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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

What Celesteela learns in Sword / Shield. Move power, accuracy and typing are shown as they work in that game — amber numbers differ from current games.

Level16

  • 1AbsorbgrassSpecial20 BP100% acc25 PPDrains half the damage inflicted to heal the user.
  • 1TacklenormalPhysical40 BP100% acc35 PPInflicts regular damage with no additional effect.
  • 5HardennormalStatus30 PPRaises the user’s Defense by one stage.
  • 10Wide GuardrockStatus10 PPPrevents any multi-target moves from hitting friendly Pokémon this turn.
  • 15Mega DraingrassSpecial40 BP100% acc15 PPDrains half the damage inflicted to heal the user.
  • 20Smack DownrockPhysical50 BP100% acc15 PPRemoves any immunity to Ground damage.
  • 25IngraingrassStatus20 PPPrevents the user from leaving battle. User regains 1/16 of its max HP every turn.
  • 30AutotomizesteelStatus15 PPRaises the user’s Speed by two stages and halves the user’s weight.
  • 35Giga DraingrassSpecial75 BP100% acc10 PPDrains half the damage inflicted to heal the user.
  • 40Flash CannonsteelSpecial80 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • 45Metal SoundsteelStatus85% acc40 PPLowers the target’s Special Defense by two stages.
  • 50Iron DefensesteelStatus15 PPRaises the user’s Defense by two stages.
  • 55Leech SeedgrassStatus90% acc10 PPSeeds the target, stealing HP from it every turn.
  • 60Heavy SlamsteelPhysical100% acc10 PPPower is higher when the user weighs more than the target, up to a maximum of 120.
  • 65Double EdgenormalPhysical120 BP100% acc15 PPUser receives 1/3 the damage inflicted in recoil.
  • 70Skull BashnormalPhysical130 BP100% acc10 PPRaises the user’s Defense by one stage. User charges for one turn before attacking.

TM/HM37

  • AcrobaticsflyingPhysical55 BP100% acc15 PPHas double power if the user has no held item.
  • Air SlashflyingSpecial75 BP95% acc15 PPHas a chance to make the target flinch.
  • Body SlamnormalPhysical85 BP100% acc15 PPHas a chance to paralyze the target.
  • 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.
  • EarthquakegroundPhysical100 BP100% acc10 PPInflicts regular damage and can hit Dig users.
  • EndurenormalStatus10 PPPrevents the user’s HP from lowering below 1 this turn.
  • Energy BallgrassSpecial90 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
  • Fire BlastfireSpecial110 BP85% acc5 PPHas a chance to burn the target.
  • 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.
  • Giga DraingrassSpecial75 BP100% acc10 PPDrains half the damage inflicted to heal the user.
  • 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.
  • Heavy SlamsteelPhysical100% acc10 PPPower is higher when the user weighs more than the target, up to a maximum of 120.
  • Hyper BeamnormalSpecial150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Iron DefensesteelStatus15 PPRaises the user’s Defense by two stages.
  • Iron HeadsteelPhysical80 BP100% acc15 PPHas a chance to make the target flinch.
  • MegahornbugPhysical120 BP85% acc10 PPInflicts regular damage with no additional effect.
  • ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
  • 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.
  • Seed BombgrassPhysical80 BP100% acc15 PPInflicts regular damage with no additional effect.
  • Self DestructnormalPhysical200 BP100% acc5 PPUser faints.
  • Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
  • Smart StrikesteelPhysical70 BP10 PPNever misses.
  • SnorenormalSpecial50 BP100% acc15 PPHas a chance to make the target flinch. Only works if the user is sleeping.
  • Solar BeamgrassSpecial120 BP100% acc10 PPRequires a turn to charge before attacking.
  • Stomping TantrumgroundPhysical75 BP100% acc10 PPHas double power if the user’s last move failed.
  • 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.
  • 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.

Tutor3

  • Meteor BeamrockSpecial120 BP90% acc10 PPInflicts regular damage with no additional effect.
  • Steel BeamsteelSpecial140 BP95% acc5 PPInflicts damage, and the user takes damage equal to half of its max HP, rounded up.
  • Steel RollersteelPhysical130 BP100% acc5 PPEnds the effect of Electric, Grassy, Misty, or Psychic Terrains. Fails if no Terrain is active.

Appears in — 3 games

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