Pokémechanics
Ultra Sun & Ultra Moon

#797Celesteela

Celesteela as it appears in Ultra Sun & Ultra MoonShiny Celesteela as it appears in Ultra Sun & Ultra Moon
Species
Launch Pokémon
Type
Catch rate
45
Growth
Slow
Height
9.2 m
Weight
999.9 kg
Gender
Genderless
Egg cycles
120
Base friendship
0

Celesteela

Ultra Sun
One of the dangerous UBs, high energy readings can be detected coming from both of its huge arms.
Ultra Moon
Although it’s alien to this world and a danger here, it’s apparently a common organism in the world where it normally lives.

Base stats

EVs: +1 Attack, +1 Defense, +1 Sp. Atk

HP97
Attack101
Defense103
Sp. Atk107
Sp. Def101
Speed61
Total570

Abilities

Beast Boost
Raises this Pokémon's highest stat by one stage when it faints another Pokémon.

Locations

Ultra Sun
Trade from Ultra Moon
Ultra Moon
Static
Ultra SpaceLv 60100%

Damage taken

  • x0.5
  • x1
  • x0.5
  • x0
  • x0
  • x1
  • x0.25
  • x1
  • x0.5
  • x2
  • x1
  • x0.25
  • x2
  • x0.5
  • x1
  • x0.5
  • x1
  • x0.5
Level Up
LevelAttack NameTypeClassPowerAccuracyPPEffect %
1Absorb
Special
20
100
25
--
Drains half the damage inflicted to heal the user.
1Air Slash
Special
75
95
15
30
Has a chance to make the target flinch.
1Harden
Status
--
--
30
--
Raises the user’s Defense by one stage.
1Ingrain
Status
--
--
20
--
Prevents the user from leaving battle. User regains 1/16 of its max HP every turn.
1Tackle
Physical
40
100
35
--
Inflicts regular damage with no additional effect.
1Wide Guard
Status
--
--
10
--
Prevents any multi-target moves from hitting friendly Pokémon this turn.
7Smack Down
Physical
50
100
15
100
Removes any immunity to Ground damage.
13Mega Drain
Special
40
100
15
--
Drains half the damage inflicted to heal the user.
19Leech Seed
Status
--
90
10
--
Seeds the target, stealing HP from it every turn.
23Metal Sound
Status
--
85
40
--
Lowers the target’s Special Defense by two stages.
29Iron Head
Physical
80
100
15
30
Has a chance to make the target flinch.
31Giga Drain
Special
75
100
10
--
Drains half the damage inflicted to heal the user.
37Flash Cannon
Special
80
100
10
10
Has a chance to lower the target’s Special Defense by one stage.
43Autotomize
Status
--
--
15
--
Raises the user’s Speed by two stages and halves the user’s weight.
47Seed Bomb
Physical
80
100
15
--
Inflicts regular damage with no additional effect.
53Skull Bash
Physical
130
100
10
100
Raises the user’s Defense by one stage. User charges for one turn before attacking.
59Iron Defense
Status
--
--
15
--
Raises the user’s Defense by two stages.
67Heavy Slam
Physical
--
100
10
--
Power is higher when the user weighs more than the target, up to a maximum of 120.
73Double-Edge
Physical
120
100
15
--
User receives 1/3 the damage inflicted in recoil.
TM/HM
MachineAttack NameTypeClassPowerAccuracyPPEffect %
TM06Toxic
Status
--
90
10
--
Badly poisons the target, inflicting more damage every turn.
TM10Hidden Power
Special
60
100
15
--
Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM100Confide
Status
--
--
20
100
Lowers the target’s Special Attack by one stage.
TM15Hyper Beam
Special
150
90
5
--
User foregoes its next turn to recharge.
TM17Protect
Status
--
--
10
--
Prevents any moves from hitting the user this turn.
TM21Frustration
Physical
--
100
20
--
Power increases as happiness decreases, up to a maximum of 102.
TM22Solar Beam
Special
120
100
10
--
Requires a turn to charge before attacking.
TM23Smack Down
Physical
50
100
15
100
Removes any immunity to Ground damage.
TM26Earthquake
Physical
100
100
10
--
Inflicts regular damage and can hit Dig users.
TM27Return
Physical
--
100
20
--
Power increases with happiness, up to a maximum of 102.
TM32Double Team
Status
--
--
15
--
Raises the user’s evasion by one stage.
TM35Flamethrower
Special
90
100
15
10
Has a chance to burn the target.
TM38Fire Blast
Special
110
85
5
10
Has a chance to burn the target.
TM42Facade
Physical
70
100
20
--
Power doubles if user is burned, paralyzed, or poisoned.
TM43Flame Charge
Physical
50
100
20
100
Inflicts regular damage. Raises the user’s Speed by one stage.
TM44Rest
Status
--
--
5
--
User sleeps for two turns, completely healing itself.
TM48Round
Special
60
100
15
--
Has double power if it’s used more than once per turn.
TM53Energy Ball
Special
90
100
10
10
Has a chance to lower the target’s Special Defense by one stage.
TM59Brutal Swing
Physical
60
100
20
--
Inflicts regular damage with no additional effect.
TM62Acrobatics
Physical
55
100
15
--
Has double power if the user has no held item.
TM64Explosion
Physical
250
100
5
--
User faints.
TM67Smart Strike
Physical
70
--
10
--
Never misses.
TM68Giga Impact
Physical
150
90
5
--
User foregoes its next turn to recharge.
TM71Stone Edge
Physical
100
80
5
--
Has an increased chance for a critical hit.
TM74Gyro Ball
Physical
--
100
5
--
Power raises when the user has lower Speed, up to a maximum of 150.
TM76Fly
Physical
90
95
15
--
User flies high into the air, dodging all attacks, and hits next turn.
TM78Bulldoze
Physical
60
100
20
100
Has a chance to lower the target’s Speed by one stage.
TM80Rock Slide
Physical
75
90
10
30
Has a chance to make the target flinch.
TM86Grass Knot
Special
--
100
20
--
Inflicts more damage to heavier targets, with a maximum of 120 power.
TM87Swagger
Status
--
85
15
--
Raises the target’s Attack by two stages and confuses the target.
TM88Sleep Talk
Status
--
--
10
--
Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM90Substitute
Status
--
--
10
--
Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM91Flash Cannon
Special
80
100
10
10
Has a chance to lower the target’s Special Defense by one stage.
Tutor
Attack NameTypeClassPowerAccuracyPPEffect %
Block
Status
--
--
5
--
Prevents the target from leaving battle.
Giga Drain
Special
75
100
10
--
Drains half the damage inflicted to heal the user.
Gravity
Status
--
--
5
--
Disables moves and immunities that involve flying or levitating for five turns.
Iron Defense
Status
--
--
15
--
Raises the user’s Defense by two stages.
Iron Head
Physical
80
100
15
30
Has a chance to make the target flinch.
Magnet Rise
Status
--
--
10
--
User is immune to Ground moves and effects for five turns.
Seed Bomb
Physical
80
100
15
--
Inflicts regular damage with no additional effect.
Shock Wave
Special
60
--
20
--
Never misses.
Snore
Special
50
100
15
30
Has a chance to make the target flinch. Only works if the user is sleeping.
Stomping Tantrum
Physical
75
100
10
--
Has double power if the user’s last move failed.
Superpower
Physical
120
100
5
100
Lowers the user’s Attack and Defense by one stage after inflicting damage.
Zen Headbutt
Physical
80
90
15
20
Has a chance to make the target flinch.

Other generations

Sun & Moon, Sword & Shield