fill the last slot with.

As for general move alternatives, Blizzard is available for a stronger Ice-type STAB attack, which deals significantly more damage to the targets it's neutral on. Light Screen is available to support the team before going down, but most teams would rather make use of the hole provided by Explosion than the extra special defense from Light Screen. Rain Dance is an option that can allow Glalie to set up Spikes, (comma) and rain, and Explode out then use Explosion to give a free switch to a sweeper like Huntail. Finally, Sing is risky but available to cripple the opponent foe.

[Checks and Counters]

As Glalie is typically seen as a lead, the best way to limit its effectiveness is to be as prepared for it in the lead slot as possible. Charmeleon is probably the best anti-lead for preventing Glalie from doing anything, especially considering it has a 50/50 chance of OHKOing can win a Speed tie to OHKO it on turn 1 before it even moves. Magby and Ponyta both outspeed Glalie and can OHKO with Overheat, avoiding the 50/50 presented with using Charmeleon. Other Glalie can prevent Glalie from setting up Spikes with Taunt. A lead Hitmonchan can threaten an immediate KO with Sky Uppercut and spin away the Spikes it Glalie might set up, but it's slower than Glalie and therefore susceptible to Explosion. Other effective anti-leads that can normally limit it Glalie to 1 layer of Spikes includes Magcargo, Flareon, and Rock- and Steel-types.

Outside of the lead metagame, Mawile is probably the best initial switch-in to Glalie as because it has Intimidate to lessen the blow from Earthquake, resists Explosion and Ice Beam, and can eliminate Glalie with Hidden Power Steel or Focus Punch. However, it's slow and will allow Glalie to get at a minimum of 2 layers of Spikes if it switches in on turn 1. Ghost-types like Haunter, Shedinja, and Sableye are completely immune to Explosion, and Shedinja is immune to Ice Beam as well, though KOed by Spikes. Lairon is essentially immune to Explosion and resists Ice Beam, though it's really weak to Earthquake. Other Rock-types, particularly Sudowoodo and Relicanth, can easily KO Glalie with Rock Slide and resist Explosion.
 
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Bughouse

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since sleep leads aka venomoth are so common to anti-lead glalie... I have used sleep talk on it before. imo taunt is a bit wasted. I promise it's not terrible.
 

Lumari

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add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 2/2
[Overview]

Glalie stands out as the fastest and best Spiker for offensive teams in NU as well as the defining factor of the lead metagame. What makes Glalie such a good lead is its combination of high Speed, ability to go physically or specially offensive, and access to said Spikes as well as Explosion. Explosion gives Glalie a ton of offensive presence and is a great tool for granting it momentum by allowing it to choose when to go out after Spikes are set. Unfortunately, Glalie is almost impossible to switch in safely due to its poor defensive typing, and its movepool is pretty shallow, giving it little utility outside of the lead teamslot.

[SET]
name: Bulky Spikes
move 1: Spikes
move 2: Taunt / Sleep Talk
move 3: Ice Beam
move 4: Explosion
item: Leftovers / Lum Berry
ability: Inner Focus
nature: Naive
evs: 252 HP / 4 Atk / 252 Spe

[SET COMMENTS]

This set is designed to get as many layers of Spikes up as early in the game as possible. The bulk from the HP investment gives Glalie some survivability against non-super effective STAB moves like Kecleon's Return and opposing Glalie attacks not named Explosion. Taunt prevents other Glalie from setting up Spikes for two turns, assuming your Glalie wins the Speed tie. Alternatively, Sleep Talk can prevent Glalie from being completely crippled by sleep leads, such as Venomoth. Ice Beam destroys Grass- and Ground-types which that may be leading for the opponent, though they're rare sights. It also deals a ton of damage to Pokemon looking to absorb Explosion, particularly Haunter and Rock-types like Graveler. Explosion allows Glalie to take out or leave a hole in the opponent's lead and limits the amount number of Spikes layers their Glalie can set up. Explosion is also Glalie's best tool against a few common switch-ins like Flareon and Hitmonchan, the latter of which will be looking to spin away Glalie's Spikes.

[ADDITIONAL COMMENTS]

Naive is the chosen nature to make sure Explosion and Ice Beam are as strong as possible. A Hasty nature is an option as well, and both have the same general level of effectiveness in the long run. Max Speed is needed to Speed tie with other Glalie as well as Charmeleon, an admittedly uncommon anti-lead. Lum Berry is an alternative item choice to Leftovers that can prevent Venomoth from totally crippling it Glalie on turn one and guaranteeing Glalie to get at least one layer of Spikes against it. Hidden Power Grass can be used in the second moveslot to eliminate Relicanth and other Rock-types looking to absorb Explosion. In the same vein, Hidden Power Water hits Rock- and Fire-types for a decent amount of damage, both of which are otherwise capable anti-leads to Glalie. Finally, Hidden Power Psychic deals a high amount of damage to Hitmonchan and Haunter, but Ice Beam deals a fair amount already.

Nearly every team benefits from having a Spiker in some way, and this set is the most reliable way of getting at least one layer up early in the match. Unfortunately, Glalie doesn't really provide any type of synergy and should probably be used in the lead slot only. This set works best on more offensive teams due to the fact that Glalie likely isn't going to last throughout the match and will be KOed in the lead slot, meaning it's not going to be coming in later in the match to set up Spikes again if they get spun away. Teams that have a lot of fast, strong attackers like Murkrow, Raticate, and Plusle will make the best use of having Glalie on their team.

Explosion is ideally Glalie's mode of leaving the match, and there are a few Pokemon that can tank it pretty well, particularly Rock-, Ghost-, and Steel-types like Relicanth, Sableye, and Mawile. However, it will leave a sizable dent in nearly everything that is not a Ghost-type or Lairon, meaning Pokemon that can take advantage of the hole it leaves and force them out are the best teammates. Hitmonchan, Vigoroth, and Arbok are all offensive Pokemon that can sweep with the opponent's physical wall heavily damaged. Finally, if the opponent leads with a Pokemon weak to Ice Beam, they'll likely switch to a Fire- or Water-type to tank the attack. Pokemon that can switch into them to preserve Glalie for later in the match make good teammates as well; Kecleon and Pelipper are good examples that can switch into either one.

[SET]
name: Physical Spikes
move 1: Spikes
move 2: Earthquake
move 3: Shadow Ball / Hidden Power Rock
move 4: Explosion
item: Leftovers / Choice Band
ability: Inner Focus
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]

This is probably the best offensive approach to Glalie, allowing it to deal as much damage as possible while still setting up Spikes efficiently. Earthquake deals a ton of damage to common Glalie switch-ins, particularly Rock- and Steel-types like Lairon, Metang, and Sudowoodo looking to absorb Explosion or Ice Beam, as well as Fire-types like Magcargo and Flareon. Shadow Ball takes out the likes of Haunter, Chimecho, and Shedinja, which otherwise can easily switch in on Earthquake or Explosion. Alternatively, Hidden Power Rock makes sure Pidgeot and Murkrow can't switch in easily on Earthquake and take takes them out without having to resort to Explosion, and it still does a decent amount to Haunter and takes out Shedinja. Finally, Explosion gets Glalie out of the way and deals an insane amount of damage with max Attack, letting it leave a dent in even physical stalwarts like Relicanth.

[ADDITIONAL COMMENTS]

Leftovers allows Glalie to both set up Spikes and attack with the appropriate move when it needs to, but Glalie gains a ton of power with Choice Band. Getting locked into Spikes with Choice Band isn't a huge detriment, either, considering setting up Spikes is its primary role on the team.

This set is best fit on heavy offense teams that want Glalie to set Spikes but also have the ability to punch holes in the opposing team from turn 1. This set is a good lure for weakening or removing the Rock-types that are likely to switch into Glalie to absorb Explosion, which can allow for an easier sweep by your Normal- or Flying-types later in the match. With a Choice Band, Glalie even easily 2HKOes 252 HP Relicanth with Earthquake. If it wins the Speed tie, this set also beats lead Charmeleon, (AC) which normally forces Glalie to either switch out or get only one layer of Spikes up.

[Other Options]

A specially offensive Spiker set is definitely viable, but strictly outclassed by both the bulky and physically offensive sets due to weaker overall coverage, despite making the most of Glalie's STAB Ice Beam. If you want to run such a set, use Spikes, Crunch, Ice Beam, and either Explosion or Hidden Power Water with a Hasty or Timid nature, depending on what you fill the last slot with.

As for general move alternatives, Blizzard is available for a stronger Ice-type STAB attack, which deals significantly more damage to the targets it's neutral on. Light Screen is available to support the team before going down, but most teams would rather make use of the hole provided by Explosion. Rain Dance is an option that can allow Glalie to set up Spikes and rain, then Explode to give a free switch to a sweeper like Huntail. Finally, Sing is risky but available to cripple the foe.

[Checks and Counters]

As Glalie is typically seen as a lead, the best way to limit its effectiveness is to be as prepared for it in the lead slot as possible. Magby and Pontya Ponyta are probably the best anti-leads available in the metagame, (AC) as they easily outspeed Glalie and OHKO Glalie it with Overheat before it can even move. Charmeleon and Quilava are decent alternatives but can only Speed tie it. Vigoroth and opposing Glalie can prevent Glalie from setting up Spikes with Taunt. Venomoth can easily outspeed Glalie and put it to sleep with Sleep Powder, totally crippling it unless it runs Lum Berry or Sleep Talk. A lead Hitmonchan can threaten an immediate KO with Sky Uppercut and spin away the Spikes Glalie might set up, but it's slower than Glalie and therefore susceptible to Explosion. Other effective anti-leads that can normally limit Glalie to one layer of Spikes includes Torkoal, Flareon, and Rock- and Steel-types.

Outside of the lead metagame, Mawile is probably the best initial switch-in to Glalie because it has Intimidate to lessen the blow from Earthquake, resists Explosion and Ice Beam, and can eliminate Glalie with Hidden Power Steel or Focus Punch. However, it's slow and will allow Glalie to get at a minimum of two layers of Spikes if it switches in on turn one. Ghost-types like Haunter, Shedinja, and Sableye are completely immune to Explosion, and Shedinja is immune to Ice Beam as well, though KOed by Spikes. Lairon is essentially immune to Explosion and resists Ice Beam, though it's really weak to Earthquake. Other Rock-types, particularly Sudowoodo and Relicanth, can easily KO Glalie with Rock Slide and resist Explosion with the latter also resisting Ice Beam.
 
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