Skip to content

Pokédex

Sign in
Celesteela sprite

#0797

Celesteela

steelflying9.2 m · 999.9 kg

Base stats 570 total

HP
97
Atk
101
Def
103
SpA
107
SpD
101
Spe
61

Abilities

  • Beast Boost

Learnset

Showing Ultra Sun / Ultra MoonCelesteela doesn't appear in Blaze Black / Volt White.

Level19

  • 1AbsorbgrassSpecial20 BP100% acc25 PPDrains half the damage inflicted to heal the user.
  • 1Air SlashflyingSpecial75 BP95% acc15 PPHas a chance to make the target flinch.
  • 1HardennormalStatus30 PPRaises the user’s Defense by one stage.
  • 1IngraingrassStatus20 PPPrevents the user from leaving battle. User regains 1/16 of its max HP every turn.
  • 1TacklenormalPhysical40 BP100% acc35 PPInflicts regular damage with no additional effect.
  • 1Wide GuardrockStatus10 PPPrevents any multi-target moves from hitting friendly Pokémon this turn.
  • 7Smack DownrockPhysical50 BP100% acc15 PPRemoves any immunity to Ground damage.
  • 13Mega DraingrassSpecial40 BP100% acc15 PPDrains half the damage inflicted to heal the user.
  • 19Leech SeedgrassStatus90% acc10 PPSeeds the target, stealing HP from it every turn.
  • 23Metal SoundsteelStatus85% acc40 PPLowers the target’s Special Defense by two stages.
  • 29Iron HeadsteelPhysical80 BP100% acc15 PPHas a chance to make the target flinch.
  • 31Giga DraingrassSpecial75 BP100% acc10 PPDrains half the damage inflicted to heal the user.
  • 37Flash CannonsteelSpecial80 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • 43AutotomizesteelStatus15 PPRaises the user’s Speed by two stages and halves the user’s weight.
  • 47Seed BombgrassPhysical80 BP100% acc15 PPInflicts regular damage with no additional effect.
  • 53Skull BashnormalPhysical130 BP100% acc10 PPRaises the user’s Defense by one stage. User charges for one turn before attacking.
  • 59Iron DefensesteelStatus15 PPRaises the user’s Defense by two stages.
  • 67Heavy SlamsteelPhysical100% acc10 PPPower is higher when the user weighs more than the target, up to a maximum of 120.
  • 73Double EdgenormalPhysical120 BP100% acc15 PPUser receives 1/3 the damage inflicted in recoil.

TM/HM33

  • AcrobaticsflyingPhysical55 BP100% acc15 PPHas double power if the user has no held item.
  • Brutal SwingdarkPhysical60 BP100% acc20 PPInflicts regular damage with no additional effect.
  • BulldozegroundPhysical60 BP100% acc20 PPHas a chance to lower the target’s Speed by one stage.
  • ConfidenormalStatus20 PPLowers the target’s Special Attack by one stage.
  • Double TeamnormalStatus15 PPRaises the user’s evasion by one stage.
  • EarthquakegroundPhysical100 BP100% acc10 PPInflicts regular damage and can hit Dig users.
  • Energy BallgrassSpecial90 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • ExplosionnormalPhysical250 BP100% acc5 PPUser faints.
  • FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
  • Fire BlastfireSpecial110 BP85% acc5 PPHas a chance to burn the target.
  • Flame ChargefirePhysical50 BP100% acc20 PPInflicts regular damage. Raises the user’s Speed by one stage.
  • FlamethrowerfireSpecial90 BP100% acc15 PPHas a chance to burn the target.
  • Flash CannonsteelSpecial80 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • FlyflyingPhysical90 BP95% acc15 PPUser flies high into the air, dodging all attacks, and hits next turn.
  • FrustrationnormalPhysical100% acc20 PPPower increases as happiness decreases, up to a maximum of 102.
  • Giga ImpactnormalPhysical150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Grass KnotgrassSpecial100% acc20 PPInflicts more damage to heavier targets, with a maximum of 120 power.
  • Gyro BallsteelPhysical100% acc5 PPPower raises when the user has lower Speed, up to a maximum of 150.
  • Hidden PowernormalSpecial60 BP100% acc15 PPPower and type depend upon user’s IVs. Power can range from 30 to 70.
  • Hyper BeamnormalSpecial150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
  • ReturnnormalPhysical100% acc20 PPPower increases with happiness, up to a maximum of 102.
  • Rock SliderockPhysical75 BP90% acc10 PPHas a chance to make the target flinch.
  • RoundnormalSpecial60 BP100% acc15 PPHas double power if it’s used more than once per turn.
  • Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
  • Smack DownrockPhysical50 BP100% acc15 PPRemoves any immunity to Ground damage.
  • Smart StrikesteelPhysical70 BP10 PPNever misses.
  • Solar BeamgrassSpecial120 BP100% acc10 PPRequires a turn to charge before attacking.
  • Stone EdgerockPhysical100 BP80% acc5 PPHas an increased chance for a critical hit.
  • SubstitutenormalStatus10 PPTransfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
  • SwaggernormalStatus85% acc15 PPRaises the target’s Attack by two stages and confuses the target.
  • ToxicpoisonStatus90% acc10 PPBadly poisons the target, inflicting more damage every turn.

Tutor12

  • BlocknormalStatus5 PPPrevents the target from leaving battle.
  • Giga DraingrassSpecial75 BP100% acc10 PPDrains half the damage inflicted to heal the user.
  • GravitypsychicStatus5 PPDisables moves and immunities that involve flying or levitating for five turns.
  • Iron DefensesteelStatus15 PPRaises the user’s Defense by two stages.
  • Iron HeadsteelPhysical80 BP100% acc15 PPHas a chance to make the target flinch.
  • Magnet RiseelectricStatus10 PPUser is immune to Ground moves and effects for five turns.
  • Seed BombgrassPhysical80 BP100% acc15 PPInflicts regular damage with no additional effect.
  • Shock WaveelectricSpecial60 BP20 PPNever misses.
  • SnorenormalSpecial50 BP100% acc15 PPHas a chance to make the target flinch. Only works if the user is sleeping.
  • Stomping TantrumgroundPhysical75 BP100% acc10 PPHas double power if the user’s last move failed.
  • SuperpowerfightingPhysical120 BP100% acc5 PPLowers the user’s Attack and Defense by one stage after inflicting damage.
  • Zen HeadbuttpsychicPhysical80 BP90% acc15 PPHas a chance to make the target flinch.

Appears in 3 games

Click a game to see the learnset as it works there; click again to go back to the latest.