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Celebi Pokedex - Shiny Stats Evolution Typing Moveset Weaknesses

Celebi, a Psychic/Grass type creature first seen in Generation 2. This creature is known to inhabit various regions and has captured the fascination of many trainers. Its unique characteristics make it a favorite among fans. Throughout various battles, it has proven its worth and capabilities. Its interaction with other creatures and its environment remains a topic of study for many Pokémon researchers. Trainers often seek this creature for its unique abilities and potential in battles. Evolution plays a crucial role in its lifecycle, leading to significant changes in its power and appearance. These creatures have been part of numerous tales, legends, and battles that resonate across the Pokémon world. Their role in shaping the dynamics of battles, especially in Pokémon tournaments, is undeniable.

Celebi #0251
Time Travel Pokémon
Pokemon Profile
Pokédex Data
National No. #0251
Type psychic grass
Species Time Travel Pokémon
Height 0.6 m (2'0")
Weight 5.0 kg (11.0 lbs)
Abilities Natural cure
Color Green
Introduced in Generation 2
Egg Group no-eggs
Shiny
Pokemon Profile

Base Stats

Hp 100 17%
Attack 100 17%
Defense 100 17%
Sp. Atk 100 17%
Sp. Def 100 17%
Speed 100 17%
Total 600
Evolution

Celebi does not evolve.

Type Effectiveness

Damaged normally by:
Weak to:
Resistant to:

Moves Learned by Level Up

Celebi learns the following moves when it reaches the specified level.

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
1 Leech Seed A seed is planted on the target. It steals some HP from the target every turn. Status Grass 0 90 10
1 Confusion The target is hit by a weak telekinetic force. This may also confuse the target. Special Psychic 50 100 25
1 Recover Restoring its own cells, the user restores its own HP by half of its max HP. Status Normal 0 0 10
50 Perish Song Any Pokémon that hears this song faints in three turns, unless it switches out of battle. Status Normal 0 0 5
1 Heal Bell The user makes a soothing bell chime to heal the status conditions of all the party Pokémon. Status Normal 0 0 5
10 Safeguard The user creates a protective field that prevents status conditions for five turns. Status Normal 0 0 25
40 Baton Pass The user switches places with a party Pokémon in waiting and passes along any stat changes. Status Normal 0 0 40
20 Ancient Power The user attacks with a prehistoric power. This may also raise all the user’s stats at once. Special Rock 60 100 5
30 Future Sight Two turns after this move is used, a hunk of psychic energy attacks the target. Special Psychic 120 100 10
19 Magical Leaf The user scatters curious leaves that chase the target. This attack never misses. Special Grass 60 0 20
73 Healing Wish The user faints. In return, the Pokémon taking its place will have its HP restored and status conditions cured. Status Psychic 0 0 10
46 Natural Gift The user draws power to attack by using its held Berry. The Berry determines the move’s type and power. Physical Normal 0 100 15
55 Heal Block For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP. Status Psychic 0 100 15
82 Leaf Storm The user whips up a storm of leaves around the target. The attack’s recoil harshly lowers the user’s Sp. Atk stat. Special Grass 130 90 5
40 Life Dew The user scatters mysterious water around and restores the HP of itself and its ally Pokémon in the battle. Status Water 0 0 10

Celebi Moves Learned by Technical Machines (TMs)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Cut The target is cut with a scythe or claw. This can also be used to cut down thin trees. Physical Normal 50 95 30
0 Hyper Beam The target is attacked with a powerful beam. The user can’t move on the next turn. Special Normal 150 90 5
0 Solar Beam A two-turn attack. The user gathers light, then blasts a bundled beam on the next turn. Special Grass 120 100 10
0 Thunder Wave The user launches a weak jolt of electricity that paralyzes the target. Status Electric 0 90 20
0 Toxic A move that leaves the target badly poisoned. Its poison damage worsens every turn. Status Poison 0 90 10
0 Psychic The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat. Special Psychic 90 100 10
0 Double Team By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. Status Normal 0 0 15
0 Defense Curl The user curls up to conceal weak spots and raise its Defense stat. Status Normal 0 0 40
0 Light Screen A wondrous wall of light is put up to reduce damage from special attacks for five turns. Status Psychic 0 0 30
0 Reflect A wondrous wall of light is put up to reduce damage from physical attacks for five turns. Status Psychic 0 0 20
0 Swift Star-shaped rays are shot at the opposing Pokémon. This attack never misses. Special Normal 60 0 20
0 Dream Eater The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal its own HP. Special Psychic 100 100 15
0 Flash The user flashes a bright light that cuts the target’s accuracy. Status Normal 0 100 20
0 Rest The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. Status Psychic 0 0 10
0 Nightmare A sleeping target sees a nightmare that inflicts some damage every turn. Status Ghost 0 100 15
0 Snore An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch. Special Normal 50 100 15
0 Curse A move that works differently for the Ghost type than for all other types. Status Ghost 0 0 10
0 Protect Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Mud Slap The user hurls mud in the target’s face to inflict damage and lower its accuracy. Special Ground 20 100 10
0 Detect Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. Status Fighting 0 0 5
0 Sandstorm A five-turn sandstorm is summoned to hurt all combatants except the Rock, Ground, and Steel types. Status Rock 0 0 10
0 Giga Drain A nutrient-draining attack. The user’s HP is restored by half the damage taken by the target. Special Grass 75 100 10
0 Endure The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Swagger The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat. Status Normal 0 85 15
0 Sleep Talk While it is asleep, the user randomly uses one of the moves it knows. Status Normal 0 0 10
0 Return A full-power attack that grows more powerful the more the user likes its Trainer. Physical Normal 0 100 20
0 Frustration A full-power attack that grows more powerful the less the user likes its Trainer. Physical Normal 0 100 20
0 Sweet Scent A sweet scent that harshly lowers opposing Pokémon’s evasiveness. This also lures wild Pokémon if used in places such as tall grass. Status Normal 0 100 20
0 Hidden Power A unique attack that varies in type depending on the Pokémon using it. Special Normal 60 100 15
0 Rain Dance The user summons a heavy rain that falls for five turns, powering up Water-type moves. Status Water 0 0 5
0 Sunny Day The user intensifies the sun for five turns, powering up Fire-type moves. Status Fire 0 0 5
0 Psych Up The user hypnotizes itself into copying any stat change made by the target. Status Normal 0 0 10
0 Shadow Ball The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat. Special Ghost 80 100 15
0 Facade An attack move that doubles its power if the user is poisoned, burned, or has paralysis. Physical Normal 70 100 20
0 Nature Power An attack that makes use of nature’s power. Its effects vary depending on the user’s environment. Status Normal 0 0 20
0 Skill Swap The user employs its psychic power to exchange Abilities with the target. Status Psychic 0 0 10
0 Imprison If opposing Pokémon know any move also known by the user, they are prevented from using it. Status Psychic 0 0 10
0 Secret Power The user attacks the target with a secret power. Its additional effects vary depending on the user’s environment. Physical Normal 70 100 20
0 Weather Ball An attack move that varies in power and type depending on the weather. Special Normal 50 100 10
0 Silver Wind The target is attacked with powdery scales blown by wind. This may also raise all the user’s stats. Special Bug 60 100 5
0 Aerial Ace The user confounds the target with speed, then slashes. This attack never misses. Physical Flying 60 0 20
0 Calm Mind The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. Status Psychic 0 0 20
0 Leaf Blade The user handles a sharp leaf like a sword and attacks by cutting its target. Critical hits land more easily. Physical Grass 90 100 15
0 Shock Wave The user strikes the target with a quick jolt of electricity. This attack never misses. Special Electric 60 0 20
0 Water Pulse The user attacks the target with a pulsing blast of water. This may also confuse the target. Special Water 60 100 20
0 U Turn After making its attack, the user rushes back to switch places with a party Pokémon in waiting. Physical Bug 70 100 20
0 Fling The user flings its held item at the target to attack. This move’s power and effects depend on the item. Physical Dark 0 100 10
0 Aura Sphere The user lets loose a blast of aura power from deep within its body at the target. This attack never misses. Special Fighting 80 0 20
0 Energy Ball The user draws power from nature and fires it at the target. This may also lower the target’s Sp. Def. Special Grass 90 100 10
0 Giga Impact The user charges at the target using every bit of its power. The user can’t move on the next turn. Physical Normal 150 90 5
0 Nasty Plot The user stimulates its brain by thinking bad thoughts. This sharply raises the user’s Sp. Atk. Status Dark 0 0 20
0 Psycho Cut The user tears at the target with blades formed by psychic power. Critical hits land more easily. Physical Psychic 70 100 20
0 Trick Room The user creates a bizarre area in which slower Pokémon get to move first for five turns. Status Psychic 0 0 5
0 Stealth Rock The user lays a trap of levitating stones around the opposing team. The trap hurts opposing Pokémon that switch into battle. Status Rock 0 0 20
0 Grass Knot The user snares the target with grass and trips it. The heavier the target, the greater the move’s power. Special Grass 0 100 20
0 Charge Beam The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. Special Electric 50 90 10
0 Round The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. Special Normal 60 100 15
0 Echoed Voice The user attacks the target with an echoing voice. If this move is used every turn, it does greater damage. Special Normal 40 100 15
0 Grassy Terrain The user turns the ground under everyone’s feet to grass for five turns. This restores the HP of Pokémon on the ground a little every turn. Status Grass 0 0 10
0 Confide The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat. Status Normal 0 0 20
0 Dazzling Gleam The user damages opposing Pokémon by emitting a powerful flash. Special Fairy 80 100 10
0 Solar Blade In this two-turn attack, the user gathers light and fills a blade with the light’s energy, attacking the target on the next turn. Physical Grass 125 100 10
0 Pollen Puff The user attacks the enemy with a pollen puff that explodes. If the target is an ally, it gives the ally a pollen puff that restores its HP instead. Special Bug 90 100 15
0 Psychic Terrain This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns. Status Psychic 0 0 10

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