Competitive Information for Celebi [X/Y]

Competitive Pokemon X/Y Movesets and Strategies for Celebi celebi
Base Stats for Celebi

Psychic / Grass

Abilities:
Natural CureNatural Cure: This Pokemon has its major status condition cured when it switches out.


Evolutions / Family:
Celebi

Weakness Chart for Psychic/Grass-type:
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
4x
2x
  
0.5x
  
0.5x
2x
2x
2x
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
0.5x
0.5x
2x
  
2x
0.5x
  
  
0.5x
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for CelebiVisit Serebii's Pokedex for location, breeding, and other game details about CelebiVisit Bulbapedia for more information about CelebiVisit Pikalytics for competitive usage stats on Celebi

Movesets for Singles


What is a good competitive moveset for Celebi? These builds have been optimized for Pokemon competing in X/Y Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the X/Y generation metagame.


Celebi is pretty popular Psychic and Grass-typed Pokemon. It's a pretty regular sight to see Celebi out in the 6th generation battlefield. Celebi is weak to Bug, Dark, Fire, Flying, Ghost, Ice, and Poison-typed attacks.


Species: Celebi
Item: Life Orb
Ability: Natural Cure
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Double-Edge / Return
- Seed Bomb
- Zen Headbutt
- Sucker Punch

Physical Sweeper Celebi (Natural Cure)

Celebi is a legendary Physical Sweeper. It's primary goal is to take down the opponent's team with brute physical power. With Natural Cure, Celebi has its major status condition cured when it switches out.

Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Seed Bomb is a physical STAB-boosted 80-base power Grass-type move that deals a mighty amount of damage.
Zen Headbutt is a physical STAB-boosted 80-base power Psychic-type move (20% chance to flinch the target).
Sucker Punch is a physical priority-increased 80-base power Dark-type move (usually goes first. fails if target is not attacking).




Species: Celebi
Item: Life Orb
Ability: Natural Cure
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Leaf Storm / Energy Ball
- Psychic
- Earth Power
- Dazzling Gleam

Special Sweeper Celebi (Natural Cure)

Celebi is a legendary Special Sweeper. It's primary goal is to take down the opponent's team with high-damaging special attacks. With Natural Cure, Celebi has its major status condition cured when it switches out.

Leaf Storm is a special STAB-boosted 130-base power Grass-type move (lowers your Celebi's special attack by 2 stages).
Energy Ball is a special STAB-boosted 90-base power Grass-type move (10% chance to lower the target's special defense by 1 stage).
Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Earth Power is a special 90-base power Ground-type move (10% chance to lower the target's special defense by 1 stage).
Dazzling Gleam is a special 80-base power Fairy-type move (no additional effect. hits adjacent foes).



Movesets for Doubles


What is a good doubles moveset for Celebi? These builds have been optimized for X/Y Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the X/Y generation metagame.


Species: Celebi
Item: Life Orb
Ability: Natural Cure
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Double-Edge / Return
- Seed Bomb
- Zen Headbutt
- Sucker Punch

Doubles Physical Sweeper Celebi (Natural Cure)

Celebi is a legendary Physical Sweeper. It is designed to take down the opponent's team with brute physical power. With Natural Cure, Celebi has its major status condition cured when it switches out.

Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Seed Bomb is a physical STAB-boosted 80-base power Grass-type move that deals a decent amount of damage.
Zen Headbutt is a physical STAB-boosted 80-base power Psychic-type move (20% chance to flinch the target).
Sucker Punch is a physical priority-increased 80-base power Dark-type move (usually goes first. fails if target is not attacking).




Species: Celebi
Item: Life Orb
Ability: Natural Cure
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Leaf Storm / Energy Ball
- Dazzling Gleam
- Psychic
- Earth Power

Doubles Special Sweeper Celebi (Natural Cure)

Celebi is a legendary Special Sweeper. It tries to take down the opponent's team with high-damaging special attacks. With Natural Cure, Celebi has its major status condition cured when it switches out.

Leaf Storm is a special STAB-boosted 130-base power Grass-type move (lowers your Celebi's special attack by 2 stages).
Energy Ball is a special STAB-boosted 90-base power Grass-type move (10% chance to lower the target's special defense by 1 stage).
Dazzling Gleam is a special 80-base power Fairy-type move (no additional effect. hits adjacent foes).
Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Earth Power is a special 90-base power Ground-type move (10% chance to lower the target's special defense by 1 stage).



Movepool


Wondering what moves can Celebi learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Ancient Power
60
100%
5
10% chance to raise all stats by 1 (not acc/eva).
Charge Beam
50
90%
10
70% chance to raise the user's Sp. Atk by 1.
Confusion
50
100%
25
10% chance to confuse the target.
Dazzling Gleam
80
100%
10
No additional effect. Hits adjacent foes.
Dream Eater
100
100%
15
User gains 1/2 HP inflicted. Sleeping target only.
Earth Power
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Echoed Voice
40
100%
15
Power increases when used on consecutive turns.
Energy Ball
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Future Sight
120
100%
10
Hits two turns after being used.
Giga Drain
75
100%
10
User recovers 50% of the damage dealt.
Grass Knot
--
100%
20
More power the heavier the target.
Hyper Beam
150
90%
5
User cannot move next turn.
Leaf Storm
130
90%
5
Lowers the user's Sp. Atk by 2.
Magical Leaf
60
--
20
This move does not check accuracy.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Psychic
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Round
60
100%
15
Power doubles if others used Round this turn.
Shadow Ball
80
100%
15
20% chance to lower the target's Sp. Def by 1.
Shock Wave
60
--
20
This move does not check accuracy.
Signal Beam
75
100%
15
10% chance to confuse the target.
Silver Wind
60
100%
5
10% chance to raise all stats by 1 (not acc/eva).
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Solar Beam
120
100%
10
Charges turn 1. Hits turn 2. No charge in sunlight.
Swift
60
--
20
This move does not check accuracy. Hits foes.
Uproar
90
100%
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
Water Pulse
60
100%
20
20% chance to confuse the target.
Aerial Ace
60
--
20
This move does not check accuracy.
Cut
50
95%
30
No additional effect.
Double-Edge
120
100%
15
Has 33% recoil.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Fling
--
100%
10
Flings the user's item at the target. Power varies.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Giga Impact
150
90%
5
User cannot move next turn.
Hold Back
40
100%
40
Always leaves the target with at least 1 HP.
Last Resort
140
100%
5
Fails unless each known move has been used.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Return
--
100%
20
Max 102 power at maximum Happiness.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Seed Bomb
80
100%
15
No additional effect.
Sucker Punch
80
100%
5
Usually goes first. Fails if target is not attacking.
U-turn
70
100%
20
User switches out after damaging the target.
Zen Headbutt
80
90%
15
20% chance to flinch the target.
Baton Pass
--
--
40
User switches, passing stat changes and more.
Calm Mind
--
--
20
Raises the user's Sp. Atk and Sp. Def by 1.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Defense Curl
--
--
40
Raises the user's Defense by 1.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Flash
--
100%
20
Lowers the target's accuracy by 1.
Heal Bell
--
--
5
Cures the user's party of all status conditions.
Heal Block
--
100%
15
For 5 turns, the foe(s) is prevented from healing.
Healing Wish
--
--
10
User faints. Replacement is fully healed.
Helping Hand
--
--
20
One adjacent ally's move power is 1.5x this turn.
Leech Seed
--
90%
10
1/8 of target's HP is restored to user every turn.
Light Screen
--
--
30
For 5 turns, special damage to allies is halved.
Magic Coat
--
--
15
Bounces back certain non-damaging moves.
Magic Room
--
--
10
For 5 turns, all held items have no effect.
Metronome
--
--
10
Picks a random move.
Mimic
--
--
10
The last move the target used replaces this one.
Nasty Plot
--
--
20
Raises the user's Sp. Atk by 2.
Nature Power
--
--
20
Attack depends on terrain (default Tri Attack).
Nightmare
--
100%
15
A sleeping target is hurt by 1/4 max HP per turn.
Perish Song
--
--
5
All active Pokemon will faint in 3 turns.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Psych Up
--
--
10
Copies the target's current stat stages.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Recover
--
--
10
Heals the user by 50% of its max HP.
Reflect
--
--
20
For 5 turns, physical damage to allies is halved.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Safeguard
--
--
25
For 5 turns, protects user's party from status.
Sandstorm
--
--
10
For 5 turns, a sandstorm rages.
Skill Swap
--
--
10
The user and the target trade Abilities.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Stealth Rock
--
--
20
Hurts foes on switch-in. Factors Rock weakness.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Sunny Day
--
--
5
For 5 turns, intense sunlight powers Fire moves.
Swagger
--
90%
15
Raises the target's Attack by 2 and confuses it.
Swords Dance
--
--
20
Raises the user's Attack by 2.
Synthesis
--
--
5
Heals the user by a weather-dependent amount.
Thunder Wave
--
100%
20
Paralyzes the target.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.
Trick
--
100%
10
User switches its held item with the target's.
Trick Room
--
--
5
Goes last. For 5 turns, turn order is reversed.
Wonder Room
--
--
10
For 5 turns, all Defense and Sp. Def stats switch.
Worry Seed
--
100%
10
The target's Ability becomes Insomnia.

Combo List


These are a list of several common move combinations Celebi can perform in X/Y. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive XY Move and Ability Combos for Celebi

Create a build


Have an idea in mind for Celebi that you'd like to test? Customize the IVs, EVs and their X/Y moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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