#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 Moon — Celesteela doesn't appear in Let's Go Pikachu / Eevee.
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
- Sun / Moon
- Ultra Sun / Ultra Moon
- Sword / Shield