Last updated: 2026-07-27

Related Pokemon
The Pokémon’s Normal-type moves become Ice-type moves and their power is boosted by 20%.
Season: M-4 (2026-07-27)
Moves
Item
Ability
Nature
AP Spreads
Explosion Attacker
Refrigerate-boosted Normal moves become Ice.
Mega Glalie
| HP | 157 | 2 | |
|---|---|---|---|
| Atk | 172 | 32 | |
| Def | 100 | - | |
| SpA↓ | 126 | - | |
| SpD | 100 | - | |
| Spe↑ | 167 | 32 |
Atk/Spe EVs; Refrigerate turns Normal moves to Ice — Mega Glalie build. Body Slam pressures, and Explosion in right situations reliably chips opponent while self-KOs to pass to teammates — viable.
Facade strengthens vs. status
Body Slam → Facade keeps power even when burned.Power is low without status — choose by preference.
Base 100 Speed Ice pressure + Earthquake coverage to break team as main role. Even in unfavorable matchups, boosted Explosion forcefully chips opponentsto fulfill attacker role. Also processes priority-missed opponents.
Weak to faster attackers
This Mega Glalie has minimal bulk EVs, so faster weakness-hitters are unfavorable. Pure Ice has many weaknesses, so switch out instead of forcing.
Example Threats
Moody Protect Sub
Protect + Substitute stall while Moody boosts stats.
Glalie
| HP | 177 | 22 | |
|---|---|---|---|
| Atk | 100 | - | |
| Def | 100 | - | |
| SpA | 112 | 12 | |
| SpD↓ | 90 | - | |
| Spe↑ | 145 | 32 |
Invests EVs centered on HP and Speed, Mixed attacker build that buys turns with Protect and Substitute and raises stats via its Ability Glalie build. It compensates for HP attrition with Leftovers and is built to unilaterally dominate the field with boosted stats.
Boosts consistency with moves that crit reliably
Besides the Ice move Freeze-Dry, which is super-effective even against Water-types, Frost Breath — which always lands a critical — is also recommended.Critical hits ignore one's own stat drops, so it provides stable damage even when Moody (Ability) has dropped its Sp. Atk.
Brings out in a favorable matchup or after a faint, Its main role is to safely raise stats while keeping Substitute up. Although luck is involved, once stats are fully boosted, it plays the role of forcibly breaking through many opponents by switching between wide-coverage special and physical moves.
Moves that pierce Substitute and Pokémon with the Unaware Ability
Pokémon with sound moves or the Ability Infiltrator Pokémon can pierce Substitute, so be careful. Additionally, the ability Unaware Pokémon ignore opponents' stat changes, so it's hard for Glalie, whose base stats aren't that high, to break through.
Examples of unfavorable matchups
Type
Category
Target
Properties
54 / 54
| Move | Type | Category | Power | Acc. | PP | Properties | Target | Effect |
|---|---|---|---|---|---|---|---|---|
| Explosion | Normal | Phys | 250 | 100 | 8 | Explosion | All | The user faints upon using this move. |
| Self-Destruct | Normal | Phys | 200 | 100 | 8 | Explosion | All | The user faints upon using this move. |
| Giga Impact | Normal | Phys | 150 | 90 | 8 | Contact | 1 Foe | The user gains the Recharging status on the turn after this move is used. |
| Body Slam | Normal | Phys | 85 | 100 | 16 | Contact | 1 Foe | Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. |
| Facade | Normal | Phys | 70 | 100 | 20 | Contact | 1 Foe | This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned. |
| Hyper Beam | Normal | Spec | 150 | 90 | 8 | 1 Foe | The user gains the Recharging status on the turn after this move is used. | |
| Round | Normal | Spec | 60 | 100 | 16 | Sound | 1 Foe | If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled. |
| Weather Ball | Normal | Spec | 50 | 100 | 12 | Ball | 1 Foe | When a weather condition is present, this move’s power is doubled and its type changes. Harsh sunlight: Fire type. Rain: Water type. Snow: Ice type. Sandstorm: Rock type. |
| Snore | Normal | Spec | 50 | 100 | 16 | Sound | 1 Foe | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. |
| Block | Normal | Stat | - | - | 8 | 1 Foe | Gives the target the Can’t Escape status. | |
| Helping Hand | Normal | Stat | - | - | 20 | Ally | Boosts the power of an ally’s move by 50% during the turn this move is used. | |
| Sleep Talk | Normal | Stat | - | - | 12 | Self | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | |
| Endure | Normal | Stat | - | - | 12 | Self | During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Scary Face | Normal | Stat | - | 100 | 12 | 1 Foe | Lowers the target’s Speed stat by 2 stages. | |
| Protect | Normal | Stat | - | - | 8 | Self | The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Substitute | Normal | Stat | - | - | 12 | Self | The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP. | |
| Double Team | Normal | Stat | - | - | 16 | Self | Boosts the user’s evasiveness by 1 stage. | |
| Disable | Normal | Stat | - | 100 | 20 | 1 Foe | Gives the target the Move Disabled status for 4 turns. | |
| Trailblaze | Grass | Phys | 50 | 100 | 20 | Contact | 1 Foe | Boosts the user’s Speed stat by 1 stage. |
| Water Pulse | Water | Spec | 60 | 100 | 20 | Pulse | 1 Foe | Has a 20% chance of confusing the target. |
| Chilling Water | Water | Spec | 50 | 100 | 20 | 1 Foe | Lowers the target’s Attack stat by 1 stage. | |
| Rain Dance | Water | Stat | - | - | 8 | Whole Field | Summons rain for 5 turns. | |
| Earthquake | Ground | Phys | 100 | 100 | 12 | All | This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved. | |
| Bulldoze | Ground | Phys | 60 | 100 | 20 | All | Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved. | |
| Spikes | Ground | Stat | - | - | 20 | Foe's Side | Gives the opponent’s side the Spikes status. | |
| Icicle Crash | Ice | Phys | 85 | 90 | 12 | 1 Foe | Has a 30% chance of making the target flinch. | |
| Ice Spinner | Ice | Phys | 80 | 100 | 16 | Contact | 1 Foe | Removes any terrain. |
| Ice Fang | Ice | Phys | 65 | 95 | 16 | ContactBite | 1 Foe | Has a 10% chance of freezing the target and a 10% chance of making the target flinch. |
| Avalanche | Ice | Phys | 60 | 100 | 12 | Contact | 1 Foe | This move’s power is doubled if the target has already dealt damage to the user with a move in the same turn. |
| Ice Shard | Ice | Phys | 40 | 100 | 20 | 1 Foe | Always strikes first. (Priority +1) | |
| Icicle Spear | Ice | Phys | 25 | 100 | 20 | 1 Foe | The user attacks 2 to 5 times in a row. | |
| Blizzard | Ice | Spec | 110 | 70 | 8 | Wind | All Foes | Has a 10% chance of freezing targets. This move never misses in snow. |
| Ice Beam | Ice | Spec | 90 | 100 | 12 | 1 Foe | Has a 10% chance of freezing the target. | |
| Freeze-Dry | Ice | Spec | 70 | 100 | 20 | 1 Foe | This move is also super effective against Water-type Pokémon. | |
| Frost Breath | Ice | Spec | 60 | 90 | 12 | 1 Foe | Always a critical hit. | |
| Icy Wind | Ice | Spec | 55 | 95 | 16 | Wind | All Foes | Lowers targets’ Speed stats by 1 stage. |
| Sheer Cold | Ice | Spec | - | 30 | 8 | 1 Foe | Knocks out the target. This move does not affect Ice types. The accuracy of this move is fixed at 30%. If used by Pokémon other than Ice types, the accuracy of this move is 20%. | |
| Snowscape | Ice | Stat | - | - | 8 | Whole Field | Summons snow for 5 turns. | |
| Rest | Psychic | Stat | - | - | 8 | Self | Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full. | |
| Light Screen | Psychic | Stat | - | - | 20 | All Allies | Gives the user’s side the Light Screen status for 5 turns. | |
| Shadow Ball | Ghost | Spec | 80 | 100 | 16 | Ball | 1 Foe | Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage. |
| Hex | Ghost | Spec | 65 | 100 | 12 | 1 Foe | This move’s power is doubled if the target has a status condition. | |
| Spite | Ghost | Stat | - | 100 | 12 | 1 Foe | Removes 4 PP from the move last used by the target. | |
| Foul Play | Dark | Phys | 95 | 100 | 16 | Contact | 1 Foe | The damage dealt by this move is calculated using the target’s Attack stat instead of the user’s Attack stat. |
| Crunch | Dark | Phys | 80 | 100 | 16 | ContactBite | 1 Foe | Has a 20% chance of lowering the target’s Defense stat by 1 stage. |
| Bite | Dark | Phys | 60 | 100 | 20 | ContactBite | 1 Foe | Has a 30% chance of making the target flinch. |
| Payback | Dark | Phys | 50 | 100 | 12 | Contact | 1 Foe | This move’s power is doubled if the user attacks after the target. |
| Dark Pulse | Dark | Spec | 80 | 100 | 16 | Pulse | 1 Foe | Has a 20% chance of making the target flinch. |
| Switcheroo | Dark | Stat | - | 100 | 12 | 1 Foe | The user and the target swap their held items. | |
| Fake Tears | Dark | Stat | - | 100 | 20 | 1 Foe | Lowers the target’s Sp. Def stat by 2 stages. | |
| Taunt | Dark | Stat | - | 100 | 20 | 1 Foe | Gives the target the Taunted status. | |
| Steel Roller | Steel | Phys | 130 | 100 | 8 | Contact | 1 Foe | Removes any terrain. This move fails if there is no terrain on the field. |
| Iron Head | Steel | Phys | 80 | 100 | 16 | Contact | 1 Foe | Has a 20% chance of making the target flinch. |
| Gyro Ball | Steel | Phys | - | 100 | 8 | ContactBall | 1 Foe | The lower the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 1 and 150). |