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Celebi

In-battle formes

HP:100
Attack:100
Defense:100
Sp. Atk:100
Sp. Def:100
Speed:100
Min (-ve nature, 0 IVs)184
Default236
Max Neutral299
Max Positive328
Max Neutral (+1)448
Max Positive (+1)492
Max Neutral (+2)598
Max Positive (+2)656
RarelyUsed
Nasty Plot328

Strategies

Overview

Nasty Plot Celebi is a good wallbreaker that can also check Water- and Electric-types like Milotic, Seismitoad, and Xurkitree. However, Celebi has to choose between its coverage options or recovery, which lets certain Pokemon wall it. Celebi's typing also gives it many exploitable weaknesses, making it easy to revenge kill and at times difficult to switch in. Especially notable is Celebi's U-turn weakness; despite being a check to Raikou and Xurkitree, Celebi can simply get hit by Volt Switch and then immediately get forced out by U-turn from Pokemon such as Crobat and Flygon. Celebi should also be wary of Shadow Ball when trying to check Raikou.

Nasty Plot

Move 1
Move 2
  • Psychic
    10% chance to lower the target's Sp. Def by 1.
    TypePsychic
    CategorySpecial
    Power90 BP
    Accuracy100%
Move 3
  • Aura Sphere
    This move does not check accuracy.
    TypeFighting
    CategorySpecial
    Power80 BP
  • Earth Power
    10% chance to lower the target's Sp. Def by 1.
    TypeGround
    CategorySpecial
    Power90 BP
    Accuracy100%
  • Leaf Storm
    Lowers the user's Sp. Atk by 2.
    TypeGrass
    CategorySpecial
    Power130 BP
    Accuracy90%
Move 4
  • Recover
    Heals the user by 50% of its max HP.
    TypeNormal
  • Leaf Storm
    Lowers the user's Sp. Atk by 2.
    TypeGrass
    CategorySpecial
    Power130 BP
    Accuracy90%

Psychic is critical for threatening Flying-types like Togekiss and Crobat. Aura Sphere is a great complement to Psychic, hitting Guzzlord, Umbreon, and Steel-types, while Earth Power is better against Metagross. Leaf Storm immediately threatens Reuniclus and Water-types such as Starmie and Milotic; threatening these Water-types is important, as they can otherwise safely pivot into a teammate, and Haze Milotic can even beat Celebi. On more offensive or balance teams that do not require Celebi's longevity, Recover can be dropped for Leaf Storm. Heavy-Duty Boots makes Celebi a better check to pivot Raikou and Xurkitree, Leftovers is better on non-Recover sets, and Life Orb lets Celebi 2HKO Umbreon with Aura Sphere and OHKO Togekiss with +2 Psychic.

Noivern and Crobat can help pivot Celebi in against Diancie, Steelix, and Gastrodon to give it setup opportunities. Celebi struggles to break through Umbreon, Reuniclus, and opposing Celebi. Bewear and Pangoro can take advantage of Umbreon, while Escavalier and Haze Milotic can help handle Reuniclus. Togekiss, Umbreon, and Bronzong can check opposing Celebi. Celebi is easily forced out by Flying-types like Crobat and Choice Scarf Togekiss, so Flying-resistant Pokemon such as Registeel, Diancie, and Steelix are good teammates; in return, they appreciate Celebi's ability to check Water-types. Golisopod, Heracross, Escavalier, and Incineroar are good at luring in checks to Celebi such as Crobat and Togekiss with Knock Off, removing their Heavy-Duty Boots and leaving them vulnerable to Stealth Rock.

Other Options

Celebi can run no item to give itself an immunity to Poltergeist, allowing it to check Golurk and Dhelmise, though Celebi should still be wary of Golurk's Shadow Punch. Pollen Puff lets Celebi break past Dark- and Psychic-types such as Reuniclus and opposing Celebi; however, Pollen Puff is generally worse than Celebi's other options given the higher relative importance of Steel- and Water-types. Celebi can run an effective utility set of Grass Knot, Thunder Wave, Recover, and U-turn. Thunder Wave dissuades faster switch-ins like Crobat, while U-turn can take advantage of slower bulky switch-ins for powerful wallbreakers such as Pangoro.

Checks and Counters

Flying-types: Crobat, Noivern, and Togekiss threaten Celebi for massive damage. However, they struggle to switch directly into Psychic, especially at +2.

Steel-types: Stealth Rock Metagross and Registeel check Celebi, though the former loses quickly to Earth Power variants and Registeel struggles if it switches in on Nasty Plot. Bronzong checks Celebi through Toxic and Heavy Slam but takes notable damage from boosted Aura Sphere. Escavalier completely walls Celebi and can use it for easy wallbreaking opportunities.

Psychic- and Dark-types: Healthy Umbreon forces out even boosted Celebi, but it is likely 2HKOed by +2 Aura Sphere after Stealth Rock. Reuniclus walls Celebi lacking Leaf Storm, with Assault Vest Reuniclus even checking Leaf Storm Celebi. Guzzlord and specially defensive Incineroar can take Aura Sphere and force Celebi out, although they can get quickly worn down by Life Orb Celebi. Offensive Incineroar can force Celebi out, but it is 2HKOed by Aura Sphere and OHKOed by +2 Aura Sphere.

Fire-types: Salazzle, Chandelure, and Entei can all scare out Celebi, but none of them can switch into Celebi safely due to Psychic and Earth Power.

Revenge Killers: Celebi's many weaknesses make it easy for foes like Golisopod, Choice Scarf Heracross, Crobat, and Sharpedo to revenge kill it. U-turn from many revenge killers such as Crobat, Flygon, and Talonflame can force Celebi out and gain momentum.

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
15
The user swaps positions with its ally.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
80
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
40
User switches, passing stat changes and more.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk and Sp. Def by 1.
 
Power
50
Accuracy
90%
PP
10
70% chance to raise the user's Sp. Atk by 1.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
50
Accuracy
100%
PP
25
10% chance to confuse the target.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
50
Accuracy
95%
PP
30
No additional effect.
 
Power
80
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
Accuracy
PP
40
Raises the user's Defense by 1.
 
Power
Accuracy
PP
5
Prevents moves from affecting the user this turn.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
100
Accuracy
100%
PP
15
User gains 1/2 HP inflicted. Sleeping target only.
 
Power
40
Accuracy
90%
PP
10
Hits 2 times in one turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
40
Accuracy
100%
PP
15
Power increases when used on consecutive turns.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
80
Accuracy
100%
PP
10
User on Psychic Terrain: 1.5x power, hits foes.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
120
Accuracy
100%
PP
10
Hits two turns after being used.
 
Power
75
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
70
Accuracy
100%
PP
20
User on Grassy Terrain: +1 priority.
 
Power
Accuracy
PP
10
5 turns. Grounded: +Grass power, +1/16 max HP.
 
Power
Accuracy
PP
5
Cures the user's party of all status conditions.
 
Power
Accuracy
PP
10
User faints. Next hurt Pokemon is fully healed.
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
40
Accuracy
100%
PP
40
Always leaves the target with at least 1 HP.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
10
No foe can use any move known by the user.
 
Power
Accuracy
PP
30
Until the end of the next turn, user's moves crit.
 
Power
140
Accuracy
100%
PP
5
Fails unless each known move has been used.
 
Power
90
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
130
Accuracy
90%
PP
5
Lowers the user's Sp. Atk by 2.
 
Power
Accuracy
90%
PP
10
1/8 of target's HP is restored to user every turn.
 
Power
Accuracy
PP
10
Heals the user and its allies by 1/4 their max HP.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
15
Bounces back certain non-damaging moves.
 
Power
Accuracy
PP
10
For 5 turns, all held items have no effect.
 
Power
Accuracy
PP
10
Picks a random move.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk by 2.
 
Power
Accuracy
PP
20
Attack depends on terrain (default Tri Attack).
 
Power
Accuracy
PP
5
All active Pokemon will faint in 3 turns.
 
Power
90
Accuracy
100%
PP
15
If the target is an ally, heals 50% of its max HP.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
10
5 turns. Grounded: +Psychic power, priority-safe.
 
Power
70
Accuracy
100%
PP
20
High critical hit ratio.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
10
Heals the user by 50% of its max HP.
 
Power
Accuracy
PP
20
For 5 turns, physical damage to allies is halved.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
25
For 5 turns, protects user's party from status.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
10
The user and the target trade Abilities.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
120
Accuracy
100%
PP
10
Charges turn 1. Hits turn 2. No charge in sunlight.
 
Power
125
Accuracy
100%
PP
10
Charges turn 1. Hits turn 2. No charge in sunlight.
 
Power
Accuracy
PP
20
Hurts foes on switch-in. Factors Rock weakness.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
70
Accuracy
100%
PP
5
Usually goes first. Fails if target is not attacking.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) evasiveness by 2.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
Accuracy
PP
20
Raises the user's Attack by 2.
 
Power
Accuracy
PP
5
Heals the user by a weather-dependent amount.
 
Power
Accuracy
90%
PP
20
Paralyzes the target.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
Accuracy
100%
PP
10
User switches its held item with the target's.
 
Power
Accuracy
PP
5
Goes last. For 5 turns, turn order is reversed.
 
Power
90
Accuracy
100%
PP
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
 
Power
70
Accuracy
100%
PP
20
User switches out after damaging the target.
 
Power
60
Accuracy
100%
PP
20
20% chance to confuse the target.
 
Power
50
Accuracy
100%
PP
10
Power doubles and type varies in each weather.
 
Power
Accuracy
PP
10
For 5 turns, all Defense and Sp. Def stats switch.
 
Power
Accuracy
100%
PP
10
The target's Ability becomes Insomnia.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
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