About
Although it’s alien to this world and a danger here, it’s apparently a common organism in the world where it normally lives.
- Abilities
-
Raises this Pokémon's highest stat by one stage when it faints another Pokémon.
- Height
- 9.2 m 30′02″
- Weight
- 999.9 kg 2204.4 lb
- Gender
Genderless
Base stats
| Stat | Base | Distribution | Range at level 100 |
|---|---|---|---|
| HP | 97 | 304–398 | |
| Attack | 101 | 186–331 | |
| Defense | 103 | 189–335 | |
| Sp. Atk | 107 | 197–344 | |
| Sp. Def | 101 | 186–331 | |
| Speed | 61 | 114–243 | |
| Total | 570 | ||
Ranges assume 0 IVs, 0 EVs and a hindering nature at the low end, and 31 IVs, 252 EVs and a helpful nature at the high end.
Type matchups
Multipliers use the current type chart. Abilities that change damage taken can be applied.
Taking hits
- Weak 2×
- FireElectric
- Resists ½×
- NormalFlyingPsychicDragonSteelFairy
- Resists ¼×
- GrassBug
- Immune
- PoisonGround
Same-type attacks
- Super effective 2×
- GrassIceFightingBugRockFairy
- Not very effective ½×
- ElectricSteel
Evolution
Celesteela does not evolve.
Moves
Moves this Pokémon can learn in the selected game. STAB marks attacks that share its type.
| Lv. | Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|---|
| 1 | Drains half the damage inflicted to heal the user. | Grass | Special | 20 | 100% | 25 |
| 1 | Inflicts regular damage with no additional effect. | Normal | Physical | 40 | 100% | 35 |
| 5 | Raises the user’s Defense by one stage. | Normal | Status | — | — | 30 |
| 10 | Prevents any multi-target moves from hitting friendly Pokémon this turn. | Rock | Status | — | — | 10 |
| 15 | Drains half the damage inflicted to heal the user. | Grass | Special | 40 | 100% | 15 |
| 20 | Removes any immunity to Ground damage. | Rock | Physical | 50 | 100% | 15 |
| 25 | Prevents the user from leaving battle. User regains 1/16 of its max HP every turn. | Grass | Status | — | — | 20 |
| 30 | Raises the user’s Speed by two stages and halves the user’s weight. | Steel | Status | — | — | 15 |
| 35 | Drains half the damage inflicted to heal the user. | Grass | Special | 75 | 100% | 10 |
| 40 | Flash Cannon STAB Has a chance to lower the target’s Special Defense by one stage. | Steel | Special | 80 | 100% | 10 |
| 45 | Lowers the target’s Special Defense by two stages. | Steel | Status | — | 85% | 40 |
| 50 | Raises the user’s Defense by two stages. | Steel | Status | — | — | 15 |
| 55 | Seeds the target, stealing HP from it every turn. | Grass | Status | — | 90% | 10 |
| 60 | Heavy Slam STAB Power is higher when the user weighs more than the target, up to a maximum of 120. | Steel | Physical | — | 100% | 10 |
| 65 | User receives 1/3 the damage inflicted in recoil. | Normal | Physical | 120 | 100% | 15 |
| 70 | Raises the user’s Defense by one stage. User charges for one turn before attacking. | Normal | Physical | 130 | 100% | 10 |
| Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|
Acrobatics STAB Has double power if the user has no held item. | Flying | Physical | 55 | 100% | 15 |
Air Slash STAB Has a chance to make the target flinch. | Flying | Special | 75 | 95% | 15 |
| Has a chance to paralyze the target. | Normal | Physical | 85 | 100% | 15 |
| Inflicts regular damage with no additional effect. | Dark | Physical | 60 | 100% | 20 |
| Has a chance to lower the target’s Speed by one stage. | Ground | Physical | 60 | 100% | 20 |
| Inflicts regular damage and can hit Dig users. | Ground | Physical | 100 | 100% | 10 |
| Prevents the user’s HP from lowering below 1 this turn. | Normal | Status | — | — | 10 |
| Has a chance to lower the target’s Special Defense by one stage. | Grass | Special | 90 | 100% | 10 |
| Power doubles if user is burned, paralyzed, or poisoned. | Normal | Physical | 70 | 100% | 20 |
| Has a chance to burn the target. | Fire | Special | 110 | 85% | 5 |
| Has a chance to burn the target. | Fire | Special | 90 | 100% | 15 |
Flash Cannon STAB Has a chance to lower the target’s Special Defense by one stage. | Steel | Special | 80 | 100% | 10 |
Fly STAB User flies high into the air, dodging all attacks, and hits next turn. | Flying | Physical | 90 | 95% | 15 |
| Drains half the damage inflicted to heal the user. | Grass | Special | 75 | 100% | 10 |
| User foregoes its next turn to recharge. | Normal | Physical | 150 | 90% | 5 |
| Inflicts more damage to heavier targets, with a maximum of 120 power. | Grass | Special | — | 100% | 20 |
Gyro Ball STAB Power raises when the user has lower Speed, up to a maximum of 150. | Steel | Physical | — | 100% | 5 |
Heavy Slam STAB Power is higher when the user weighs more than the target, up to a maximum of 120. | Steel | Physical | — | 100% | 10 |
| User foregoes its next turn to recharge. | Normal | Special | 150 | 90% | 5 |
| Raises the user’s Defense by two stages. | Steel | Status | — | — | 15 |
Iron Head STAB Has a chance to make the target flinch. | Steel | Physical | 80 | 100% | 15 |
| Inflicts regular damage with no additional effect. | Bug | Physical | 120 | 85% | 10 |
| Prevents any moves from hitting the user this turn. | Normal | Status | — | — | 10 |
| User sleeps for two turns, completely healing itself. | Psychic | Status | — | — | 5 |
| Has a chance to make the target flinch. | Rock | Physical | 75 | 90% | 10 |
| Has double power if it’s used more than once per turn. | Normal | Special | 60 | 100% | 15 |
| Inflicts regular damage with no additional effect. | Grass | Physical | 80 | 100% | 15 |
| User faints. | Normal | Physical | 200 | 100% | 5 |
| Randomly uses one of the user’s other three moves. Only works if the user is sleeping. | Normal | Status | — | — | 10 |
Smart Strike STAB Never misses. | Steel | Physical | 70 | — | 10 |
| Has a chance to make the target flinch. Only works if the user is sleeping. | Normal | Special | 50 | 100% | 15 |
| Requires a turn to charge before attacking. | Grass | Special | 120 | 100% | 10 |
| Has double power if the user’s last move failed. | Ground | Physical | 75 | 100% | 10 |
| Has an increased chance for a critical hit. | Rock | Physical | 100 | 80% | 5 |
| Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks. | Normal | Status | — | — | 10 |
| Lowers the user’s Attack and Defense by one stage after inflicting damage. | Fighting | Physical | 120 | 100% | 5 |
| Has a chance to make the target flinch. | Psychic | Physical | 80 | 90% | 15 |
| Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|
| Requires a turn to charge before attacking. Raises the users Special Attack by 1 stage after the first turn. | Rock | Special | 120 | 90% | 10 |
Steel Beam STAB Inflicts damage, and the user takes damage equal to half of its max HP, rounded up. | Steel | Special | 140 | 95% | 5 |
Steel Roller STAB Ends the effect of Electric, Grassy, Misty, or Psychic Terrains. Fails if no Terrain is active. | Steel | Physical | 130 | 100% | 5 |
Training and breeding
Training
- EV yield
- 1 Attack, 1 Defense, 1 Sp. Atk
- Catch rate
- 45
- Base friendship
- 0
- Base experience
- 257
- Growth rate
- Slow
Breeding
- Egg groups
- No Eggs
- Egg cycles
- 120 (about 30,840 steps)