Gallade Revamp

[OVERVIEW]

Mega Gallade is a fast physical attacker that can't flinch, which at first appears to provide a niche for it in Doubles OU, and it boasts nice Attack and Special Defense stats as well. However, Mega Gallade is not as viable as it appears on the surface and is let down by its poor defensive typing and lack of bulk that make it very difficult to switch in even on neutral attacks. Gallade is also quite slow and frail before Mega Evolution, so it has to Protect in order to receive its better stats, which can kill momentum for any team. Mega Gallade is also easily worn down by common Intimidate users like Landorus-T and Gyarados while also facing very difficult matchups against common threats such as Talonflame, Aegislash, Gardevoir, and Sylveon. Even its niche as a check to Mega Kangaskhan isn't necessary when other Mega Evolutions such as Mega Gengar and Mega Diancie can check Mega Kangaskhan while also providing more to support the rest of the team. The Mega Evolution slot for a powerful attacker is often better used on Mega Diancie, Mega Kangaskhan, or even Mega Metagross, rather than spending it on Mega Gallade.

[SET]
name: Mega Attacker
move 1: Close Combat
move 2: Zen Headbutt
move 3: Quick Guard / Feint
move 4: Protect
item: Galladite
ability: Justified / Steadfast
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]
Moves
========

Close Combat is the primary STAB move and hits Steel- and Normal-types for a lot of damage. Zen Headbutt is a STAB option that doesn't lower Mega Gallade's stats and hits Fighting- and Poison-types, such as Amoonguss and Keldeo, for super effective damage. Quick Guard allows Mega Gallade to block all Fake Out users barring Weavile as well as shield its teammate from Talonflame, while Feint allows Mega Gallade to break through Protect, Quick Guard, and Wide Guard for its teammate to pick off an otherwise protected target. Protect allows Gallade to scout opposing Pokemon's moves, gain its full Speed after Mega Evolution, and stall out field conditions while its partner may be able to handle potential threats.

Set Details
========

Maximum Speed and a Jolly nature allow Mega Gallade to outspeed Keldeo and Terrakion while Speed tying with Mega Diancie and Latios. Maximum Attack lets Mega Gallade hit as hard as possible. Neither pre-Mega ability is very good, as many common Dark-type attacks that would activate Justified can be potential 2HKOs on Gallade, while activating the Speed boost from Steadfast requires reading a Fake Out correctly and staying non-Mega for longer, which is not a safe option.

Usage Tips
========

Non-Mega Gallade is really bad, so Mega Evolving into the still-mediocre Mega Gallade is important and should be done at the first safe opportunity. Mega Gallade operates at its best when faster threats have been removed, so it often is best used in the mid- or late-game, but it can also be used to punch holes in the early-game. Don't recklessly switch Gallade into attacks, as its low HP stat leaves it fairly frail. Switching into Dark-type attacks to get the Justified boost isn't advised, as many common Dark-type attacks will 2HKO it, such as Hydreigon's Dark Pulse, or even OHKO it, like Hoopa-U's Hyperspace Fury.

Team Options
========

Steel-types such as Aegislash and Heatran are able to take on the Fairy-types that threaten Mega Gallade, such as Gardevoir and Diancie. Bisharp gets a special mention, as it also deters Intimidate and is able to beat Ghost-types. These Steel-types also appreciate Mega Gallade's ability to threaten opposing Steel-types. Kyurem-B is able to deal with Flying-types such as Landorus-T and Thundurus that can be bothersome for Mega Gallade, while Mega Gallade is able to threaten Fighting- and Steel-types that deter Kyurem-B. Rain teams appreciate Mega Gallade's ability to deal with common checks to rain such as Ferrothorn, Amoonguss, and Dragon-types. Checks to Aegislash and Talonflame are a must-have. Both of these shut Mega Gallade down, so Dark-types such as Hydreigon and Bisharp can be used as checks to Aegislash, and Pokemon such as Rotom-W and bulky Thundurus can be used to check Talonflame.

[STRATEGY COMMENTS]
Other Options
=============

Knock Off allows Mega Gallade to punish Aegislash (but it still loses this matchup) and Latios (which it Speed ties with). Stone Edge lets Mega Gallade hit Flying-types such as Charizard and Gyarados. Ice Punch lets Mega Gallade hit Landorus-T and Thundurus.

Checks and Counters
===================

**Intimidate and Burns**: Like any physical attacker, Mega Gallade can be worn down pretty easily by Intimidate and burns. Landorus-T, Gyarados, Rotom-W, and Gengar can all threaten to lower Mega Gallade's Attack and can all take a hit to do so.

**Fairy-type Pokemon**: Gardevoir in particular completely shuts down Mega Gallade, while other Fairy-types such as Azumarill and Diancie are equally threatening for Mega Gallade and are not threatened to be KOed by it in return.

**Speed Control**: Thunder Wave, Tailwind, and Trick Room all threaten to make Mega Gallade move last and take away its niche as a fast Fighting-type. Mega Gallade's underwhelming bulk does not let it take neutral hits well, so moving last is detrimental to Mega Gallade's utility. Pokemon like Cresselia, Thundurus, and Suicune can all consistently give speed control against Mega Gallade, which becomes very problematic.

**Talonflame**: As the only common user of Flying-type STAB and priority attacker, Talonflame is extremely threatening to Mega Gallade, as it can OHKO it with Brave Bird and will always move first.

**Aegislash**: Boasting an immunity and a resistance to Mega Gallade's STAB moves and impressive stats both offensively and defensively, Aegislash is a hard counter to Mega Gallade. It easily switches in on any attack and can fire back with Shadow Ball to KO it or lower Mega Gallade's Attack two stages with King's Shield.

**Psychic-type Pokemon**: Bulky Psychic-types such as Cresselia offer a host of problems to Mega Gallade, as they can continuously take hits from Mega Gallade and set up Calm Minds or a potential Trick Room. Faster offensive Psychic-types like Deoxys-A also threaten to KO Mega Gallade before it can attack.
 
Last edited:

shaian

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Usage Tips: Gallade's Close Combat further lowers its defenses which leaves its defenses even weaker so it's not smart to allow Gallade to take hits when its defenses have dropped.
you don't need this point, it would fall under "shit that is self explanatory", and is especially redundant considering the point you have right above it
 

talkingtree

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A lot of complaints that I have are nitpicks that focus more on wording, which obviously is not reflected in this skeleton as it will be when written. So, I'll leave those out and if you want me to elaborate then I can over Discord or something.
  • [Overview] Gallade's Special bulk is actually decent, 68/115 is good enough that you don't need to emphasize frailty
  • [Overview] Mega Lucario can also stay non-Mega and OHKO Mega Kang through Fake Out, so that isn't technically "unique"
  • [Set] Convention dictates that the move order should be: Primary STAB / Secondary STAB / Coverage / Tect for AoA mons, so switch Knock and ZHB
  • [Moves] Sub should be OO, I don't even think it's the best option out of those in OO. Also switch bullet points to reflect set order change
  • [Moves] Mention that Protect lets Gallade safely gain its full speed, since 350 is obviously a lot better than 284
  • [Usage Tips] Clarify that Gallade shouldn't even be switching into most Dark-type attacks, it's not worth getting an attack boost if Hoopa-U Hyperspace Fury can OHKO and Hydreigon Dark Pulse 2HKOs. Really the only safe attack to get a boost from is Snarl, or a particularly weak Knock Off from something like Sableye
  • [Team Options] Steels also appreciate Mega Gallade taking on Fighting-types
  • [Team Options] Don't recommend redirectors since Sub is moving to OO
  • [Team Options] Rain teams like that Mega Gallade can deal with Dragons, Ferro, and Amoonguss
  • [OO] Reorder for most viable: Feint / Quick Guard / Stone Edge / Ice Punch / Sub
    • The rest should just be nixed, and other QC members might get rid of even more. Providing lots of things in OO makes it seem like the mon is versatile and somewhat viable, which Gallade is not.
  • [C&C] "Fairy-Types" should be "Fairy-type Pokemon", and "Speed Control" should be "Paralysis, Tailwind, and Trick Room" as per new tag convention
  • [C&C] Add a "Talonflame" tag, since that's the only user of Flying-type STABs
Do^ for QC 1/3
 

Idyll

xD
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QC

OV
  • Fifth Point: Just say that it's pray to Fairy-types in addition to Aegi and Talon as you mentioned. Saying that it's prey to many archetypes is an exaggeration and isn't really that truthful, it's just that it can't play well with mons in the meta.
  • Last point: Take out the word "physical". When you're looking for a Mega to build around, you don't really care what side it hits on lol
  • Mention that at it at least has decent Special bulk; tree already said this but you didn't really do it o,o
Set
  • Put Knocks to OO, replace with QG / Feint. Knocks doesn't actually help it with anything other than hit Aegislash and Latios; it still loses against the former and speed ties the latter, putting into play a other various situational factors that just make Knocks not worth it.
Moves
  • Give examples of stuff Zen hits
  • Get rid of Knocks, put stuff about QG and Feint.
Usage Tips
  • Gallade isn't exactly useless non-mega, it's just way worse
  • It's not exactly right to say it's "best" used mid- to late-game since it can also be used to punch holes early on. On that note, say that it can punch holes early on (y)
Team Options
  • Talon checks and Aegi checks
  • Kyurem-B has a weird mathchup against Talonflame tho... just don't say Flying-types in general in its section.
Other Options
  • Be sure to get rid of Feint and QG and put Knocks here
C&C
  • Get rid of the Sab mention lol it's mostly bad
  • Get rid of Substitute mention on the second section, the move isn't even a slash
  • Give examples of things that can set TR and TWind or para with Wave
  • Give Aegi a section, it wins
If you do these, 2/3
 

Yoda2798

Not the user you are looking for
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Doubles Leader
Do for 3/3 once implemented.

Overview
  • Inner Focus isn't why Gallade is a Kangaskhan check. The outrunning it and being a Fighting-type is; Inner Focus just allows it to read for the Fake Out, but as no one in their right mind would bring Kangaskhan in on a Gallade, being able to eat Fake Out is pointless.
  • Really stress Gallade's mediocrity more here.
Set
  • Slash Steadfast after Justified, see Set Details for reasoning.
Moves
  • Fine
Set Details
  • Rewrite it so that it stresses that Gallade's base ability does not matter. Justified isn't effective as Gallade in base form takes 40-50%+ from every common Dark-type move, and Steadfast requires Gallade to read the Fake Out and doesn't work on switches. Both have a distinct, albeit ineffective, niche and should be slashed since they both have similar viability and provide a useful boost upon evolution.
Usage Tips
  • "Gallade is really bad until it's mega evolved so its important to mega evolve as soon as you can safely do so" change this so it reads "Gallade should mega evolve as soon as possible, as its base form is even worse than its mega". The way it is right now makes it somehow sound as if once Gallade mega evolves it becomes a decent Pokemon.
Team Options
  • Fine
Other Options
  • Fine
Checks and Counters
  • Add a tag for Psychic-type Pokemon (Deoxys-A and Cresselia)
 

Rare Poison

if im butter then ur a hot knife
is a Tiering Contributor Alumnus
GP 1/2

add/change; remove; (comment); (AC) = add comma; (RC) = remove comma
[OVERVIEW]

Mega Gallade is a fast physical attacker that can't be flinched flinch, (AC) which at first appears to provide a niche for Gallade it in Doubles OU, boasting nice Attack and Special Defense stats as well. However, (AC) Mega Gallade is not as viable as it appears on the surface and is let down by its poor defensive typing and lack of bulky bulk that makes it very difficult to switch in even on neutral attacks. Gallade is also quite slow and frail before Mega Evolution, (AC) so it has to Protect in order to receive its better stats, which can kill momentum for any team. Mega Gallade is also easily worn down by common Intimidate users like Landorus-T and Gyarados while also facing very difficult matchups from common threats such as Talonflame, Aegislash, Gardevoir, (AC) and Sylveon. Even its niche as a check to Mega Kangashan isn't necessary when other Mega Evolutions such as Mega Gengar and Mega Diancie can check Mega Kangaskhan while also providing more to support the rest of the team. The Mega Evolution slot for a powerful attacker is often better used on Mega Diancie, Mega Kangaskhan, (AC) or even Mega Metagross rather than spending it on Mega Gallade.

[SET]
name: Mega Attacker
move 1: Close Combat
move 2: Zen Headbutt
move 3: Quick Guard / Feint
move 4: Protect
item: Galladite
ability: Justified / Steadfast
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]
Moves
========

Close Combat is a primary STAB move and hits Steel- and Normal-types for big a lot of damage. Zen Headbutt is a STAB option that doesn't lower Mega Gallade's stats and hits Fighting- and Poison-types, such as Amoonguss and Keldeo, for super effective damage. Quick Guard allows Mega Gallade to block all Fake Out users barring Weaville as well as shield its teammate from Talonflame, while Feint allows Mega Gallade to break through Protect, Quick Guard, (AC) and Wide Guard for its teammate to pick off an otherwise protected target. Protect allows Gallade to scout opponents' moves, gain its full Speed after Mega Evolution, and stall out field conditions while its partner may be able to handle potential threats.

Set Details
========

Maximum Speed and a Jolly nature allow it to outspeed Keldeo and Terrakion while speed-tying Speed tying with Mega Diancie and Latios. Max Attack lets Mega Gallade hit as hard as possible. Neither pre-Mega ability is very good, (AC) as many common Dark-type attacks that would activate Justified can be potential 2hkos 2HKOs on Gallade, (AC) while activating the Speed boost from Steadfast requires reading a Fake Out correctly and staying in base form non-Mega for longer, (AC) which is not a safe option.

Usage Tips
========

Non-Mega Gallade is really bad, (AC) so Mega Evolving into the still-mediocre (hyphen) Mega Gallade is important and should be done at the first safe opportunity. Mega Gallade operates at its best when faster threats have been removed, (AC) so it often is best to use used in the mid-late game, but it can also be used to punch holes in the early-game. (hyphen) Don't recklessly switch Gallade into attacks, (AC) as it's its low HP stat leaves it fairly frail. Switching into Dark-type attacks to get the Justified boost isn't advised, (AC) as many common Dark-type attacks will 2hko 2HKO it, such as Hydreigon's Dark Pulse, or even OHKO it, like Hoopa-U's Hyperspace Fury.

Team Options
========

Steel-types such as Aegislash and Heatran are able to take on the Fairy-types (hyphen) that threaten Mega Gallade, such as Gardevoir and Diancie. Bisharp gets a special mention, (AC) as it also deters Intimidate and is able to beat ghost types Ghost-types. These Steels Steel-types also appreciate Mega Gallade's ability to threaten opposing Steel-types. Kyurem-Black is able to deal with Flying-types, (hyphen) such as Landorus-T and Thundurus, that can be bothersome for Mega Gallade, (AC) while Mega Gallade is able to threaten fighting and steel types Fighting- and Steel-types that deter Kyurem-Black. Rain teams appreciate Mega Gallade's (apo.) ability to deal with common checks to rain such as Ferrothorn, Amoonguss, (AC) and Dragon Types Dragon-types. Checks to common the Pokemon Aegislash and Talonflame are a must-have. (hyphen) Both of these shut Mega Gallade down, (AC) so Dark-types such as Hydreigon or and Bisharp can be used as checks to Aegislash and Pokemon such as Rotom-W or a and bulky Thundurus can be used to check Talonflame.

[STRATEGY COMMENTS]
Other Options
=============

Knock Off allows Mega Gallade to punish Aegislash, (RC) (add space between Aegislash and parenthesis) (_ (remove space)but it still loses this matchup) and Latios, (RC) (which it Speed ties with). Stone Edge lets Mega Gallade hit Flying-types such as Charizard and Gyarados. Ice Punch lets Mega Gallade hit Landorus-T and Thundurus.

Checks and Counters
===================

**Intimidate and Burns**: Like any physical attacker, Mega Gallade can be worn down pretty easily by Intimidate and burns. Landorus-T, Gyarados, Rotom-W, and Gengar can all threaten to lower Mega Gallade's Attack and can all take a hit to do so.

**Fairy-type Pokemon**: Gardevoir in particular completely shuts down Mega Gallade, (AC) while other Fairy-types (hyphen) such as Azumarill and Diancie are equally threatening for Mega Gallade and are not threatened to be KOed by it in return.

**Paralysis, Tailwind, (AC) and Trick Room**:_ (space) Thunder Wave, Tailwind, (AC) and Trick Room all threaten to make Mega Gallade move last and take away its niche as a fast Fighting-type. Its Mega Gallade's underwhelming bulk does not let Gallade it take on neutral hits well, (AC) so moving last is detrimental to Mega Gallade's utility._ (space) Pokemon like Cresselia, Thundurus, (AC) and Suicune can all consistently give speed control against Mega Gallade, (AC) which becomes very problematic.

**Talonflame**: As the only common user of Flying-type STAB and priority attacker, (AC) Talonflame is extremely threatening to Mega Gallade, (AC) as it can OHKO it with Brave Bird and will always move first.

**Aegislash**: Boasting an immunity and a resistance to Mega Gallade's STABs STAB moves and impressive stats both offensively and defensively, Aegislash is a hard counter to Mega Gallade. It easily switches in on any attacks and can fire back with Shadow Ball to KO it or lower Mega Gallade's Attack 2 stages with King's Shield.

**Psychic-type Pokemon**: Bulky Psychic-types such as Cresselia offer a host of problems to Mega Gallade, (AC) as they can continuously take hits from Mega Gallade and set up Calm Minds or a potential Trick Room. Faster, attacking Psychic-types like Deoxys-A also threaten to KO Mega Gallade with its Psycho Boost before Mega Gallade can attack.


nice
 
Last edited:
GP 1/2

add/change; remove; (comment); (AC) = add comma; (RC) = remove comma
[OVERVIEW]

Mega Gallade is a fast physical attacker that can't flinch, which at first appears to provide a niche for it in Doubles OU, boasting nice Attack and Special Defense stats as well. However, Mega Gallade is not as viable as it appears on the surface and is let down by its poor defensive typing and lack of bulk that make it very difficult to switch in even on neutral attacks. Gallade is also quite slow and frail before Mega Evolution, so it has to Protect in order to receive its better stats, which can kill momentum for any team. Mega Gallade is also easily worn down by common Intimidate users like Landorus-T and Gyarados while also facing very difficult matchups from common threats such as Talonflame, Aegislash, Gardevoir, and Sylveon. Even its niche as a check to Mega Kangashan isn't necessary when other Mega Evolutions such as Mega Gengar and Mega Diancie can check Mega Kangaskhan while also providing more to support the rest of the team. The Mega Evolution slot for a powerful attacker is often better used on Mega Diancie, Mega Kangaskhan, or even Mega Metagross rather than spending it on Mega Gallade.

[SET]
name: Mega Attacker
move 1: Close Combat
move 2: Zen Headbutt
move 3: Quick Guard / Feint
move 4: Protect
item: Galladite
ability: Justified / Steadfast
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]
Moves
========

Close Combat is a primary STAB move and hits Steel- and Normal-types for a lot of damage. Zen Headbutt is a STAB option that doesn't lower Mega Gallade's stats and hits Fighting- and Poison-types, such as Amoonguss and Keldeo, for super effective damage. Quick Guard allows Mega Gallade to block all Fake Out users barring Weaville as well as shield its teammate from Talonflame, while Feint allows Mega Gallade to break through Protect, Quick Guard, and Wide Guard for its teammate to pick off an otherwise protected target. Protect allows Gallade to scout opponents' moves, gain its full Speed after Mega Evolution, and stall out field conditions while its partner may be able to handle potential threats.

Set Details
========

Maximum Speed and a Jolly nature allow it to outspeed Keldeo and Terrakion while Speed tying with Mega Diancie and Latios. Max Attack lets Mega Gallade hit as hard as possible. Neither pre-Mega ability is very good, as many common Dark-type attacks that would activate Justified can be potential 2HKOs on Gallade, while activating the Speed boost from Steadfast requires reading a Fake Out correctly and staying non-Mega for longer, which is not a safe option.

Usage Tips
========

Non-Mega Gallade is really bad, so Mega Evolving into the still-mediocre Mega Gallade is important and should be done at the first safe opportunity. Mega Gallade operates at its best when faster threats have been removed, so it often is best used in the mid-late game, but it can also be used to punch holes in the early-game. Don't recklessly switch Gallade into attacks, as its low HP stat leaves it fairly frail. Switching into Dark-type attacks to get the Justified boost isn't advised, (AC) as many common Dark-type attacks will 2HKO it, such as Hydreigon's Dark Pulse, or even OHKO it, like Hoopa-U's Hyperspace Fury.

Team Options
========

Steel-types such as Aegislash and Heatran are able to take on the Fairy-types that threaten Mega Gallade, such as Gardevoir and Diancie. Bisharp gets a special mention, as it also deters Intimidate and is able to beat Ghost-types. These Steel-types also appreciate Mega Gallade's ability to threaten opposing Steel-types. Kyurem-B is able to deal with Flying-types, such as Landorus-T and Thundurus, that can be bothersome for Mega Gallade, while Mega Gallade is able to threaten Fighting- and Steel-types that deter Kyurem-B. Rain teams appreciate Mega Gallade's ability to deal with common checks to rain such as Ferrothorn, Amoonguss, and Dragon-types. Checks to common the Pokemon Aegislash and Talonflame are a must-have. Both of these shut Mega Gallade down, so Dark-types such as Hydreigon and Bisharp can be used as checks to Aegislash and Pokemon such as Rotom-W and bulky Thundurus can be used to check Talonflame.

[STRATEGY COMMENTS]
Other Options
=============

Knock Off allows Mega Gallade to punish Aegislash (but it still loses this matchup) and Latios (which it Speed ties with). Stone Edge lets Mega Gallade hit Flying-types such as Charizard and Gyarados. Ice Punch lets Mega Gallade hit Landorus-T and Thundurus.

Checks and Counters
===================

**Intimidate and Burns**: Like any physical attacker, Mega Gallade can be worn down pretty easily by Intimidate and burns. Landorus-T, Gyarados, Rotom-W, and Gengar can all threaten to lower Mega Gallade's Attack and can all take a hit to do so.

**Fairy-type Pokemon**: Gardevoir in particular completely shuts down Mega Gallade, while other Fairy-types such as Azumarill and Diancie are equally threatening for Mega Gallade and are not threatened to be KOed by it in return.

**Paralysis, Tailwind, and Trick Room**: Thunder Wave, Tailwind, and Trick Room all threaten to make Mega Gallade move last and take away its niche as a fast Fighting-type. Mega Gallade's underwhelming bulk does not let it take neutral hits well, so moving last is detrimental to Mega Gallade's utility. Pokemon like Cresselia, Thundurus, and Suicune can all consistently give speed control against Mega Gallade, which becomes very problematic.

**Talonflame**: As the only common user of Flying-type STAB and priority attacker, Talonflame is extremely threatening to Mega Gallade, as it can OHKO it with Brave Bird and will always move first.

**Aegislash**: Boasting an immunity and a resistance to Mega Gallade's STAB moves and impressive stats both offensively and defensively, Aegislash is a hard counter to Mega Gallade. It easily switches in on any attack and can fire back with Shadow Ball to KO it or lower Mega Gallade's Attack 2 stages with King's Shield.

**Psychic-type Pokemon**: Bulky Psychic-types such as Cresselia offer a host of problems to Mega Gallade, as they can continuously take hits from Mega Gallade and set up Calm Minds or a potential Trick Room. Faster, attacking Psychic-types like Deoxys-A also threaten to KO Mega Gallade with its Psycho Boost before Mega Gallade can attack.


nice
Done thanks!
 

Fireflame

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Remove Add Comments (AC)= add comma (RC)= remove comma

[OVERVIEW]

Mega Gallade is a fast physical attacker that can't flinch be flinched (To me, "can't flinch" implies that Gallade cannot flinch others), which at first appears to provide a niche for it in Doubles OU, boasting nice Attack and Special Defense stats as well. However, Mega Gallade is not as viable as it appears on the surface and is let down by its poor defensive typing and lack of bulk that make it very difficult to switch in even on neutral attacks. Gallade is also quite slow and frail before Mega Evolution, so it has to Protect in order to receive its better stats, which can kill momentum for any team. Mega Gallade is also easily worn down by common Intimidate users like Landorus-T and Gyarados while also facing very difficult matchups from common threats such as Talonflame, Aegislash, Gardevoir, and Sylveon. Even its niche as a check to Mega Kangashan Kangaskhan isn't necessary when other Mega Evolutions such as Mega Gengar and Mega Diancie can check Mega Kangaskhan while also providing more to support the rest of the team. The Mega Evolution slot for a powerful attacker is often better used on Mega Diancie, Mega Kangaskhan, or even Mega Metagross,(AC) rather than spending it on Mega Gallade.

[SET]
name: Mega Attacker
move 1: Close Combat
move 2: Zen Headbutt
move 3: Quick Guard / Feint
move 4: Protect
item: Galladite
ability: Justified / Steadfast
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]
Moves
========

Close Combat is a the (only one primary STAB here) primary STAB move and hits Steel- and Normal-types for a lot of damage. Zen Headbutt is a STAB option that doesn't lower Mega Gallade's stats and hits Fighting- and Poison-types, such as Amoonguss and Keldeo, for super effective damage. Quick Guard allows Mega Gallade to block all Fake Out users barring Weaville Weavile as well as shield its teammate from Talonflame, while Feint allows Mega Gallade to break through Protect, Quick Guard, and Wide Guard for its teammate to pick off an otherwise protected target. Protect allows Gallade to scout opponents' moves, gain its full Speed after Mega Evolution, and stall out field conditions while its partner may be able to handle potential threats.

Set Details
========

Maximum Speed and a Jolly nature allow it Mega Gallade to outspeed Keldeo and Terrakion while Speed tying with Mega Diancie and Latios. Max Attack lets Mega Gallade hit as hard as possible. Neither pre-Mega ability is very good, as many common Dark-type attacks that would activate Justified can be potential 2HKOs on Gallade, while activating the Speed boost from Steadfast requires reading a Fake Out correctly and staying non-Mega for longer, which is not a safe option.

Usage Tips
========

Non-Mega (I would just say "Regular Gallade" but this is fine) Gallade is really bad, so Mega Evolving into the still-mediocre Mega Gallade is important and should be done at the first safe opportunity. Mega Gallade operates at its best when faster threats have been removed, so it often is best used in the mid-late game, but it can also be used to punch holes in the early-game. Don't recklessly switch Gallade into attacks, as its low HP stat leaves it fairly frail. Switching into Dark-type attacks to get the Justified boost isn't advised, (AC) (lol) as many common Dark-type attacks will 2HKO it, such as Hydreigon's Dark Pulse, or even OHKO it, like Hoopa-U's Hyperspace Fury.

Team Options
========

Steel-types such as Aegislash and Heatran are able to take on the Fairy-types that threaten Mega Gallade, such as Gardevoir and Diancie. Bisharp gets a special mention, as it also deters Intimidate and is able to beat Ghost-types. These Steel-types also appreciate Mega Gallade's ability to threaten opposing Steel-types. Kyurem-B is able to deal with Flying-types,(RC) such as Landorus-T and Thundurus,(RC) that can be bothersome for Mega Gallade, while Mega Gallade is able to threaten Fighting- and Steel-types that deter Kyurem-B. Rain teams appreciate Mega Gallade's ability to deal with common checks to rain such as Ferrothorn, Amoonguss, and Dragon-types. Checks to common the Pokemon Aegislash and Talonflame are a must-have (Two things. First off, "Checks to common the Pokemon" isn't English. I just got rid of "common the Pokemon", since that was just fluff and the point still stands that checks to Aegislash and Talonflame are a must-have. Secondly, I think you should have this sentence and the following one as the first team options mentioned, as checks to these are a must-have). Both of these shut Mega Gallade down, so Dark-types such as Hydreigon and Bisharp can be used as checks to Aegislash and Pokemon such as Rotom-W and bulky Thundurus can be used to check Talonflame.

[STRATEGY COMMENTS]
Other Options
=============

Knock Off allows Mega Gallade to punish Aegislash (but it still loses this matchup) and Latios (which it Speed ties with). Stone Edge lets Mega Gallade hit Flying-types such as Charizard and Gyarados. Ice Punch lets Mega Gallade hit Landorus-T and Thundurus. (I mean, I think that this is too short. You should explain why these are inferior options, as right now there's no elaboration here)

Checks and Counters
===================

**Intimidate and Burns**: Like any physical attacker, Mega Gallade can be worn down pretty easily by Intimidate and burns. Landorus-T, Gyarados, Rotom-W, and Gengar can all threaten to lower Mega Gallade's Attack and can all take a hit to do so.

**Fairy-type Pokemon**: Gardevoir in particular completely shuts down Mega Gallade, while other Fairy-types such as Azumarill and Diancie are equally threatening for Mega Gallade and are not threatened to be KOed by it in return.

**Paralysis, Tailwind, and Trick Room Speed Control**: (These all fall under the speed control category, and I don't think that a single check/counter should be list of multiple things) Thunder Wave, Tailwind, and Trick Room all threaten to make Mega Gallade move last and take away its niche as a fast Fighting-type. Mega Gallade's underwhelming bulk does not let it take neutral hits well, so moving last is detrimental to Mega Gallade's utility. Pokemon like Cresselia, Thundurus, and Suicune can all consistently give speed control against Mega Gallade, which becomes very problematic.

**Talonflame**: As the only common user of Flying-type STAB and priority attacker, Talonflame is extremely threatening to Mega Gallade, as it can OHKO it with Brave Bird and will always move first.

**Aegislash**: Boasting an immunity and a resistance to Mega Gallade's STAB moves and impressive stats both offensively and defensively, Aegislash is a hard counter to Mega Gallade. It easily switches in on any attack and can fire back with Shadow Ball to KO it or lower Mega Gallade's Attack 2 stages with King's Shield.

**Psychic-type Pokemon**: Bulky Psychic-types such as Cresselia offer a host of problems to Mega Gallade, as they can continuously take hits from Mega Gallade and set up Calm Minds or a potential Trick Room. Faster,(RC) attacking Psychic-types like Deoxys-A also threaten to KO Mega Gallade with its Psycho Boost before Mega Gallade can attack.
 

Lumari

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GP 2/2
[OVERVIEW]

Mega Gallade is a fast physical attacker that can't flinch be flinched (To me, "can't flinch" implies that Gallade cannot flinch others), (keep "flinch"; "to flinch is an intransitive verb", "be flinched" / "flinch others" isn't English) which at first appears to provide a niche for it in Doubles OU, boasting and it boasts nice Attack and Special Defense stats as well. However, Mega Gallade is not as viable as it appears on the surface and is let down by its poor defensive typing and lack of bulk that make it very difficult to switch in even on neutral attacks. Gallade is also quite slow and frail before Mega Evolution, so it has to Protect in order to receive its better stats, which can kill momentum for any team. Mega Gallade is also easily worn down by common Intimidate users like Landorus-T and Gyarados while also facing very difficult matchups from against common threats such as Talonflame, Aegislash, Gardevoir, and Sylveon. Even its niche as a check to Mega Kangashan Kangaskhan isn't necessary when other Mega Evolutions such as Mega Gengar and Mega Diancie can check Mega Kangaskhan while also providing more to support the rest of the team. The Mega Evolution slot for a powerful attacker is often better used on Mega Diancie, Mega Kangaskhan, or even Mega Metagross,(AC) (optional) rather than spending it on Mega Gallade.

[SET]
name: Mega Attacker
move 1: Close Combat
move 2: Zen Headbutt
move 3: Quick Guard / Feint
move 4: Protect
item: Galladite
ability: Justified / Steadfast
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]
Moves
========

Close Combat is a the (only one primary STAB here) (the idea of multiple primary things is a contradiction in itself anyways, so ye cool) primary STAB move and hits Steel- and Normal-types for a lot of damage. Zen Headbutt is a STAB option that doesn't lower Mega Gallade's stats and hits Fighting- and Poison-types, such as Amoonguss and Keldeo, for super effective damage. Quick Guard allows Mega Gallade to block all Fake Out users barring Weaville Weavile as well as shield its teammate from Talonflame, while Feint allows Mega Gallade to break through Protect, Quick Guard, and Wide Guard for its teammate to pick off an otherwise protected target. Protect allows Gallade to scout opponents' opposing Pokemon's moves, gain its full Speed after Mega Evolution, and stall out field conditions while its partner may be able to handle potential threats.

Set Details
========

Maximum Speed and a Jolly nature allow it Mega Gallade to outspeed Keldeo and Terrakion while Speed tying with Mega Diancie and Latios. Maximum Attack lets Mega Gallade hit as hard as possible. Neither pre-Mega ability is very good, as many common Dark-type attacks that would activate Justified can be potential 2HKOs on Gallade, while activating the Speed boost from Steadfast requires reading a Fake Out correctly and staying non-Mega for longer, which is not a safe option.

Usage Tips
========

Non-Mega (I would just say "Regular Gallade" but this is fine) (ye "non-Mega" is fine, keep that) Gallade is really bad, so Mega Evolving into the still-mediocre Mega Gallade is important and should be done at the first safe opportunity. Mega Gallade operates at its best when faster threats have been removed, so it often is best used in the mid-late mid- or late-game, but it can also be used to punch holes in the early-game. Don't recklessly switch Gallade into attacks, as its low HP stat leaves it fairly frail. Switching into Dark-type attacks to get the Justified boost isn't advised, (AC) as many common Dark-type attacks will 2HKO it, such as Hydreigon's Dark Pulse, or even OHKO it, like Hoopa-U's Hyperspace Fury.

Team Options
========

Steel-types such as Aegislash and Heatran are able to take on the Fairy-types that threaten Mega Gallade, such as Gardevoir and Diancie. Bisharp gets a special mention, as it also deters Intimidate and is able to beat Ghost-types. These Steel-types also appreciate Mega Gallade's ability to threaten opposing Steel-types. Kyurem-B is able to deal with Flying-types,(RC) such as Landorus-T and Thundurus,(RC) (ye okay) that can be bothersome for Mega Gallade, while Mega Gallade is able to threaten Fighting- and Steel-types that deter Kyurem-B. Rain teams appreciate Mega Gallade's ability to deal with common checks to rain such as Ferrothorn, Amoonguss, and Dragon-types. Checks to common the Pokemon Aegislash and Talonflame are a must-have (Two things. First off, "Checks to common the Pokemon" isn't English. I just got rid of "common the Pokemon", since that was just fluff and the point still stands that checks to Aegislash and Talonflame are a must-have. Secondly, I think you should have this sentence and the following one as the first team options mentioned, as checks to these are a must-have). ("checks to the common Aegislash and Talonflame" is cool, no real need to move the mention) Both of these shut Mega Gallade down, so Dark-types such as Hydreigon and Bisharp can be used as checks to Aegislash, (AC) and Pokemon such as Rotom-W and bulky Thundurus can be used to check Talonflame.

[STRATEGY COMMENTS]
Other Options
=============

Knock Off allows Mega Gallade to punish Aegislash (but it still loses this matchup) and Latios (which it Speed ties with). Stone Edge lets Mega Gallade hit Flying-types such as Charizard and Gyarados. Ice Punch lets Mega Gallade hit Landorus-T and Thundurus. (I mean, I think that this is too short. You should explain why these are inferior options, as right now there's no elaboration here) (they need not be, they're just nonstandard / teamspecific, if they were garbage they wouldn't be here except to discourage them, it's fine as is)

Checks and Counters
===================

**Intimidate and Burns**: Like any physical attacker, Mega Gallade can be worn down pretty easily by Intimidate and burns. Landorus-T, Gyarados, Rotom-W, and Gengar can all threaten to lower Mega Gallade's Attack and can all take a hit to do so.

**Fairy-type Pokemon**: Gardevoir in particular completely shuts down Mega Gallade, while other Fairy-types such as Azumarill and Diancie are equally threatening for Mega Gallade and are not threatened to be KOed by it in return.

**Paralysis, Tailwind, and Trick Room Speed Control**: (These all fall under the speed control category, and I don't think that a single check/counter should be list of multiple things) (standardised tag) Thunder Wave, Tailwind, and Trick Room all threaten to make Mega Gallade move last and take away its niche as a fast Fighting-type. Mega Gallade's underwhelming bulk does not let it take neutral hits well, so moving last is detrimental to Mega Gallade's utility. Pokemon like Cresselia, Thundurus, and Suicune can all consistently give speed control against Mega Gallade, which becomes very problematic.

**Talonflame**: As the only common user of Flying-type STAB and priority attacker, Talonflame is extremely threatening to Mega Gallade, as it can OHKO it with Brave Bird and will always move first.

**Aegislash**: Boasting an immunity and a resistance to Mega Gallade's STAB moves and impressive stats both offensively and defensively, Aegislash is a hard counter to Mega Gallade. It easily switches in on any attack and can fire back with Shadow Ball to KO it or lower Mega Gallade's Attack 2 two stages with King's Shield.

**Psychic-type Pokemon**: Bulky Psychic-types such as Cresselia offer a host of problems to Mega Gallade, as they can continuously take hits from Mega Gallade and set up Calm Minds or a potential Trick Room. Faster,(RC) attacking (keep this please, probs make it "faster offensive" though but it's essential info for sure) Psychic-types like Deoxys-A also threaten to KO Mega Gallade with its Psycho Boost (only applies to deoxys-a so makes no real sense to be this specific in a sentence that's about offensive psychics in general. alternatively split the sentence / reword it entirely but this works fine too) before Mega Gallade it can attack.
 
fireflame: Remove Add Comments (AC)= add comma (RC)= remove comma
TDP: remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)

GP 2/2
[OVERVIEW]

Mega Gallade is a fast physical attacker that can't flinch, which at first appears to provide a niche for it in Doubles OU, and it boasts nice Attack and Special Defense stats as well. However, Mega Gallade is not as viable as it appears on the surface and is let down by its poor defensive typing and lack of bulk that make it very difficult to switch in even on neutral attacks. Gallade is also quite slow and frail before Mega Evolution, so it has to Protect in order to receive its better stats, which can kill momentum for any team. Mega Gallade is also easily worn down by common Intimidate users like Landorus-T and Gyarados while also facing very difficult matchups against common threats such as Talonflame, Aegislash, Gardevoir, and Sylveon. Even its niche as a check to Mega Kangaskhan isn't necessary when other Mega Evolutions such as Mega Gengar and Mega Diancie can check Mega Kangaskhan while also providing more to support the rest of the team. The Mega Evolution slot for a powerful attacker is often better used on Mega Diancie, Mega Kangaskhan, or even Mega Metagross, rather than spending it on Mega Gallade.

[SET]
name: Mega Attacker
move 1: Close Combat
move 2: Zen Headbutt
move 3: Quick Guard / Feint
move 4: Protect
item: Galladite
ability: Justified / Steadfast
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]
Moves
========

Close Combat is the primary STAB move and hits Steel- and Normal-types for a lot of damage. Zen Headbutt is a STAB option that doesn't lower Mega Gallade's stats and hits Fighting- and Poison-types, such as Amoonguss and Keldeo, for super effective damage. Quick Guard allows Mega Gallade to block all Fake Out users barring Weavile as well as shield its teammate from Talonflame, while Feint allows Mega Gallade to break through Protect, Quick Guard, and Wide Guard for its teammate to pick off an otherwise protected target. Protect allows Gallade to scout opposing Pokemon's moves, gain its full Speed after Mega Evolution, and stall out field conditions while its partner may be able to handle potential threats.

Set Details
========

Maximum Speed and a Jolly nature allow Mega Gallade to outspeed Keldeo and Terrakion while Speed tying with Mega Diancie and Latios. Maximum Attack lets Mega Gallade hit as hard as possible. Neither pre-Mega ability is very good, as many common Dark-type attacks that would activate Justified can be potential 2HKOs on Gallade, while activating the Speed boost from Steadfast requires reading a Fake Out correctly and staying non-Mega for longer, which is not a safe option.

Usage Tips
========

Non-Mega Gallade is really bad, so Mega Evolving into the still-mediocre Mega Gallade is important and should be done at the first safe opportunity. Mega Gallade operates at its best when faster threats have been removed, so it often is best used in the mid- or late-game, but it can also be used to punch holes in the early-game. Don't recklessly switch Gallade into attacks, as its low HP stat leaves it fairly frail. Switching into Dark-type attacks to get the Justified boost isn't advised, as many common Dark-type attacks will 2HKO it, such as Hydreigon's Dark Pulse, or even OHKO it, like Hoopa-U's Hyperspace Fury.

Team Options
========

Steel-types such as Aegislash and Heatran are able to take on the Fairy-types that threaten Mega Gallade, such as Gardevoir and Diancie. Bisharp gets a special mention, as it also deters Intimidate and is able to beat Ghost-types. These Steel-types also appreciate Mega Gallade's ability to threaten opposing Steel-types. Kyurem-B is able to deal with Flying-types such as Landorus-T and Thundurus that can be bothersome for Mega Gallade, while Mega Gallade is able to threaten Fighting- and Steel-types that deter Kyurem-B. Rain teams appreciate Mega Gallade's ability to deal with common checks to rain such as Ferrothorn, Amoonguss, and Dragon-types. Checks to Aegislash and Talonflame are a must-have. Both of these shut Mega Gallade down, so Dark-types such as Hydreigon and Bisharp can be used as checks to Aegislash, and Pokemon such as Rotom-W and bulky Thundurus can be used to check Talonflame.

[STRATEGY COMMENTS]
Other Options
=============

Knock Off allows Mega Gallade to punish Aegislash (but it still loses this matchup) and Latios (which it Speed ties with). Stone Edge lets Mega Gallade hit Flying-types such as Charizard and Gyarados. Ice Punch lets Mega Gallade hit Landorus-T and Thundurus.

Checks and Counters
===================

**Intimidate and Burns**: Like any physical attacker, Mega Gallade can be worn down pretty easily by Intimidate and burns. Landorus-T, Gyarados, Rotom-W, and Gengar can all threaten to lower Mega Gallade's Attack and can all take a hit to do so.

**Fairy-type Pokemon**: Gardevoir in particular completely shuts down Mega Gallade, while other Fairy-types such as Azumarill and Diancie are equally threatening for Mega Gallade and are not threatened to be KOed by it in return.

**Speed Control**: Thunder Wave, Tailwind, and Trick Room all threaten to make Mega Gallade move last and take away its niche as a fast Fighting-type. Mega Gallade's underwhelming bulk does not let it take neutral hits well, so moving last is detrimental to Mega Gallade's utility. Pokemon like Cresselia, Thundurus, and Suicune can all consistently give speed control against Mega Gallade, which becomes very problematic.

**Talonflame**: As the only common user of Flying-type STAB and priority attacker, Talonflame is extremely threatening to Mega Gallade, as it can OHKO it with Brave Bird and will always move first.

**Aegislash**: Boasting an immunity and a resistance to Mega Gallade's STAB moves and impressive stats both offensively and defensively, Aegislash is a hard counter to Mega Gallade. It easily switches in on any attack and can fire back with Shadow Ball to KO it or lower Mega Gallade's Attack two stages with King's Shield.

**Psychic-type Pokemon**: Bulky Psychic-types such as Cresselia offer a host of problems to Mega Gallade, as they can continuously take hits from Mega Gallade and set up Calm Minds or a potential Trick Room. Faster offensive Psychic-types like Deoxys-A also threaten to KO Mega Gallade before it can attack.
Done thanks!
 

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