Stats, type matchups, abilities, learnset, current usage, and build context for Glalie in Pokemon Champions.
Current ranked usage data is limited for this entry. Use the full learnset, matchups, and MetaDex tournament page to decide whether it fits your team.
Ice - physical / 60 BP / 100% / Priority -4
Power doubles if user is damaged by the target.
Dark - physical / 60 BP / 100%
30% chance to make the target flinch.
Ice - special / 110 BP / 70%
10% chance to freeze foe(s). Can't miss in Snow.
Normal - status
Prevents the target from switching out.
Normal - physical / 85 BP / 100%
30% chance to paralyze the target.
Ground - physical / 60 BP / 100%
100% chance lower adjacent Pkmn Speed by 1.
Water - special / 50 BP / 100%
100% chance to lower the target's Attack by 1.
Dark - physical / 80 BP / 100%
20% chance to lower the target's Defense by 1.
Dark - special / 80 BP / 100%
20% chance to make the target flinch.
Normal - status / 100%
For 4 turns, disables the target's last move used.
Normal - status
Raises the user's evasiveness by 1.
Ground - physical / 100 BP / 100%
Hits adjacent Pokemon. Double damage on Dig.
Normal - status / Priority +4
User survives attacks this turn with at least 1 HP.
Normal - physical / 250 BP / 100%
Hits adjacent Pokemon. The user faints.
Normal - physical / 70-140 BP / 100%
Power doubles if user is burn/poison/paralyzed.
Dark - status / 100%
Lowers the target's Sp. Def by 2.
Dark - physical / 95 BP / 100%
Uses target's Attack stat in damage calculation.
Ice - special / 70 BP / 100%
10% chance to freeze. Super effective on Water.
Ice - special / 60 BP / 90%
Always results in a critical hit.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Steel - physical / 1-150 BP / 100%
More power the slower the user than the target.
Normal - status / Priority +5
One adjacent ally's move power is 1.5x this turn.
Ghost - special / 65-130 BP / 100%
Power doubles if the target has a status ailment.
Normal - special / 150 BP / 90%
User cannot move next turn.
Ice - special / 90 BP / 100%
10% chance to freeze the target.
Ice - physical / 65 BP / 95%
10% chance to freeze. 10% chance to flinch.
Ice - physical / 40 BP / 100% / Priority +1
Usually goes first.
Ice - physical / 80 BP / 100%
Ends the effects of terrain.
Ice - physical / 85 BP / 90%
30% chance to make the target flinch.
Ice - physical / 25 BP / 100%
Hits 2-5 times in one turn.
Ice - special / 55 BP / 95%
100% chance to lower the foe(s) Speed by 1.
Steel - physical / 80 BP / 100%
20% chance to make the target flinch.
Psychic - status
For 5 turns, special damage to allies is halved.
Dark - physical / 50 BP / 100%
Power doubles if the user moves after the target.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Water - status
For 5 turns, heavy rain powers Water moves.
Psychic - status
User sleeps 2 turns and restores HP and status.
Normal - special / 60 BP / 100%
Power doubles if others used Round this turn.
Normal - status / 100%
Lowers the target's Speed by 2.
Normal - physical / 200 BP / 100%
Hits adjacent Pokemon. The user faints.
Ghost - special / 80 BP / 100%
20% chance to lower the target's Sp. Def by 1.
Ice - special / 30%
OHKOs non-Ice targets. Fails if user's lower level.
Normal - status
User must be asleep. Uses another known move.
Normal - special / 50 BP / 100%
User must be asleep. 30% chance to flinch target.
Ice - status
For 5 turns, snow falls. Ice: 1.5x Def.
Ground - status
Hurts grounded foes on switch-in. Max 3 layers.
Ghost - status / 100%
Lowers the PP of the target's last move by 4.
Steel - physical / 130 BP / 100%
Fails if there is no terrain active. Ends the terrain.
Normal - status
User takes 1/4 its max HP to put in a substitute.
Dark - status / 100%
User switches its held item with the target's.
Dark - status / 100%
Target can't use status moves its next 3 turns.
Grass - physical / 50 BP / 100%
100% chance to raise the user's Speed by 1.
Water - special / 60 BP / 100%
20% chance to confuse the target.
Normal - special / 50-100 BP / 100%
Power doubles and type varies in each weather.