Gallade (Bulky Swords Dance)

alexwolf

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Tired of being underrated...

[SET]
name: Bulky Swords Dance
move 1: Swords Dance
move 2: Drain Punch
move 3: Zen Headbutt
move 4: Leaf Blade / Stone Edge / Shadow Sneak
item: Leftovers / Lum Berry
nature: Adamant
evs: 200 HP / 252 Atk / 56 Spe

[SET COMMENTS]

<p>This set blends Gallade's best aspects, namely its special bulk, power, and wide movepool, to form a deadly combination. After a Swords Dance Gallade is able to OHKO any offensive Pokemon and most defensive ones as well. Thanks to its good Special Defense and the significant HP investment, Gallade is able to survive almost every hit from faster Pokemon while at full health, unlike its more offensive Swords Dance counterpart, and OHKO back while healing simultaneously with Drain Punch. Defensive teams also struggle against this set, as Gallade packs immense power and can find many opportunities to set up thanks to its good bulk and Lum Berry. If the opponent lacks one of the few Pokemon that are able to outspeed and OHKO Gallade, one of the few walls that can take one hit and cripple or OHKO back, or two Pokemon able to outspeed and seriously dent it, Gallade can easily sweep entire teams.</p>

<p>Swords Dance is the crux of the set, and is the move that enables Gallade to be such an offensive juggernaut. Drain Punch is the STAB Fighting move of choice because of its awesome side effect, which allows Gallade to stick around long enough to get a full sweep or KO multiple Pokemon. Zen Headbutt is the best choice for the third slot, as it gets STAB and has a nifty chance to flinch slower foes. It also allows Gallade to get past Pokemon it would otherwise struggle against; Moltres is OHKOed 68.75% of the time after Stealth Rock, Qwilfish is OHKOed at +1, and at +2, Nidoqueen is OHKOed, defensive Cofagrigus is 2HKOed, and Tangrowth is 2HKOed after Stealth Rock and a layer of Spikes. For the last slot, there are three choices. Leaf Blade enables Gallade to OHKO Slowking at +2; deal 86.29% minimum to 252/252+ Quagsire, which would otherwise wall Gallade due to Unaware; OHKO 172/0 Spiritomb after Stealth Rock and one layer of Spikes 50% of the time; OHKO Rhydon at +2, which Drain Punch fails to do; and finally OHKO 252/252+ Sandslash 50% of the time after Stealth Rock and one layer of Spikes. Stone Edge gives Gallade a way to get past Sigilyph and Mandibuzz, OHKO Moltres on the switch, OHKO Entei after Stealth Rock on the switch, and OHKO 172/0 Spiritomb at +2 after Stealth Rock and Spikes. Finally, Shadow Sneak gives Gallade priority, albeit weak, and at +2 allows it to OHKO 4/0 Rotom-A and 4/0 Medicham after Stealth Rock and outright OHKO Haunter, while also picking off weakened foes.</p>

[ADDITIONAL COMMENTS]

<p>An Adamant nature with maximum Attack EVs enable Gallade to hit as hard as possible. 56 Speed EVs enable it to get the jump on neutral natured base 55s, namely Crawdaunt, Omastar and Bouffalant, and the rest are thrown to HP to give Gallade the bulk it needs to survive the attacks of most faster foes. In trying to pick an item, the key question to consider is ''Does the rest of my team have a reliable way to get past defensive Cofagrigus, Cosmic Power Sigilyph and Tangrowth?''. If the answer is no, then Lum Berry is the best option, but if your team can already handle those threats, Leftovers is the preferred option to keep Gallade as healthy as possible. Other options for the last slot include Night Slash, Rock Slide, Psycho Cut, X-Scissor and Taunt. Night Slash is Gallade's only move that, after a boost, can OHKO both Slowking and Sigilyph, 2HKO Uxie,and potentially OHKO Dusknoir after Stealth Rock. Rock Slide and Psycho Cut are alternatives to Stone Edge and Zen Headbutt for better accuracy. X-Scissor, at +2, 2HKOes even the bulkiest Uxie and Tangrowth sets without hazards, OHKOes bulky Quiver Dance Lilligant and OHKOes Slowking after Stealth Rock. Finally, Taunt is useful if you don't want to run Lum Berry to prevent troublesome status, but leaves Gallade with very limited coverage.</p>

<p>As Gallade greatly appreciates entry hazards to get the OHKOs it needs, Accelgor, Scolipede, Aerodactyl, Qwilfish, and Rhydon are all great partners. The first two are recommended on offensive teams as suicide Spikers, while the latter three can lay entry hazards throughout the game. They also have decent synergy with Gallade, and can easily take on Entei, Moltres, and Spiritomb. Water types in general are useful teammates as Gallade attracts Entei and Moltres like a magnet, and although it can hit them on the switch with Stone Edge, a check to them is a must. Lanturn and Slowking are both fine choices. If Gallade forgoes Lum Berry, its teammates should be able to handle Cofagrigus and Tangrowth. Fire-types are good for this role, as they can demolish both Pokemon with Fire-type attacks while being able to take anything that those two can throw at them-except Sleep Powder. Entei, Magmortar, Typhlosion, and Moltres are fine choices.</p>

<p>As far as checks and counters go, physical attacking Entei, Choice Band Escavalier, and bulky Swords Dance Scyther are the best checks to Gallade. Entei can take all of Gallade's attacks bar Stone Edge relatively well, and OHKO it with Flare Blitz, Escavalier can tank even a +2 Drain Punch after Stealth Rock and OHKO back with Megahorn, and Scyther can take everything even after Stealth Rock, except for Stone Edge, and OHKO back with Aerial Ace. A Choice Scarf Fire-type, such as Moltres or Typhlosion, is able to beat both Escavalier and Scyther, as can defensive Cofagrigus. As for Entei, a bulky Water-type such as Lanturn or Slowking will do the job. Sigilyph is also a bit problematic for Gallade, but once you figure out its item, it is quite easy to handle. Just make sure that your team has something to tank hits from Life Orb Sigilyph, or something that can handle Cosmic Power Sigilyph if Gallade doesn't run Stone Edge or Shadow Sneak + Lum Berry. Manectric can take an Air Slash and hit back hard with Thunderbolt, but should be careful of Psychic. Finally, Spiritomb is a decent check to Gallade, as a healthy one can survive any of Gallade's boosted attacks even after Stealth Rock and can 2HKO Gallade with Shadow Sneak. Drapion can use Spiritomb as set-up fodder as long as it avoids the Will-O-Wisp on the switch and carries Taunt. Entei can also switch into Spiritomb easily, and demolish it with its strong Flare Blitz.</p>

Why this set deserves to be on-site:

  • Very good wall-breaker
  • Has great coverage
  • Is bulky and difficult to take down, plus he can heal
  • Can easily take one hit from most revenge killers and recover back to full health with Drain Punch
  • Is somewhat unexpected
  • Can fit great in many types of teams, such as offensive or balanced
Additional Comments:

  • Max Atk with an Adamant nature to hit as hard as possible
  • Enough Speed to outspeed Adamant Crawdaunt
  • Run Lum Berry if you want to get past Bulky Cofagrigus and Tangrowth, otherwise run Lefties
  • Leaf Blade is used to ohko Slowking, Golurk, Feraligatr, offensive Rhydon and Lanturn unconditionally, Rhydon and Quagsire after Spikes, and Sandslash after SR and Spikes, at +2. It also does 69.01 - 81.33% to 4 attacks Tomb at +2.
  • Stone Edge is there to ohko Moltres on the switch, ohko Entei on the switch after SR, ohko 4 attacks Tomb after SR + Spikes at +2, ohko defensive Sigilyph at +2 (obviously you need Lum Berry to get rid of the burn) and ohko offensive Sigilyph without it, and finally to ohko Mandibuzz at +2 before it phazes you.
  • Finally Shadow Sneak is used to ohko offensive Rotom-A after SR, Medicham and Haunter without it at +2, and in general is a useful priority move for Gallade
  • Other options are Night Slash, X-Scissor, Psycho Cut, Rock Slide and Taunt in the last slot
Teammates & Counters:

  • Since Gallade greatly appreciates entry hazards to get the ohkoes he needs, Accelgor, Aerodactyl, Scolipede, Qwilfish and Rhydon are all great choices. The first 2 are mostly to be used in offensive teams as suicide spikers, while the last three can lay entry hazards throughout the whole game, and also have decent synergy with Gallade, easily taking on Entei, Moltres and Spiritomb
  • Water types in general are useful since Gallade attracts quite a big deal of Entei and Moltres, and although he can hit them on the switch with SE, a check to those guys is a must. Lanturn and Slowking are both fine choices
  • In case you don't run Lum Berry, something to handle defensive Cofagrigus and Tangrowth is needed. Fire types are good for this role, as they can demolish both pokes with Fire attacks while being able to take most things that those two can do. Entei, Typhlosion and Moltres are fine choices
  • Sigilyph is a bit problematic, but once you see it's item, it is quite easy to handle. Just make sure you have something to tank hits from LO Sigilyph, or something that can handle CP Sigilyph if you don't run SE/SS + Lum Berry. Manectric is able to take an Air Slash and hit back hard with Thunderbolt but should be careful of Psychic
  • Spiritomb is also a decent check, as it is able to survive anything even at +2 and 2hko you with Shadow Sneak. It has to be in high health, however, as +2 Leaf Blade does 69.01 - 81.33% and Stone Edge: 76.76 - 90.49%
  • Scyther can come in as Gallade uses SD, Drain Punch, Shadow Sneak or Leaf Blade and ohko with Aerial Ace
 
I have a couple of problems with this set. First off, are there are any significant Pokemon that Gallade isn't countered, or can't be revenged killed by anymore thanks to the added bulk? It just seems to me that your sacrificing the ability to outspeed or Speed tie with Medicham, Feraligatr, Hitmonchan (all of whom hit Gallade on its poor Defense stat) to gain a bit of bulk, which you haven't highlighted. Also, the final moveslot basically determines what Gallade is countered by. If you run Leaf Blade, Uxie, Moltres, Spiritomb, Cofagrigus, and Dusknoir wall you with ease. If you run Stone Edge the same applies but now you have a chance of beating Moltres if you hit it on the switch-in. Shadow Sneak just turns this set into a poor mans Swords Dance as all the previous Pokemon still wall you.

My main problem with this set is that it doesn't seem to offer anything different to Gallade, nor does it help it get past its usual counters. For example, the Bulk Up set enables Gallade to get past weak walls like Dusknoir and is much bulkier than this set. The Swords Dance set turns Gallade into a mini Lucario and gives it good Speed as well. The Choice sets free up a spot for an extra coverage move in place of a set up move which helps Gallade get past its usual counters. The Stallbreaker breaks stall even better than this as it doesn't have to waste time setting up. And finally the Trick Room set, although slightly gimmicky, gives Gallade a chance to blow past fast, but frail, offensive teams. This set is to me a shabby combination of the Bulk Up set, and the Swords Dance set.

A bulkier spread and Drain Punch deserve AC mentions in the Swords Dance set (maybe with examples for Pokemon Gallade can set up on now that it has some more bulk) but that's it I think.
 
Here are some damage calcs:

- Scarf Modest Moltres's Air Slash vs 200 HP Gallade: 71.55 - 84.4%
...vs 4 HP Gallade: 84.17 - 99.28% (ohko after SR and 1 round of LO)

- Scarf Timid Moltres's Air Slash vs 200 HP Gallade: 64.83 - 77.06%
...vs 4 HP Gallade: 76.25 - 90.64% (possible ohko after SR and 1 round of LO)

- Specs Modest Typhlosion's Fire Blast vs 200 HP Gallade: 77.37 - 91.13%
...vs 4 HP Gallade: 91 - 107.19% (ohko after 1 LO round, and possible ohko after SR)

- Specs Timid Typhlosion's Fire Blast vs 200 HP Gallade: 70.64 - 83.48%
...vs 4 HP Gallade: 83.09 - 98.2% (possible ohko after SR and 1 round of LO)

- LO Galvantula's Thunder vs 200 HP Gallade: 57.18 - 67.58%
...vs 4 HP Gallade: 66.9 - 78.77%

- Specs Galvantula's Thunder vs 200 HP Gallade: 65.13 - 77.06%
...vs 4 HP Gallade: 76.61 - 90.64% (possible ohko after SR and 1 round of LO)

- LO Sceptile's Leaf Storm vs 200 HP Gallade: 70.03 - 82.26%
...vs 4 HP Gallade: 82.01 - 96.4% (possible ohko after SR and 1 round of LO)

- Specs Sceptile's Leaf Storm vs 200 HP Gallade: 80.42 - 95.1%
...vs 4 HP Gallade: 94.24 - 111.15% (ohko after SR)

- Specs Manectric's Thunderbolt vs 200 HP Gallade: 54.74 - 64.83%
...vs 4 HP Gallade: 64.02 - 75.53%

- CB Spiritomb's Shadow Sneak vs 200 HP Gallade: 74.61 - 88.07%
...vs 4 HP Gallade: 87.05 - 103.59% (ohko after SR and 1 round of LO)

- LO Aerodactyl's EQ vs 200 HP Gallade: 53.21 - 62.69%
...vs 4 HP Gallade: 62.58 - 73.74%

- CB Aerodactyl's EQ vs 200 HP Gallade: 61.16 - 72.17%
...vs 4 HP Gallade: 71.94 - 84.89% (possible ohko after SR and 1 round of LO)

- Scarf Rotom-C's Leaf Storm vs 200 HP Gallade: 53.82 - 63.3%
...vs 4 HP Gallade: 62.94 - 74.46%

- Specs Rotom-C's Leaf Storm vs 200 HP Gallade: 80.42 - 95.1%
...vs 4 HP Gallade: 94.24 - 111.15% (ohko after SR)

- LO Mixed Electivire's Wild Charge vs 200 HP Gallade: 74 - 87.15%
...vs 4 HP Gallade: 86.33 - 101.79% (ohko after SR and 1 round of LO)

- LO Physical Electivire's Wild Charge vs 200 HP Gallade: 80.73 - 95.1%
...vs 4 HP Gallade: 94.24 - 111.15% (ohko after SR)

- Scolipede's Megahorn vs 200 HP Gallade: 66.66 - 78.59%
...vs 4 HP Gallade: 78.33 - 92.41% (possible ohko after SR and 1 round of LO)

- LO Scolipede's Megahorn vs 200 HP Gallade: 86.54 - 102.14%
...vs 4 HP Gallade: 101.8 - 120.21% (ohko)

- LO Magmortar's Fire Blast vs 200 HP Gallade: 67.58 - 79.81%
...vs 4 HP Gallade: 79.42 - 94.22% (possible ohko after SR and 1 round of LO)

As you can see the common SD set gets revenge killed by a myriad of revenge killers, after he kills something and/or comes into SR. Also all these calculations are not even accounting for the Def/SpDef from Close Combat, which is Gallade's main killing move. So if we account for it, almost all of those pokes can ohko a -1/-1 Gallade. But they can't to the same with the bulky SD set, which is capable of surviving even the strongest hits in RU (Specs Sceptile's Leaf Storm comes in mind) at full life, which is not hard at all to stay. The best part is that Bulky SD Gallade heals back to full/almost full health after ohkoing your revenge killer, making almost impossible to take him down, if you don't have one of the few pokes that outspeed and ohko him, or one of the slower ones that can take a hit and cripple him back. Finally this Gallade has way more set-up opportunities than the offensive SD Gallade, due to the extra bulk and Lefties/Lum Berry.

Let's see some examples. Let's say that both Gallade try to set-up against your standard Slowking. In the case of the offensive SD set, Slowking can either hit you with a Scald (27.43 - 32.85%), leaving you as easy prey for any of the revenge killers i mentioned (you will have lost 37,43% - 42,85% after 1 round of LO, without SR factored in), or cripple you with status if you are not running Lum Berry (which is not a main slash in this set anyway). The bulky variant can either easily tank the Scald losing 23.54 - 28.13% (11,04% - 15,63% after 2 rounds of lefties, 1 while you boost, and 1 while you kill him), or take the status with Lum Berry and proceed to wreck havoc, not fearing most revenge killers.

Another example is against standard Ferroseed. Offensive SD Gallade loses 47.84 - 56.47% from Gyro Ball, and gets fucked up from both Leech Seed and Thunder Wave. Even if you straight up ohko with Close Combat, you lose 22,5% damage from LO and Iron Barbs, which leaves you at 77,5% life, or 71% after SR, so once again Gallade finds itself getting pretty easily revenge killed by any faster mon due to having only ~75% left and being at -1/-1. Bulky SD Gallade in the other hand, has no problem setting up on Ferroseed. If Ferroseed Gyro Balls, then perfect! You lose 40.97 - 48.31%, and then ohko back at +2, healing all you life back. If he Leech Seeds, then again, you gain all your health back after you ohko, which means that you can't be revenge killed, and finally if he uses T-Wave, then Lum Berry solves this, as you once again, come out of the situation with full life.

I could go on, but i think you get the point...
 
Zen headbutt STAB just doesn't seem very useful. I think that should at least be slashed with some of its other handy coverage moves. Probably stone edge or night slash would be the best options. Should probably mention spiritomb in the checks and counters section. It's the best gallade check there is IMO.
 
^ Zen Headbutt is a very important move, and deserves to be alone in the third slot, imo, since it hits hard many pokes. Some ohkoes/2hkoes that you get with it, at +2 are: defensive Cofagrigus and defensive Tangrowth are 2hkoed after SR, opposing Gallade ohkoed, Qwilifish ohkoed after Intimidate, Moltres ohkoed(and ohko after SR at +0), RestTalk Poliwrath ohkoed, offensive Drudigon after SR is ohkoed, and Golurk ohkoed after SR + Spikes.

Also Night Slash has almost zero merit in the set, because of the low power for a coverage move, and the fact that it doesn't get any ohko/2hko that you don't get with the other moves. For example both offensive and defensive Cofagrigus are not ohkoed from it after SR at +2, so it only 2hkoes, as does Zen Headbutt. Golurk is ohkoed from Leaf Blade, Sigilyph from Stone Edge, Uxie is set-up bait anyway, offensive Rotom is ohkoed with a +2 SS and bulky Rotom is ohkoed from Zen Headbutt after SR. The only mon that Night Slash is useful for, is for the ohko against Dusknoir after SR.

Also added Spiritomb as a check.
 
Scyther is problematic for this set (somewhat rare though it may be). The Choice set can switch in on Leaf Blade, SD, or Drain Punch and KO with Aerial Ace (even with Choice Scarf it's an OHKO). Regular SD can do the same, though Zen Headbutt KO's both after SR (or at +2, OHKOs cleanly). +2 Shadow Sneak cannot KO after Stealth Rock either (though it will cause Scyther to die after LO damage if it's carrying that). Even Bulky SD can beat this, especially if it switches in while Gallade is unboosted. +0 8 Atk Aerial Ace deals 92.4% - 108.9% (that equates to a roughly 50-50 chance to OHKO if my math is right), while +2 Zen Headbutt is the only move capable of dealing enough damage to KO with SR damage (though +2 Zen Headbutt followed by +2 Shadow Sneak does have a small chance for a 2HKO without it).

Make a note of X-Scissor in AC. At +2 it 2HKOs even the bulkiest Uxie and Tangrowth sets even without hazards, OHKOs Slowking after SR (even factoring in Leftovers), and OHKOs Bulky QD Lilligant without hazards. It also (all calcs +2) 2HKOs Sigilyph, 2HKOs 4 Attacks Spiritomb (and has a chance of a 2HKO on defensive Spiritomb after SR, or an assured 2HKO after SR + Spikes or [iirc] two layers of Spikes), and OHKOs all variants of Rotom-C. It's not the best move that this Gallade could run, but it's definitely a good one.

Also, two nitpicks. First, Poliwrath should come off the list of Leaf Blade KOs because Zen Headbutt does it better. Second, Psycho Cut shouldn't be listed as an option for the last slot; it does absolutely nothing for Gallade if it's placed there.

This set is extremely useful when played properly and definitely deserves a place in Gallade's analysis.
 
Scyther is problematic for this set (somewhat rare though it may be). The Choice set can switch in on Leaf Blade, SD, or Drain Punch and KO with Aerial Ace (even with Choice Scarf it's an OHKO). Regular SD can do the same, though Zen Headbutt KO's both after SR (or at +2, OHKOs cleanly). +2 Shadow Sneak cannot KO after Stealth Rock either (though it will cause Scyther to die after LO damage if it's carrying that). Even Bulky SD can beat this, especially if it switches in while Gallade is unboosted. +0 8 Atk Aerial Ace deals 92.4% - 108.9% (that equates to a roughly 50-50 chance to OHKO if my math is right), while +2 Zen Headbutt is the only move capable of dealing enough damage to KO with SR damage (though +2 Zen Headbutt followed by +2 Shadow Sneak does have a small chance for a 2HKO without it).

Make a note of X-Scissor in AC. At +2 it 2HKOs even the bulkiest Uxie and Tangrowth sets even without hazards, OHKOs Slowking after SR (even factoring in Leftovers), and OHKOs Bulky QD Lilligant without hazards. It also (all calcs +2) 2HKOs Sigilyph, 2HKOs 4 Attacks Spiritomb (and has a chance of a 2HKO on defensive Spiritomb after SR, or an assured 2HKO after SR + Spikes or [iirc] two layers of Spikes), and OHKOs all variants of Rotom-C. It's not the best move that this Gallade could run, but it's definitely a good one.

Also, two nitpicks. First, Poliwrath should come off the list of Leaf Blade KOs because Zen Headbutt does it better. Second, Psycho Cut shouldn't be listed as an option for the last slot; it does absolutely nothing for Gallade if it's placed there.

This set is extremely useful when played properly and definitely deserves a place in Gallade's analysis.
Yeah Scyther is a very good check, definitely adding him. Although X-Scissor is very meh, it doesn't hurt to put it in AC i guess. Also removing Poliwrath from the list of Leaf Blade kos. Finally Psycho Cut is only mentioned because of the perfect accuracy it has over Zen Headbutt, which can be useful for some people...

And thx for the approval Texas!
 
I don't really think Gallade needs two SD sets on-site. It isn't Dragonite or Gyarados with a reliable recovery move, good overall bulk, or a choice of strong defensive vs offensive abilities; the tradeoffs between offensive and bulky are relatively small for Gallade. It's still running SD + 3 attacks, it still has pathetic physical bulk, and it's still powerful enough to KO most of the same stuff. I actually like your set better than the one on-site, but I think they should be merged somehow. Gallade badly needs an update anyway.
 
Just my opinion here

As someone who was prepared for both the SD and SubBU sets and had a team that could beat them, this set was certainly a surprise and was instrumental in my defeat.

I'm agreeing with Honko, this set should be the listed one. Put the 4 HP / 252 atk / 252 spe @ LO spread in the AC paragraph for people who want more speed.
 
My opinion is that both SD sets are different enough to justify the existence of 2 sets. LO speedy Gallade hits like a truck from the start (LO CC is a nuke), and so it often doesn't even need to use SD, as all it has to do is guess the switch in and kill it with the right move. This also means that it is harder to set-up on (for example if bulky SD Gallade is at +0, SD Feraligatr can gladly set-up on you, and ko next turn, where offensive SD Gallade does not let that happen since LO CC almost ohkoes). Finally the SD LO set with CC is even deadlier against stall teams, since +2 Close Combat absolute murders Tangrowth, and +2 Night Slash/Zen Headbutt takes care of Cofa. Also speedy Gallade can outspeed many dangerous threats that bulky Gallade cannot, such as Feraligatr, Adamant Hitmonlee, Modest Lilligant, Smeargle, Klinglang, Omastar, Jolly Crawdant, Adamant Kabutops and Adamant Medicham (if you don't have Shadow Sneak).

But anyway this is up for the QC team to decide, i gave you my opinion. So should i wait for more QC input, since as of now we have Texas approving this, and Honko saying to revamp the SD set?
 
My personal opinion is that the sets differentiate themselves enough to be seperate, for reasons akin the the one's alexwolf just posted.
 
I'm going to agree with Texas here, this set is different enough from the standard Swords Dance set since the standard Swords Dance set relies on ripping through everything as fast as possible with Gallade's decent Speed after a Swords Dance, while this set relies more on Gallade's bulk and Drain Punch to slowly muscle through things while still packing a bunch of power immediately; it's kinda like a cross between the standard Bulk Up and Swords Dance sets imo, which is awesome.

contrib_qc.png


QC APPROVED 2/3
 
Okay, using Zen Headbutt on say, a Scarf set is semi-reasonable for a Psychic STAB, but it has inferior accuracy to Psycho Cut, and the flinch rate isn't very helpful.

Also, might EdgeQuake be useful (Swords Dance/Drain Punch/Earthquake/Stone Edge)?
 
Thx SV for the approval! So i am guessing that a new set will be made instead of a revamp...

Also @ above:

Zen Headbutt gives you the power to possibly 2hko defensive Tangrowth and Cofagrigus after SR, at +2, or surely 2hko them after SR + Spikes. It also allows you to ohko Golurk after SR + Spikes at +2, and also the flinching effect comes really handy sometimes, especially when the pokes that want to counter you run innacurate moves (Sleep Powder and WoW).

Oh and Earthquake is useless with Drain Punch on the same set...
 
Good point, but if for some reason you omit Drain Punch, Earthquake takes its place. However Drain Punch is too important to this set to be replaced by a non-STAB move.
 
An amateur check

REMOVE CHANGE COMMENTS


<p>This set incorporates (you say combine and combination...this makes it less redundant) Gallade's best aspects, namely its special bulk, power, (add comma) and wide movepool, to form a deadly combination. After a Swords Dance Gallade is able to OHKO any offensive Pokemon and most defensive as well. Thanks to its good Special Defense stat and the big HP investment, Gallade is able to survive almost every hit from faster Pokemon while at full life and, unlike the more offensive SD Gallade, OHKO back while healing simultaneously with Drain Punch. Defensive teams also struggle against this set, as Gallade packs immense power, (remove comma) and can find many opportunities to set up due to its good bulk and the ability to set up on status users if carrying Lum Berry. This means that if the opponent lacks one of the few Pokemon that are able to outspeed and OHKO Gallade at full health, one of the few walls that are able to take one hit and cripple or OHKO back, or two Pokemon able to outspeed and seriously dent it, Gallade can easily sweep.</p>

<p>Swords Dance is the crux of the set, and is the move that enables Gallade to be such an offensive juggernaut. Drain Punch is the STAB Fighting move of choice because of its awesome side effect that allows Gallade to stick around long enough to get a full sweep and KO multiple Pokemon. Zen Headbutt is chosen in the third slot, (add comma) as it gets STAB, has a neat side effect of flinching slower foes, and helps Gallade get past many Pokemon that would otherwise stop him, such as Qwilfish, (ad comma) which is OHKOed at +1, Nidoqueen, (add comma) which is OHKOed at +2, Moltres which has a 68.75% to get OHKOed after SR (at that chance, it doesn't really seem worth mentioning), defensive Cofagrigus, (add comma) which is 2HKOed at +2 after Stealth Rock, and defensive Tangrowth, (add comma) which is also 2HKOed after Stealth Rock. For the last slot there are three choices. Leaf Blade enables Gallade to OHKO Slowking at +2, deal 86.29% minimum to 252/252+ Quagsire, which would otherwise wall Gallade due to Unaware, deal ~75% to 4 attacks Spiritomb, which is an OHKO after Stealth Rock and one layer of Spikes, OHKO Rhydon at +2 (Drain Punch has only a 6.25% chance to OHKO Rhydon at +2 after Stealth Rock) and finally deals 79.66 - 94.35% at +2 to 252/252+ Sandslash, which is a 50% chance to OHKO after Stealth Rock and 1 layer of Spikes. However, Stone Edge gives Gallade a way to get past Sigilyph and Mandibuzz, OHKO Moltres on the switch, OHKO Entei after Stealth Rock on the switch, and OHKO 4 attacks Spiritomb at +2 after Stealth Rock and Spikes. Finally, (add comma) Shadow Sneak gives to Gallade priority, albeit weak, and at +2 allows him to OHKO 4/0 Rotom-A and 4/0 Medicham after Stealth Rock and outright OHKO (at least I think that's what you meant) Haunter, (remove comma) while also picking off weakened foes.</p>

[ADDITIONAL COMMENTS]

<p>An Adamant nature with maximum Attack EVs are needed to hit as hard as possible. Then 56 Speed EVs are used to get the jump on neutral natured base 55s, namely Crawdaunt, Omastar and Bouffalant, and the rest are thrown to HP to give Gallade the bulk it needs to survive the attacks of most faster foes. When trying to figure out which item to pick, ask yourself ''Does the rest of my team have a reliable way to get past defensive Cofagrigus, Cosmic Power Sigilyph and Tangrowth?''. If the answer is no, then Lum Berry is the best option. But if you can already handle those threats, Leftovers is the preferred option to keep Gallade as healthy as possible. Other options for the last slot include Night Slash, Rock Slide, Psycho Cut, X-Scissor and Taunt. Night Slash has the ability to OHKO both Slowking and Sigilyph at +2, which no other move in Galade's repertoire can do, 2HKO Uxie at +2, and is also the only move that can potentially OHKO Dusknoir after Stealth Rock at +2. Rock Slide and Psycho Cut are alternatives to Stone Edge and Zen Headbutt for better accuracy, X-Scissor is useful for certain foes, and at +2 2HKOes even the bulkiest Uxie and Tangrowth sets even without hazards, OHKOes Bulky Quiver Dance Lilligant and still OHKOes Slowking after SR. Finally, Taunt is useful if you don't want to run Lum Berry to prevent troublesome status, but leaves Gallade with very limited coverage.</p>

<p>Because Gallade greatly appreciates entry hazards to get the OHKOs it needs, Accelgor, Scolipede, Aerodactyl, Qwilfish and Rhydon are all great partners. The first three are mostly to be used on offensive teams as suicide leads, while the last two can lay entry hazards throughout the game, (remove comma) and also have decent synergy with Gallade, easily taking on Entei, Moltres and Spiritomb. Water types in general are useful teammates, (remove comma) as Gallade attracts quite a big deal of Entei and Moltres, and although he can hit them on the switch with Stone Edge, a check to them is a must. Lanturn and Slowking are both fine choices. In case you don't run Lum Berry, something to handle defensive Cofagrigus and Tangrowth is needed. Fire types are good for this role, as they can demolish both Pokemon with Fire attacks while being able to take anything that those two can throw (except Sleep Powder). Entei, Magmortar, Typhlosion and Moltres are fine choices.</p>

<p>As far as checks and counters go, Entei, Choice Band Escavalier, (add comma) and bulky Swords Dance Scyther are the best checks to this Gallade. Entei can take everything relatively well except from Stone Edge and OHKO with Flare Blitz, Escavalier can tank even a +2 Drain Punch after Stealth Rock and OHKO back with Megahorn, (add comma) and Scyther can take everything even after Stealth Rock, (add comma) barring Stone Edge, (add comma) and OHKO back with Aerial Ace. A Fire-type with a Choice Scarf, such as Moltres and Typhlosion, is able to beat both Escavalier and Scyther. Defensive Cofagrgus is also able to handle both Scyhter and Escavalier very well. As for Entei, a bulky Water-type such as Lanturn or Slowking will do the job. Sigilyph is also a bit problematic for Gallade, but once you understand its item, it is quite easy to handle. Just make sure you have something to tank hits from Life Orb Sigilyph, or something that can handle Cosmic Power Sigilyph if you don't run Stone Edge/Shadow Sneak + Lum Berry. Manectric is able to take an Air Slash and hit back hard with Thunderbolt, (add comma) but should be careful of Psychic. Finally, (add comma) Spiritomb is a decent check to Gallade, as it is able to survive anything after Stealth Rock even at +2 and 2HKO Gallade with Shadow Sneak. It has to be in high health, however, as a +2 Leaf Blade does 69.01% - 81.33% and a +2 Stone Edge does 76.76% - 90.49%.</p>

Change all pokemon to Pokemon...I didn't highlight them as there were just too many
 
[SET]
name: Bulky SD Swords Dance
move 1: Swords Dance
move 2: Drain Punch
move 3: Zen Headbutt
move 4: Leaf Blade / Stone Edge / Shadow Sneak
item: Leftovers / Lum Berry
nature: Adamant
evs: 200 HP / 252 Atk / 56 Spe

[SET COMMENTS]

<p>This set blends Gallade's best aspects, namely its special bulk, power, and wide movepool, to form a deadly combination. After a Swords Dance, Gallade is able to OHKO any offensive Pokemon, and most defensive ones as well. Thanks to its good Special Defense and the big HP investment, Gallade is able to survive almost every hit from faster Pokemon while at full life health, unlike the its more offensive SD Gallade words Dance counterpart, and OHKO back while healing simultaneously with Drain Punch. Defensive teams also struggle against this set, as Gallade packs immense power and can find many opportunities to set up due to its good bulk and the ability so set up on status users if carrying Lum Berry. This means that i Lum Berry. If the opponent lacks one of the few Pokemon that are able to can outspeed and OHKO Gallade at full health, one of the few walls that are able to take one hit and cripple or OHKO back, or two Pokemon able to outspeed and seriously dent it, Gallade can easily sweep.</p>

<p>Swords Dance is the crux of the set, and is the move that enables Gallade to be such an offensive juggernaut. Drain Punch is the STAB Fighting move of choice because of its awesome side effect that , which allows Gallade to stick around long enough to get a full sweep or ko KO multiple Pokemon. Zen Headbutt is chosen in the third slot, as it gets STAB, has a neat side effect of flinching slower foes, and helps Gallade get past many Pokemon that would otherwise stop him it, such as Qwilfish, which is OHKOed at +1, ; Nidoqueen, which is OHKOed at +2, ; Moltres, which has a 68.75% to get OHKOed after SR, is OHKOed after Stealth Rock 68.75% of the time; defensive Cofagrigus, which is 2HKOed at +2 after Stealth Rock, ; and defensive Tangrowth, which is also 2HKOed after Stealth Rock. For the last slot, there are three choices. Leaf Blade enables Gallade to OHKO Slowking at +2, ; deal 86.29% minimum to 252/252+ Quagsire, which would otherwise wall Gallade due to Unaware, deal ~75% to 4 attacks Spiritomb, which is an OHKO ; OHKO (what's its spread?) Spiritomb after Stealth Rock and one layer of Spikes, : OHKO Rhydon at +2 ( , which Drain Punch has only a 6.25% chance to OHKO Rhydon at +2 after Stealth Rock) and finally deals 79.66 - 94.35% at +2 to 252/252+ Sandslash, which is a 50% chance to OHKO fails to do; and finally OHKOes 252/252+ Sandslash 50% of the time after Stealth Rock and 1 a layer of Spikes. Stone Edge gives Gallade a way to get past Sigilyph and Mandibuzz, OHKO Moltres on the switch, OHKO Entei after Stealth Rock on the switch, and OHKO 4 attacks (spread?) Spiritomb at +2 after Stealth Rock and Spikes. Finally, Shadow Sneak gives to Gallade priority, albeit weak, and at +2 allows him it to OHKO 4/0 Rotom-A and 4/0 Medicham after Stealth Rock and outright OHKO Haunter, while also picking off weakened foes.</p>

[ADDITIONAL COMMENTS]

<p>An Adamant nature with maximum Attack evs are needed to EVs let it hit as hard as possible. 56 Speed EVs are used enable it to get the jump on neutral-natured base 55s, namely Crawdaunt, Omastar and Bouffalant, and the rest are thrown to HP to give Gallade the bulk it needs to survive the attacks of most faster foes. When In trying to figure out which pick an item, to pick, ask yourself the key question to consider is ''Does the rest of my team have a reliable way to get past defensive Cofagrigus, Cosmic Power Sigilyph and Tangrowth?''. If the answer is no, then Lum Berry is the best option, but if your team can already handle those threats, Leftovers is the preferred option to keep Gallade as healthy as possible. Other options for the last slot are Night Slash, Rock Slide, Psycho Cut, X-Scissor and Taunt. Night Slash has the ability to OHKO both Slowking and Sigilyph at +2, which no other move in Galade's repertoire can do, 2HKO Uxie at +2, and is also the only move that can is Gallade's only move that, after a boost, can OHKO both Slowking and Sigilyph, 2HKO Uxie, and potentially OHKO Dusknoir after Stealth Rock at +2. Rock Slide and Psycho Cut are alternatives to Stone Edge and Zen Headbutt for better accuracy, . X-Scissor is useful for certain foes, and , at +2, 2HKOes even the bulkiest Uxie and Tangrowth sets even without hazards, OHKOes bulky Quiver Dance Lilligant, and still OHKOes Slowking after SR Stealth Rock. and Finally, Taunt is useful if you don't want to run Lum Berry to prevent troublesome status, but leaves Gallade with very limited coverage.</p>

<p>Because As Gallade greatly appreciates entry hazards to get the OHKOs it needs, Accelgor, Scolipede, Aerodactyl, Qwilfish and Rhydon are all great partners. The first two are mostly to be used recommended on offensive teams as suicide Spikers, while the last latter three can lay entry hazards throughout the game and . They also have decent synergy with Gallade, and can easily taking take on Entei, Moltres and Spiritomb. Water-types in general are useful teammates as Gallade attracts Entei and Moltres like a magnet, and although he it can hit them on the switch with Stone Edge, a check to them is a must. Lanturn and Slowking are both fine choices. In case you don't run Lum Berry, something If Gallade forgoes Lum Berry, its teammates should be able to handle defensive Cofagrigus and Tangrowth is needed. Fire-types are good for this role, as they can demolish both Pokemon with Fire-type attacks while being able to take anything that those two can throw ( at them—except Sleep Powder). Entei, Magmortar, Typhlosion and Moltres are fine choices.</p>

<p>As far as checks and counters go, physical attacking Entei, Choice Band Escavalier, and bulky Swords Dance Scyther are the best checks to Gallade. Entei can take everything relatively well except from Stone Edge all Gallade's attacks bar Stone Edge relatively well, and OHKO it with Flare Blitz, Escavalier can tank even a +2 Drain Punch after Stealth Rock and OHKO back with Megahorn, and Scyther can take everything even after Stealth Rock, except from for Stone Edge, and OHKO back with Aerial Ace. A Fire-type with Choice Scarf Fire-type, such as Moltres and or Typhlosion, is able to beat both Escavalier and Scyther. Defensive Cofagrigus is also able to handle both Scyther and Escavalier very well , as can defensive Cofagrigus. As for Entei, a bulky Water-type such as Lanturn and or Slowking will do the job. Sigilyph is also a bit problematic for Gallade, but once you understand its item, it is quite easy to handle. Just make sure you have that your team has something to tank hits from Life Orb Sigilyph, or something that can handle Cosmic Power Sigilyph if you Gallade doesn't run Stone Edge/ or Shadow Sneak + Lum Berry. Manectric is able to can take an Air Slash and hit back hard with Thunderbolt, but should be careful of Psychic. Finally, Spiritomb is a decent check to Gallade, as it is able to survive anything a healthy one can survive any of Gallade's boosted attacks even after Stealth Rock even at +2 and to 2HKO Gallade with Shadow Sneak. It has to be in high health, however, as a +2 Leaf Blade does 69.01% - 81.33% and a +2 Stone Edge does 76.76% - 90.49%. (suggest a way to deal w Spiritomb)</p>

[SET]
name: Bulky Swords Dance
move 1: Swords Dance
move 2: Drain Punch
move 3: Zen Headbutt
move 4: Leaf Blade / Stone Edge / Shadow Sneak
item: Leftovers / Lum Berry
nature: Adamant
evs: 200 HP / 252 Atk / 56 Spe

[SET COMMENTS]

<p>This set blends Gallade's best aspects, namely its special bulk, power, and wide movepool, to form a deadly combination. After a Swords Dance, Gallade is able to OHKO any offensive Pokemon, and most defensive ones as well. Thanks to its good Special Defense and the big HP investment, Gallade is able to survive almost every hit from faster Pokemon while at full health, unlike its more offensive Swords Dance counterpart, and OHKO back while healing simultaneously with Drain Punch. Defensive teams also struggle against this set, as Gallade packs immense power and can find many opportunities to set up due to its good bulk and Lum Berry. If the opponent lacks one of the few Pokemon that can outspeed and OHKO Gallade, one of the few walls that are able to take one hit and cripple or OHKO back, or two Pokemon able to outspeed and seriously dent it, Gallade can easily sweep.</p>

<p>Swords Dance is the crux of the set, and is the move that enables Gallade to be such an offensive juggernaut. Drain Punch is the STAB Fighting move of choice because of its awesome side effect, which allows Gallade to stick around long enough to get a full sweep or KO multiple Pokemon. Zen Headbutt is chosen in the third slot as it gets STAB, has a neat side effect of flinching slower foes, and helps Gallade get past many Pokemon that would otherwise stop it, such as Qwilfish, which is OHKOed at +1; Nidoqueen, which is OHKOed at +2; Moltres, which is OHKOed after Stealth Rock 68.75% of the time; defensive Cofagrigus, which is 2HKOed at +2 after Stealth Rock; and defensive Tangrowth, which is also 2HKOed after Stealth Rock. For the last slot, there are three choices. Leaf Blade enables Gallade to OHKO Slowking at +2; deal 86.29% minimum to 252/252+ Quagsire, which would otherwise wall Gallade due to Unaware; OHKO (what's its spread?) Spiritomb after Stealth Rock and one layer of Spikes: OHKO Rhydon at +2, which Drain Punch fails to do; and finally OHKOes 252/252+ Sandslash 50% of the time after Stealth Rock and a layer of Spikes. Stone Edge gives Gallade a way to get past Sigilyph and Mandibuzz, OHKO Moltres on the switch, OHKO Entei after Stealth Rock on the switch, and OHKO (spread?) Spiritomb at +2 after Stealth Rock and Spikes. Finally, Shadow Sneak gives Gallade priority, albeit weak, and at +2 allows it to OHKO 4/0 Rotom-A and 4/0 Medicham after Stealth Rock and outright OHKO Haunter, while also picking off weakened foes.</p>

[ADDITIONAL COMMENTS]

<p>An Adamant nature with maximum Attack EVs let it hit as hard as possible. 56 Speed EVs enable it to get the jump on neutral-natured base 55s, namely Crawdaunt, Omastar and Bouffalant, and the rest are thrown to HP to give Gallade the bulk it needs to survive the attacks of most faster foes. In trying to pick an item, the key question to consider is ''Does the rest of my team have a reliable way to get past defensive Cofagrigus, Cosmic Power Sigilyph and Tangrowth?''. If the answer is no, then Lum Berry is the best option, but if your team can already handle those threats, Leftovers is the preferred option to keep Gallade as healthy as possible. Other options for the last slot are Night Slash, Rock Slide, Psycho Cut, X-Scissor and Taunt. Night Slash is Gallade's only move that, after a boost, can OHKO both Slowking and Sigilyph, 2HKO Uxie, and potentially OHKO Dusknoir after Stealth Rock. Rock Slide and Psycho Cut are alternatives to Stone Edge and Zen Headbutt for better accuracy. X-Scissor, at +2, 2HKOes even the bulkiest Uxie and Tangrowth sets even without hazards, OHKOes bulky Quiver Dance Lilligant, and OHKOes Slowking after Stealth Rock. Finally, Taunt is useful if you don't want to run Lum Berry to prevent troublesome status, but leaves Gallade with very limited coverage.</p>

<p>As Gallade greatly appreciates entry hazards to get the OHKOs it needs, Accelgor, Scolipede, Aerodactyl, Qwilfish and Rhydon are all great partners. The first two are recommended on offensive teams as suicide Spikers, while the latter three can lay entry hazards throughout the game. They also have decent synergy with Gallade, and can easily take on Entei, Moltres and Spiritomb. Water-types in general are useful teammates as Gallade attracts Entei and Moltres like a magnet, and although it can hit them on the switch with Stone Edge, a check to them is a must. Lanturn and Slowking are both fine choices. If Gallade forgoes Lum Berry, its teammates should be able to handle defensive Cofagrigus and Tangrowth. Fire-types are good for this role, as they can demolish both Pokemon with Fire-type attacks while being able to take anything that those two can throw at them—except Sleep Powder. Entei, Magmortar, Typhlosion and Moltres are fine choices.</p>

<p>As far as checks and counters go, physical attacking Entei, Choice Band Escavalier, and bulky Swords Dance Scyther are the best checks to Gallade. Entei can take all Gallade's attacks bar Stone Edge relatively well, and OHKO it with Flare Blitz, Escavalier can tank even a +2 Drain Punch after Stealth Rock and OHKO back with Megahorn, and Scyther can take everything even after Stealth Rock, except for Stone Edge, and OHKO back with Aerial Ace. A Choice Scarf Fire-type, such as Moltres or Typhlosion, is able to beat both Escavalier and Scyther, as can defensive Cofagrigus. As for Entei, a bulky Water-type such as Lanturn or Slowking will do the job. Sigilyph is also a bit problematic for Gallade, but once you understand its item, it is quite easy to handle. Just make sure that your team has something to tank hits from Life Orb Sigilyph, or something that can handle Cosmic Power Sigilyph if Gallade doesn't run Stone Edge or Shadow Sneak + Lum Berry. Manectric can take an Air Slash and hit back hard with Thunderbolt, but should be careful of Psychic. Finally, Spiritomb is a decent check to Gallade, as a healthy one can survive any of Gallade's boosted attacks even after Stealth Rock to 2HKO Gallade with Shadow Sneak. (suggest a way to deal w Spiritomb)</p>

gpstamp
 
No diff because (you guessed it) it isn't working. The changes I made are so small (adding spaces, commas, and hyphens or changing a preposition or two) that they probably wouldn't even be noticeable either way

[SET]
name: Bulky Swords Dance
move 1: Swords Dance
move 2: Drain Punch
move 3: Zen Headbutt
move 4: Leaf Blade / Stone Edge / Shadow Sneak
item: Leftovers / Lum Berry
nature: Adamant
evs: 200 HP / 252 Atk / 56 Spe

[SET COMMENTS]

<p>This set blends Gallade's best aspects, namely its special bulk, power, and wide movepool, to form a deadly combination. After a Swords Dance Gallade is able to OHKO any offensive Pokemon and most defensive ones as well. Thanks to its good Special Defense and the significant HP investment, Gallade is able to survive almost every hit from faster Pokemon while at full health, unlike its more offensive Swords Dance counterpart, and OHKO back while healing simultaneously with Drain Punch. Defensive teams also struggle against this set, as Gallade packs immense power and can find many opportunities to set up thanks to its good bulk and Lum Berry. If the opponent lacks one of the few Pokemon that are able to outspeed and OHKO Gallade, one of the few walls that can take one hit and cripple or OHKO back, or two Pokemon able to outspeed and seriously dent it, Gallade can easily sweep entire teams.</p>

<p>Swords Dance is the crux of the set, and is the move that enables Gallade to be such an offensive juggernaut. Drain Punch is the STAB Fighting move of choice because of its awesome side effect, which allows Gallade to stick around long enough to get a full sweep or KO multiple Pokemon. Zen Headbutt is chosen in the third slot as it gets STAB, has a neat side effect of flinching slower foes, and helps Gallade get past many Pokemon that would otherwise stop it, such as Qwilfish, which is OHKOed at +1; Nidoqueen, which is OHKOed at +2; Moltres, which is OHKOed after Stealth Rock 68.75% of the time; defensive Cofagrigus, which is 2HKOed at +2 after Stealth Rock; and defensive Tangrowth, which is 2HKOed after Stealth Rock and one layer of Spikes. For the last slot, there are three choices. Leaf Blade enables Gallade to OHKO Slowking at +2; deal 86.29% minimum to 252/252+ Quagsire, which would otherwise wall Gallade due to Unaware; OHKO 172/0 Spiritomb after Stealth Rock and one layer of Spikes 50% of the time; OHKO Rhydon at +2, which Drain Punch fails to do; and finally OHKO 252/252+ Sandslash 50% of the time after Stealth Rock and one layer of Spikes. Stone Edge gives Gallade a way to get past Sigilyph and Mandibuzz, OHKO Moltres on the switch, OHKO Entei after Stealth Rock on the switch, and OHKO 172/0 Spiritomb at +2 after Stealth Rock and Spikes. Finally, Shadow Sneak gives Gallade priority, albeit weak, and at +2 allows it to OHKO 4/0 Rotom-A and 4/0 Medicham after Stealth Rock and outright OHKO Haunter, while also picking off weakened foes.</p>

[ADDITIONAL COMMENTS]

<p>An Adamant nature with maximum Attack EVs enable Gallade to hit as hard as possible. 56 Speed EVs enable it to get the jump on neutral natured base 55s, namely Crawdaunt, Omastar and Bouffalant, and the rest are thrown to HP to give Gallade the bulk it needs to survive the attacks of most faster foes. In trying to pick an item, the key question to consider is ''Does the rest of my team have a reliable way to get past defensive Cofagrigus, Cosmic Power Sigilyph and Tangrowth?''. If the answer is no, then Lum Berry is the best option, but if your team can already handle those threats, Leftovers is the preferred option to keep Gallade as healthy as possible. Other options for the last slot include Night Slash, Rock Slide, Psycho Cut, X-Scissor and Taunt. Night Slash is Gallade's only move that, after a boost, can OHKO both Slowking and Sigilyph, 2HKO Uxie,and potentially OHKO Dusknoir after Stealth Rock. Rock Slide and Psycho Cut are alternatives to Stone Edge and Zen Headbutt for better accuracy. X-Scissor, at +2, 2HKOes even the bulkiest Uxie and Tangrowth sets without hazards, OHKOes bulky Quiver Dance Lilligant and OHKOes Slowking after Stealth Rock. Finally, Taunt is useful if you don't want to run Lum Berry to prevent troublesome status, but leaves Gallade with very limited coverage.</p>

<p>As Gallade greatly appreciates entry hazards to get the OHKOs it needs, Accelgor, Scolipede, Aerodactyl, Qwilfish, and Rhydon are all great partners. The first two are recommended on offensive teams as suicide Spikers, while the latter three can lay entry hazards throughout the game. They also have decent synergy with Gallade, and can easily take on Entei, Moltres, and Spiritomb. Water types in general are useful teammates as Gallade attracts Entei and Moltres like a magnet, and although it can hit them on the switch with Stone Edge, a check to them is a must. Lanturn and Slowking are both fine choices. If Gallade forgoes Lum Berry, its teammates should be able to handle Cofagrigus and Tangrowth. Fire-types are good for this role, as they can demolish both Pokemon with Fire-type attacks while being able to take anything that those two can throw at them-except Sleep Powder. Entei, Magmortar, Typhlosion, and Moltres are fine choices.</p>

<p>As far as checks and counters go, physical attacking Entei, Choice Band Escavalier, and bulky Swords Dance Scyther are the best checks to Gallade. Entei can take all of Gallade's attacks bar Stone Edge relatively well, and OHKO it with Flare Blitz, Escavalier can tank even a +2 Drain Punch after Stealth Rock and OHKO back with Megahorn, and Scyther can take everything even after Stealth Rock, except for Stone Edge, and OHKO back with Aerial Ace. A Choice Scarf Fire-type, such as Moltres or Typhlosion, is able to beat both Escavalier and Scyther, as can defensive Cofagrigus. As for Entei, a bulky Water-type such as Lanturn or Slowking will do the job. Sigilyph is also a bit problematic for Gallade, but once you figure out its item, it is quite easy to handle. Just make sure that your team has something to tank hits from Life Orb Sigilyph, or something that can handle Cosmic Power Sigilyph if Gallade doesn't run Stone Edge or Shadow Sneak + Lum Berry. Manectric can take an Air Slash and hit back hard with Thunderbolt, but should be careful of Psychic. Finally, Spiritomb is a decent check to Gallade, as a healthy one can survive any of Gallade's boosted attacks even after Stealth Rock and can 2HKO Gallade with Shadow Sneak. Drapion can use Spiritomb as set-up fodder as long as it avoids the Will-O-Wisp on the switch and carries Taunt. Entei can also switch into Spiritomb easily, and demolish it with its strong Flare Blitz.</p>

gpstamp


GP approved 2/2
 
GP check added! Also reworded the second sentence of the Set Comments, where i describe the usefulness of Zen Headbutt, with the help of Jellicent, and now is is less wordy and less confusing.

Unless someone says otherwise this is done!
 
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