All Pokémon | « Galorindle | Galaraud | Galoryph » |
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TurquoiseDex Pokémon | « Galorindle | Galaraud | Galoryph » |
New Logoran Pokémon | « Galorindle | Galaraud | Galoryph » |
Galaraud
Classification
The Thief Light Pokémon
- New Logora #167
- National #1072
Damage Taken*
×4: | N/A |
---|---|
×2: | Fairy |
×1: | Bug Dark Dragon Electric Fire Flying Ghost Grass Ground Ice Rock Steel Water |
×0.5: | Poison |
×0.25: | N/A |
×0: | Fighting Normal Psychic |
Abilities
- Illuminate
- Raises the likelihood of meeting wild Pokémon and boosts the Pokémon’s accuracy.
- Pickpocket hidden ability
- Steals an item from an attacker that made direct contact.
Base Stats (485 total)
HP: 60 | |
---|---|
Attack: 85 | |
Defense: 70 | |
Sp. Atk: 95 | |
Sp. Def: 70 | |
Speed: 105 |
Size
- Height: 3'11" / 1.2 m
- Weight: 38.8 lbs / 17.6 kg
Breeding Info
Gender Ratio
50% male / 50% female
Egg Groups
Tags
Evolutionary Family
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Flavor Info
Pokédex Entries
The orb of light clutched in a Galaraud's hand normally shines brightly in the darkness. When the Galaraud wishes to remain undetected while sneaking around it can alter the light's properties so that only it can see the glow.
Galaraud sneak into human houses at night and steal their valuables. They hold their glowing orbs out to light their way. Some say that the orb itself contains the Galaraud's real eyes and brain.
Name Origin
hand of glory + maraud
Misc Data
- Catch Rate: 45
- Base Happiness: 70
Wild Held Items
- 5% Light Clay
Pokédex Categories
Color
Body Shape
Locations
New Logora | Alniraz Ruins, Route NL18, Route NL19 |
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Level-Up Moves
Level | Move | Type | Class | Power | Acc | PP | Summary |
---|---|---|---|---|---|---|---|
1RL | Thief | Dark | Physical | 60 | 100% | 25 | The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item. |
1RL | Snatch | Dark | Other | — | —% | 10 | The user steals the effects of any attempts to use a healing or stat-changing move. |
1 | Fake Out | Normal | Physical | 40 | 100% | 10 | An attack that hits first and makes the target flinch. It only works the first turn the user is in battle. |
1 | Flash | Normal | Other | — | 100% | 20 | The user flashes a bright light that cuts the target’s accuracy. |
4 | Shadow Sneak | Ghost | Physical | 40 | 100% | 30 | The user extends its shadow and attacks the target from behind. This move always goes first. |
10 | Disable | Normal | Other | — | 100% | 20 | For four turns, this move prevents the target from using the move it last used. |
14 | Foresight | Normal | Other | — | —% | 40 | Enables a Ghost-type target to be hit by Normal- and Fighting-type attacks. This also enables an evasive target to be hit. |
17 | Hypnosis | Psychic | Other | — | 60% | 20 | The user employs hypnotic suggestion to make the target fall into a deep sleep. |
23 | Shadow Punch | Ghost | Physical | 60 | —% | 20 | The user throws a punch from the shadows. This attack never misses. |
27 | Ghostly Touch | Ghost | Other | — | 100% | 20 | The user caresses the target with chilling, eerie energy, reducing its Special Attack and Special Defense stats. |
30 | Face Slap | Dark | Physical | 60 | 90% | 15 | The user rudely slaps the target across the face, demoralizing it. All of the target's raised stats are returned to normal. |
36 | Sucker Punch | Dark | Physical | 80 | 100% | 5 | This move enables the user to attack first. This move fails if the target is not readying an attack. |
40 | Helping Hand | Normal | Other | — | —% | 20 | The user assists an ally by boosting the power of that ally’s attack. |
43 | Shadow Ball | Ghost | Special | 80 | 100% | 15 | The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat. |
49 | Psych Out | Dark | Other | — | 100% | 20 | The user boasts about its own abilities and demoralizes the target, raising the user's Sp. Atk but lowering the target's Sp. Def. |
53 | Backstab | Dark | Physical | 90 | 90% | 10 | The user disappears into the shadows and then strikes from behind on the next turn. This attack always results in a critical hit. |
56 | Vanish | Dark | Other | — | —% | 5 | The user melts into the shadows and disappears, avoiding all harm. |
62 | Blindside | Dark | Physical | 120 | —% | 5 | The user attacks last. In return, this ramming move never misses. |
TM/HM Moves
Move | Type | Class | Power | Acc | PP | Summary |
---|---|---|---|---|---|---|
Aerial Ace | Flying | Physical | 60 | —% | 20 | The user confounds the target with speed, then slashes. This attack never misses. |
Attract | Normal | Other | — | 100% | 15 | If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. |
Berry Share | Normal | Other | — | —% | 10 | The user shares its held Berry with the target. The target is placated by the gift and may be easier to catch. |
Blackout Wave | Dark | Special | 120 | 100% | 10 | A two-turn attack. The user gathers negative thoughts, then releases a wave of darkness and fear on the second turn. |
Brick Break | Fighting | Physical | 75 | 100% | 15 | The user attacks with a swift chop. It can also break barriers, such as Light Screen and Reflect. |
Calm Mind | Psychic | Other | — | —% | 20 | The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. |
Calm Skies | Normal | Other | — | —% | 5 | The user clears the skies and calms the wind, returning the weather to normal. |
Charge Beam | Electric | Special | 50 | 90% | 10 | The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. |
Confide | Normal | Other | — | —% | 20 | The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat. |
Dark Pulse | Dark | Special | 80 | 100% | 15 | The user releases a horrible aura imbued with dark thoughts. This may also make the target flinch. |
Dazzling Gleam | Fairy | Special | 80 | 100% | 10 | The user damages opposing Pokémon by emitting a powerful flash. |
Double Team | Normal | Other | — | —% | 15 | By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
Eclipse | Dark | Other | — | —% | 5 | The user blots out all light for five turns, powering up Dark-type moves. |
Ectoplasm | Ghost | Special | 75 | 100% | 10 | A ghostly shadow drains life from the target. The user's HP is restored by half the damage taken by the target. |
Embargo | Dark | Other | — | 100% | 15 | This move prevents the target from using its held item. Its Trainer is also prevented from using items on it. |
Energy Ball | Grass | Special | 90 | 100% | 10 | The user draws power from nature and fires it at the target. This may also lower the target’s Sp. Def. |
Facade | Normal | Physical | 70 | 100% | 20 | An attack move that doubles its power if the user is poisoned, burned, or has paralysis. |
Flash | Normal | Other | — | 100% | 20 | The user flashes a bright light that cuts the target’s accuracy. |
Flash Cannon | Steel | Special | 80 | 100% | 10 | The user gathers all its light energy and releases it at once. This may also lower the target’s Sp. Def stat. |
Flash Shot | Steel | Special | 70 | 90% | 15 | The user blasts the target with harsh reflected light. This may also make the target flinch or lower its accuracy. |
Fling | Dark | Physical | * | 100% | 10 | The user flings its held item at the target to attack. This move’s power and effects depend on the item. |
Focus Blast | Fighting | Special | 120 | 70% | 5 | The user heightens its mental focus and unleashes its power. This may also lower the target’s Sp. Def. |
Frustration | Normal | Physical | * | 100% | 20 | A full-power attack that grows more powerful the less the user likes its Trainer. |
Giga Impact | Normal | Physical | 150 | 90% | 5 | The user charges at the target using every bit of its power. The user can’t move on the next turn. |
Grass Knot | Grass | Special | * | 100% | 20 | The user snares the target with grass and trips it. The heavier the target, the greater the move’s power. |
Hellfire | Dark | Special | 65 | 100% | 10 | The user scorches the target in a sea of dark flames. Its power is doubled if the target is burned. |
Hidden Power | Normal | Special | 60 | 100% | 15 | A unique attack that varies in type depending on the Pokémon using it. |
Hone Claws | Dark | Other | — | —% | 15 | The user sharpens its claws to boost its Attack stat and accuracy. |
Hyper Beam | Normal | Special | 150 | 90% | 5 | The target is attacked with a powerful beam. The user can’t move on the next turn. |
Light Screen | Psychic | Other | — | —% | 30 | A wondrous wall of light is put up to reduce damage from special attacks for five turns. |
Payback | Dark | Physical | 50 | 100% | 10 | The user stores power, then attacks. If the user moves after the target, this attack’s power will be doubled. |
Power-Up Punch | Fighting | Physical | 40 | 100% | 20 | Striking opponents over and over makes the user’s fists harder. Hitting a target raises the Attack stat. |
Protect | Normal | Other | — | —% | 10 | Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
Psych Up | Normal | Other | — | —% | 10 | The user hypnotizes itself into copying any stat change made by the target. |
Psychic | Psychic | Special | 90 | 100% | 10 | The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat. |
Rain Dance | Water | Other | — | —% | 5 | The user summons a heavy rain that falls for five turns, powering up Water-type moves. |
Reflect | Psychic | Other | — | —% | 20 | A wondrous wall of light is put up to reduce damage from physical attacks for five turns. |
Rest | Psychic | Other | — | —% | 10 | The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. |
Return | Normal | Physical | * | 100% | 20 | A full-power attack that grows more powerful the more the user likes its Trainer. |
Rock Smash | Fighting | Physical | 40 | 100% | 15 | The user attacks with a punch. This may also lower the target’s Defense stat. This move can also shatter rocks in the field. |
Round | Normal | Special | 60 | 100% | 15 | The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. |
Safeguard | Normal | Other | — | —% | 25 | The user creates a protective field that prevents status conditions for five turns. |
Shadow Ball | Ghost | Special | 80 | 100% | 15 | The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat. |
Shadow Claw | Ghost | Physical | 70 | 100% | 15 | The user slashes with a sharp claw made from shadows. Critical hits land more easily. |
Shimmer Shot | Fairy | Special | 40 | 100% | 20 | Shimmering energy gathers around the user with each burst of light. Hitting a target raises the Special Attack stat. |
Sleep Talk | Normal | Other | — | —% | 10 | While it is asleep, the user randomly uses one of the moves it knows. |
Specter Throw | Ghost | Physical | 50 | 100% | 10 | The user lobs a blast of solid shadows at the target. The user can throw the target's item for even more damage. |
Spirit Punch | Fighting | Special | 90 | 85% | 15 | The user summons a giant fist made of pure fighting spirit and pummels the target. This may also raise Attack and Special Attack. |
Substitute | Normal | Other | — | —% | 10 | The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy. |
Sunny Day | Fire | Other | — | —% | 5 | The user intensifies the sun for five turns, powering up Fire-type moves. |
Swagger | Normal | Other | — | 90% | 15 | The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat. |
Taunt | Dark | Other | — | 100% | 20 | The target is taunted into a rage that allows it to use only attack moves for three turns. |
Thief | Dark | Physical | 60 | 100% | 25 | The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item. |
Thunder | Electric | Special | 110 | 70% | 10 | A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. |
Thunder Wave | Electric | Other | — | 100% | 20 | The user launches a weak jolt of electricity that paralyzes the target. |
Thunderbolt | Electric | Special | 90 | 100% | 15 | A strong electric blast crashes down on the target. This may also leave the target with paralysis. |
Torment | Dark | Other | — | 100% | 15 | The user torments and enrages the target, making it incapable of using the same move twice in a row. |
Toxic | Poison | Other | — | 90% | 10 | A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
Trick Room | Psychic | Other | — | —% | 5 | The user creates a bizarre area in which slower Pokémon get to move first for five turns. |
Twilight Terrain | Ghost | Other | — | —% | 10 | The user summons spirits from the ground under everyone’s feet for five turns. Pokémon on the ground are damaged by the spirits. |
Void Burst | Psychic | Special | 80 | 100% | 10 | The user disappears into a void of psychic energy, then releases it on the second turn to damage the opposing Pokémon. |
Will-O-Wisp | Fire | Other | — | 85% | 15 | The user shoots a sinister, bluish-white flame at the target to inflict a burn. |
Tutor Moves
Move | Type | Class | Power | Acc | PP | Summary |
---|---|---|---|---|---|---|
After You | Normal | Other | — | —% | 15 | The user helps the target and makes it use its move right after the user. |
Captivate | Normal | Other | — | 100% | 20 | If any opposing Pokémon is the opposite gender of the user, it is charmed, which harshly lowers its Sp. Atk stat. |
Drain Punch | Fighting | Physical | 75 | 100% | 10 | An energy-draining punch. The user’s HP is restored by half the damage taken by the target. |
Endure | Normal | Other | — | —% | 10 | The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. |
Fire Punch | Fire | Physical | 75 | 100% | 15 | The target is punched with a fiery fist. This may also leave the target with a burn. |
Focus Punch | Fighting | Physical | 150 | 100% | 20 | The user focuses its mind before launching a punch. This move fails if the user is hit before it is used. |
Helping Hand | Normal | Other | — | —% | 20 | The user assists an ally by boosting the power of that ally’s attack. |
Ice Punch | Ice | Physical | 75 | 100% | 15 | The target is punched with an icy fist. This may also leave the target frozen. |
Icy Wind | Ice | Special | 55 | 95% | 15 | The user attacks with a gust of chilled air. This also lowers the opposing Pokémon’s Speed stats. |
Knock Off | Dark | Physical | 65 | 100% | 25 | The user slaps down the target’s held item, and that item can’t be used in that battle. The move does more damage if the target has a held item. |
Low Kick | Fighting | Physical | * | 100% | 20 | A powerful low kick that makes the target fall over. The heavier the target, the greater the move’s power. |
Natural Gift | Normal | Physical | * | 100% | 15 | The user draws power to attack by using its held Berry. The Berry determines the move’s type and power. |
Ominous Wind | Ghost | Special | 60 | 100% | 5 | The user blasts the target with a gust of repulsive wind. This may also raise all the user’s stats at once. |
Pain Split | Normal | Other | — | —% | 20 | The user adds its HP to the target’s HP, then equally shares the combined HP with the target. |
Recycle | Normal | Other | — | —% | 10 | The user recycles a held item that has been used in battle so it can be used again. |
Role Play | Psychic | Other | — | —% | 10 | The user mimics the target completely, copying the target’s natural Ability. |
Secret Power | Normal | Physical | 70 | 100% | 20 | The user attacks the target with a secret power. Its additional effects vary depending on the user’s environment. |
Shock Wave | Electric | Special | 60 | —% | 20 | The user strikes the target with a quick jolt of electricity. This attack never misses. |
Signal Beam | Bug | Special | 75 | 100% | 15 | The user attacks with a sinister beam of light. This may also confuse the target. |
Snatch | Dark | Other | — | —% | 10 | The user steals the effects of any attempts to use a healing or stat-changing move. |
Snore | Normal | Special | 50 | 100% | 15 | An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch. |
Spite | Ghost | Other | — | 100% | 10 | The user unleashes its grudge on the move last used by the target by cutting 4 PP from it. |
Sucker Punch | Dark | Physical | 80 | 100% | 5 | This move enables the user to attack first. This move fails if the target is not readying an attack. |
Swift | Normal | Special | 60 | —% | 20 | Star-shaped rays are shot at the opposing Pokémon. This attack never misses. |
Telekinesis | Psychic | Other | — | —% | 15 | The user makes the target float with its psychic power. The target is easier to hit for three turns. |
Thunder Punch | Electric | Physical | 75 | 100% | 15 | The target is punched with an electrified fist. This may also leave the target with paralysis. |
Trick | Psychic | Other | — | 100% | 10 | The user catches the target off guard and swaps its held item with its own. |
Egg Moves
Move | Type | Class | Power | Acc | PP | Summary |
---|---|---|---|---|---|---|
Confuse Ray | Ghost | Other | — | 100% | 10 | The target is exposed to a sinister ray that triggers confusion. |
Feint Attack | Dark | Physical | 60 | —% | 20 | The user approaches the target disarmingly, then throws a sucker punch. This attack never misses. |
Fake Out | Normal | Physical | 40 | 100% | 10 | An attack that hits first and makes the target flinch. It only works the first turn the user is in battle. |
Follow Me | Normal | Other | — | —% | 20 | The user draws attention to itself, making all targets take aim only at the user. |
Hex | Ghost | Special | 65 | 100% | 10 | This relentless attack does massive damage to a target affected by status conditions. |
Imprison | Psychic | Other | — | —% | 10 | If opposing Pokémon know any move also known by the user, they are prevented from using it. |
Night Shade | Ghost | Special | * | 100% | 15 | The user makes the target see a frightening mirage. It inflicts damage equal to the user’s level. |
Phantom Force | Ghost | Physical | 90 | 100% | 10 | The user vanishes somewhere, then strikes the target on the next turn. This move hits even if the target protects itself. |
Other Moves
Move | Type | Class | Power | Acc | PP | Summary | Learned |
---|---|---|---|---|---|---|---|
Astonish | Ghost | Physical | 30 | 100% | 15 | The user attacks the target while shouting in a startling fashion. This may also make the target flinch. | as Galorindle (level 4) |
Double Slap | Normal | Physical | 15 | 85% | 10 | The target is slapped repeatedly, back and forth, two to five times in a row. | as Galorindle (level 1) |
Wake-Up Slap | Fighting | Physical | 70 | 100% | 10 | This attack inflicts big damage on a sleeping target. This also wakes the target up, however. | as Galorindle (level 36) |