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Mega Evolution

Mega Gallade

Inner Focus blocks flinch and ignores Intimidate's Attack drop — Gallade enters the field at full Attack and always completes its moves regardless of flinch attempts.

psychicfighting

Requires: Galladite

New ability

Inner Focus

Prevents flinching from any source. Also prevents the Attack drop from Intimidate. When Mega Gallade enters the field, Intimidate users cannot reduce its Attack — it simply ignores the effect.

Mega Gallade serves two distinct purposes: it’s a high-powered physical attacker immune to two of the most common doubles disruption tools — Fake OutFake OutmoveA +3 priority Normal-type move that does small damage and forces the target to flinch — only usable on the user's first turn out.Click to read more → (which normally flinches) and IntimidateIntimidateabilityWhen this Pokémon enters the battlefield, the opposing Pokémon's Attack stat drops by one stage.Click to read more → (which normally drops Attack). These two tools together normally force a switch or weaken a physical attacker. Mega Gallade ignores both.

At 165 base Attack, Mega Gallade hits extremely hard. Close Combat (Fighting STABSTABmechanicSame-Type Attack Bonus: a move deals ×1.5 damage when its type matches one of the user's types.Click to read more →, 120 base power) and Psycho Cut (Psychic STAB) are its primary options. Swords DanceSwords DancemoveA Normal-type move that sharply raises Attack by two stages — doubling it in one turn.Click to read more → doubles Attack when it gets a setup turn.

Fake Out immunity interaction

Fake Out is a +2 priority move that deals chip damage and flinches. Normally, it forces physical attackers to waste a turn on the turn they enter. Mega Gallade is immune to the flinch effect, so Fake Out just deals chip damage — Gallade still attacks that turn.

Psychic/Fighting offensive coverage

Psychic hits Poison and Fighting for 2×. Fighting hits Normal, Ice, Rock, Steel, and Dark for 2×. Together these two types cover an enormous portion of the meta. Ghost is the main immunity (immune to both Fighting and Normal, and Psychic is hit for 2×).

What stops it