#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
- Sun / Moon
- Ultra Sun / Ultra Moon
- Sword / Shield