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 #251 Celebi
General Location Attacks Stats Egg Moves Battle
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Picture Name Other Names No. Gender Ratio Type
Celebi
Japan: Serebii
セレビィ
French: Celebi
German: Celebi
Korean: 세레비
National: #251
Central Kalos: #---
Coastal Kalos: #---
Mountain Kalos: #---
Celebi is Genderless
Classification Height Weight Capture Rate Base Egg Steps
Time Travel Pokémon 2'00"
0.6m
11.0lbs
5kg
4530,720
Abilities: Natural Cure
Natural Cure: The Pokémon’s status (BURN, PARALYZE, SLEEP, POISON, FREEZE) is healed when withdrawn from battle.
Experience Growth Base Happiness Effort Values Earned Eligible for Sky Battle?
1,059,860 Points
Medium Slow
100 3 HP Point(s)
Not Eligible/Known
Wild Hold Item Egg Groups
  Celebi cannot breed
Evolutionary Chain
Locations
X Transfer required
Y Transfer required
Omega Ruby  
Alpha Sapphire  
Generation VI Level Up
LevelAttack NameTypeAppealJam
Leech Seed  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Confusion  
Quite an appealing move.
Recover  
Works well if it is the same type as the move used by the last Pokémon.
Heal Bell  
Prevents the user from being startled until the turn ends.
10 Safeguard  
Prevents the user from being startled one time this turn.
19 Magical Leaf  
Works great if the user goes first this turn.
28 Ancient Power  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
37 Baton Pass  
Works well if the user is pumped up.
46 Natural Gift  
Works better the more the crowd is excited.
55 Heal Block  
Temporarily stops the crowd from growing excited.
64 Future Sight  
Works well if it is the same type as the move used by the last Pokémon.
73 Healing Wish  
A move of huge appeal, but using it prevents the user from taking further contest moves.
82 Leaf Storm  
A very appealing move, but after using this move, the user is more easily startled.
91 Perish Song  
Makes the audience quickly grow bored when an appeal move has little effect.
TM & HM Attacks
TM/HM #Attack NameTypeAppealJam
TM04 Calm Mind  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM06 Toxic  
Brings down the energy of any Pokémon that have already used a move this turn.
TM10 Hidden Power  
An appealing move that can be used repeatedly without boring the audience.
TM11 Sunny Day  
Works better the more the crowd is excited.
TM15 Hyper Beam
Startles all other Pokémon. User cannot act in the next turn.
TM16 Light Screen  
Prevents the user from being startled one time this turn.
TM17 Protect  
Prevents the user from being startled one time this turn.
TM18 Rain Dance  
Works better the more the crowd is excited.
TM20 Safeguard  
Prevents the user from being startled one time this turn.
TM21 Frustration
Badly startles the last Pokémon to act before the user.
TM22 Solar Beam  
Affected by how well the previous Pokémon's move went.
TM27 Return  
Quite an appealing move.
TM29 Psychic  
Quite an appealing move.
TM30 Shadow Ball  
Quite an appealing move.
TM32 Double Team  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM33 Reflect  
Prevents the user from being startled one time this turn.
TM37 Sandstorm
Badly startles all Pokémon that successfully showed their appeal.
TM40 Aerial Ace  
Works great if the user goes first this turn.
TM42 Facade  
Works great if the user goes last this turn.
TM44 Rest  
Prevents the user from being startled until the turn ends.
TM48 Round  
Works well if it is the same type as the move used by the last Pokémon.
TM49 Echoed Voice  
An appealing move that can be used repeatedly without boring the audience.
TM53 Energy Ball  
Quite an appealing move.
TM56 Fling  
Brings down the energy of any Pokémon that have already used a move this turn.
TM57 Charge Beam  
Works well if the user is pumped up.
TM68 Giga Impact
Startles all other Pokémon. User cannot act in the next turn.
TM70 Flash  
Makes audience expect little of other contestants.
TM73 Thunder Wave
Startles all of the Pokémon to act before the user.
TM75 Swords Dance  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM77 Psych Up  
Works well if it is the same type as the move used by the last Pokémon.
TM85 Dream Eater  
Works well if it is the same type as the move used by the last Pokémon.
TM86 Grass Knot  
Works better the later it is used in a turn.
TM87 Swagger  
Brings down the energy of any Pokémon that have already used a move this turn.
TM88 Sleep Talk  
Effectiveness varies depending on when it is used.
TM89 U-turn  
Makes the audience quickly grow bored when an appeal move has little effect.
TM90 Substitute  
Prevents the user from being startled one time this turn.
TM92 Trick Room  
Scrambles the order in which Pokémon will move on the next turn.
TM94 (ΩRαS) Secret Power  
Works well if the user is pumped up.
TM96 Nature Power  
Works better the more the crowd is excited.
TM99 Dazzling Gleam  
Quite an appealing move.
TM100 Confide  
Brings down the energy of any Pokémon that have already used a move this turn.
HM01 Cut  
Quite an appealing move.
Omega Ruby/Alpha Sapphire Move Tutor Attacks
Attack NameTypeAppealJam
Earth Power  
Quite an appealing move.
Giga Drain
Badly startles the last Pokémon to act before the user.
Heal Bell  
Prevents the user from being startled until the turn ends.
Helping Hand  
Quite an appealing move.
Last Resort  
Works well if the user is pumped up.
Magic Coat  
Works great if the user goes last this turn.
Magic Room  
Temporarily stops the crowd from growing excited.
Seed Bomb  
Quite an appealing move.
Shock Wave  
Works great if the user goes first this turn.
Signal Beam  
Makes audience expect little of other contestants.
Skill Swap  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Snore  
Makes the audience quickly grow bored when an appeal move has little effect.
Stealth Rock  
Makes the remaining Pokémon nervous.
Synthesis  
Effectiveness varies depending on when it is used.
Trick
Badly startles Pokémon that used a move of the same type.
Uproar
Badly startles Pokémon that the audience has high expectations of.
Water Pulse  
Makes audience expect little of other contestants.
Wonder Room  
Scrambles the order in which Pokémon will move on the next turn.
Worry Seed  
Makes the remaining Pokémon nervous.
Zen Headbutt  
Quite an appealing move.
Special Moves
Attack NameTypeAppealJam
Hold Back  
Makes the audience quickly grow bored when an appeal move has little effect.Pokémon Bank Distribution

Transfer Only Moves (Details)
Attack NameTypeAppealJamMethod
Endure   Gen IV 203
Causes the user to move later on the next turn.
Silver Wind   Gen IV 318
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Sucker Punch   Move Tutor - PtHGSS
Excites the audience a lot if used first.
Swift   Move Tutor - PtHGSS
Works great if the user goes first this turn.
Mud-slap   Move Tutor - PtHGSS
Makes audience expect little of other contestants.
Double-edge   Move Tutor - FRLG
A very appealing move, but after using this move, the user is more easily startled.
Mimic   Move Tutor - FRLG
Shows off the Pokémon’s appeal about as well as the move used just before it.
Metronome   Move Tutor - FRLG
Effectiveness varies depending on when it is used.
Endure   Move Tutor - Emerald
Causes the user to move later on the next turn.
Mud-slap   Move Tutor - Emerald
Makes audience expect little of other contestants.
Swift   Move Tutor - Emerald
Works great if the user goes first this turn.
Defense Curl   Move Tutor - Emerald
Prevents the user from being startled one time this turn.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 600 100 100 100 100 100 100
Max Stats
Hindering Nature
Lv. 50 160 - 207 94 - 136 94 - 136 94 - 136 94 - 136 94 - 136
Lv. 100 310 - 404 184 - 269 184 - 269 184 - 269 184 - 269 184 - 269
Max Stats
Neutral Nature
Lv. 50 160 - 207 105 - 152 105 - 152 105 - 152 105 - 152 105 - 152
Lv. 100 310 - 404 205 - 299 205 - 299 205 - 299 205 - 299 205 - 299
Max Stats
Beneficial Nature
Lv. 50 160 - 207 115 - 167 115 - 167 115 - 167 115 - 167 115 - 167
Lv. 100 310 - 404 225 - 328 225 - 328 225 - 328 225 - 328 225 - 328

<--- #250
Ho-Oh
#252
Treecko
--->

 
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