Gen 3 Celebi [QC 2/2] [GP 2/2]

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[OVERVIEW]

Celebi is one of the most versatile Pokemon in ADV OU. With high stats across the board, it can easily run physically and specially defensive sets, momentum-maintaining Baton Pass sets with Calm Mind or Swords Dance, a special sweeper set, or a Substitute + Baton Pass set.

Defensively, Natural Cure and crucial resistances to Electric-, Water-, Ground- and Fighting-type attacks allow it to pivot safely into Zapdos, Jolteon, Magneton, Swampert, defensive Suicune, Claydol, and Breloom without Hidden Power Bug and into status moves from Blissey, Snorlax, Defensive Jirachi, Milotic, and Porygon2. Leech Seed is the best move defensive Celebi can offer, allowing it to not only soften the impact of incoming threats but also chip bulky Pokemon into KO range of its teammates.

Offensively, it is one of the few pivots that can easily turn the tides against Zapdos and Swampert by absorbing Thunderbolt or Hydro Pump, setting up, and Baton Passing out; it is perhaps the only common and reliable stat boost passer in the game. Celebi as a sweeper itself is often also very dangerous in an unconventional way, because its coverage and natural bulk allow it to challenge checks to more passive sets like Tyranitar, Salamence, and Metagross, while its ability to heal from Giga Drain may very well help to win the war against Snorlax and Blissey.

Unfortunately, while Celebi's typing offers all its useful resistances, it is also the root of all its flaws. Weaknesses to very common attacking types like Flying, Fire, and Bug invite all sorts of threats like Salamence, Moltres, and Heracross, while its need to repeatedly use Recover in the face of Ice Beam to gain back a substantial amount of HP makes it very susceptible to freeze and critical hits. Its four-fold Bug weakness makes it susceptible to being trapped by Dugtrio, and its Dark weakness makes Pursuit Tyranitar a huge threat to any Celebi without Baton Pass. While Celebi can often be considered a special wall, its inability to pressure Skarmory and weaker special bulk make it relatively weaker to Spikes and sand than Blissey.

[SET]
name: Utility
move 1: Leech Seed
move 2: Recover
move 3: Psychic / Substitute / Reflect / Heal Bell
move 4: Hidden Power Grass / Baton Pass
item: Leftovers
ability: Natural Cure
nature: Bold
evs: 252 HP / 124 Def / 40 SpA / 60 SpD / 32 Spe

[SET COMMENTS]
Set Description
=========

Utility Celebi is unique in the metagame as a mixed wall that can deal with Electric-types, Water-types, and Snorlax as well as exert constant pressure with Leech Seed and the threat of trapper support.

Leech Seed and Celebi's accompanying bulk are the main features of this set. Leech Seed is a move with both offensive and defensive utility that allows Celebi to chip a number of Pokemon while maintaining momentum via passive recovery for itself or its teammates. Offensively, the chip damage is excellent at wearing down bulky physical tanks, potentially putting Metagross and Tyranitar into OHKO range of boosted Salamence's, Aerodactyl's, and Dugtrio's Earthquake. It can also place Tyranitar into OHKO range of defensive Metagross and potentially into 2HKO range of Snorlax's Earthquake. Leech Seed is also excellent at wearing down Flying-types because of their lack of recovery and, in some cases, lack of sand immunity, allowing Water-types to threaten weakened Zapdos more easily, putting Moltres into 2HKO range of Pursuit Tyranitar, and placing Skarmory into OHKO range of Timid Magneton. Defensively, Leech Seed allows Claydol to keep spinning in the face of Drill Peck Skarmory, forcing Skarmory to switch out first, hence leaving no Spikes on the field. It is also serves to check Suicune and Snorlax by forcing them to Rest repeatedly, allowing a teammate to exploit those free turns. Finally, Leech Seed's passive recovery and ability to force switches can either provide Choice Band users like Salamence and Heracross with some added longevity or let them switch in freely.

Recover allows Celebi to stick around for a long time and is especially needed in the face of repeated hits from Snorlax; Ice-type coverage from Water-types, Zapdos, and Gengar; Will-O-Wisp from Gengar; and Toxic from Blissey, Milotic, Swampert, and Zapdos. Celebi is bulky and does not have to use Recover frequently if it pivots only into resisted attacks. If the opponent has Dugtrio, though, Celebi should be kept near full HP through Recover, even though it can be tempting to maintain the pressure with repeated Leech Seeds.

Psychic hits Gengar very hard, which is important because many teams rely exclusively on Celebi to pivot into its Will-O-Wisp. It also makes progress against many switch-ins, like Salamence, Moltres, Aerodactyl, Heracross, Flygon, and Heracross, and helps Celebi deal with Zapdos a bit more easily. Although most Zapdos are unable to severely threaten Celebi, Leech Seed's PP can easily be drained through Zapdos's Pressure, and the occasional Substitute Zapdos can completely turn the tables on Celebi lacking Psychic.

Hidden Power Grass allows Celebi to OHKO Dugtrio with minimal Special Attack investment, hits Tyranitar hard, and allows Celebi to be a Starmie pivot. On Spikes teams, it allows Celebi to threaten the two common spinners—Claydol and Starmie—should they attempt to spin on Celebi. Hidden Power Grass is mostly run when Celebi is not paired with Dugtrio or Porygon2. When paired with either, the preferred move is Baton Pass, as Celebi can scout for a Tyranitar or Dugtrio switch-in and pass out to either trapper. If Celebi is at full HP, it can also tank Hidden Power Bug and trap opposing Dugtrio by passing to one's own Dugtrio. When used with Magneton, Baton Pass also helps to catch Skarmory.

As for less commonly used moves, Substitute in conjunction with Leech Seed and Baton Pass makes Celebi adept at inducing chip damage, eases trapping, and generates free turns for huge threats like Aerodactyl. Reflect neuters Metagross's Explosion and Snorlax's Self-Destruct, protecting one's bulky Water-types and also Celebi itself. Reflect also provides a crucial setup turn for sweepers like Curse Snorlax and Dragon Dance Salamence. Heal Bell can be helpful for teammates with Rest like Suicune, Snorlax, and Zapdos. Light Screen helps Forretress and Skarmory avoid being trapped and taken out by Magneton; Forretress can then KO back with Earthquake, while Skarmory can phaze Magneton and a reverse trap can be set with Dugtrio later on. Perish Song is a phazing move that stops Calm Mind users in their tracks and also deals with bulky setup sweepers in the endgame. The downside to using these alternative moves is that dropping a STAB move or Baton Pass for any of them compromises Celebi's ability to deal with both Gengar and Dugtrio at the same time. Gengar is easier to deal with than Dugtrio because Celebi can simply be paired with a Pursuit trapper, so Hidden Power Grass is frequently the attacking move kept when Celebi sports these alternate moves.

The EVs are fashioned to survive Choice Band Aerodactyl's Hidden Power Bug and Salamence's Hidden Power Flying in sand, and they let Celebi comfortably survive Hidden Power Bug from Dugtrio. 40 Special Attack EVs are required to OHKO Dugtrio with Hidden Power Grass; variants lacking the said move can place the EVs in Special Defense or Speed. 32 Speed EVs are required to outrun all Tyranitar. Celebi can go for a faster benchmark like 136 Speed EVs, which gets the jump on Adamant Heracross and most offensive Suicune. Substitute Celebi can use a spread of 252 HP / 64 Def / 192 Spe with a Timid nature to survive Adamant Dugtrio while outrunning Timid Moltres and neutral-natured Salamence, Zapdos, Flygon, and Charizard. With this spread, Celebi can also Baton Pass out of a significant number of Taunt Gengar that are EVed to survive Pursuit Tyranitar under sand and Dragon Dance Salamence. If Celebi is important as a special wall, a specially defensive spread of 252 HP / 64 Def / 40 SpA / 120 SpD / 32 Spe with a Calm nature can be used; this spread also allows Celebi to survive Adamant Dugtrio's Hidden Power Bug.

The key to using Celebi successfully is to generate entry opportunities for strong threats and trappers and to rack up enough chip damage to allow sweepers to run their course. Try to use Leech Seed to force switches and heal passively so that powerful threats can enter the field while taking minimum damage, but be careful to combine that with smart pivoting so as not to burn through Leech Seed's PP too quickly; common Leech Seed targets, especially Pokemon with Pressure like Zapdos and Suicune, tend to have the bulk to last quite a while. Conserving PP allows Celebi to be more threatening throughout the game, especially in the closing stages. Also, take advantage of Celebi drawing in many trappable checks, like Tyranitar, Metagross, Dugtrio, and Skarmory, especially by using Baton Pass if it is run. Finally, an aggressive sequence of consecutive Leech Seeds, especially with Spikes, can generate a lot of chip damage without having Celebi take any damage.

Team Options
========

Trappers are very common partners to utility Celebi. Magneton gets rid of Skarmory, which easily comes in and sets up Spikes on any variant of utility Celebi. Leech Seed also has nifty synergy with Substitute Magneton, which can trap and indefinitely wear down seeded Metagross and defensive Jirachi. Dugtrio traps chipped Tyranitar, Metagross, and opposing Celebi and can also take out opposing Dugtrio locked into Hidden Power Bug either from KOing or getting Baton Passed out of by Celebi. While Dugtrio does not directly help with Spikes control, taking out the bulky offensive Pokemon that exploit Celebi with Spikes around can allow Celebi to function reasonably well even under Spikes. Porygon2 is also a splendid partner that removes opposing Dugtrio and can indefinitely wall Salamence, one of the few common checks to Celebi that cannot be removed easily by trapping. Pursuit Tyranitar frees up Celebi to use a filler move instead of Psychic and can wear down Choice Band Salamence and Aerodactyl locked into a resisted move.

Winning the Spikes war is one option for teams using utility Celebi. Bulky Spikers like Skarmory and Forretress are great for exploiting Celebi's switch forcing abilities. Together with Leech Seed, Spikes can generate a lot of chip damage for a sweeper like Aerodactyl to clean up the opposing team. Defensively, these Pokemon also help Celebi to deal with physical Metagross and Salamence. Claydol spins Spikes away, which is useful given Celebi's extraordinary propensity to attract Skarmory, and it can make use of Leech Seed's healing to stand its ground against Drill Peck Skarmory. Flygon's Spikes immunity and role as an Electric- and Rock-type check also help to compensate for Celebi's Skarmory attracting tendencies.

Secondary special walls with a niche of their own, like Curse Snorlax and Rest Zapdos, make the team more robust against special attacks while offering their own utility. Celebi acts as a mid-game special wall, protecting Snorlax from taking chip so that it has the HP to perform a Curse sweep, while Snorlax can support Celebi should it falter against more potent special threats like Starmie, Calm Mind Suicune, Jirachi, and Celebi. Rest Zapdos helps Celebi deal with Suicune and other special threats, especially when Spikes are present, and can phaze Calm Mind Celebi.

Hard-hitting physical Pokemon, like Heracross and Choice Band Salamence, benefit from the entry or healing opportunities presented by Celebi's Leech Seed and from their mutual synergy with trappers. Heracross batters down Salamence, which Celebi can threaten later with Psychic, and Celebi can absorb Thunderbolt from Zapdos should it be the opponent's Heracross check. Heracross also benefits from Celebi synergistically luring in Dugtrio to be revenge killed by one's own Dugtrio. Salamence provides robust defensive utility against Heracross and draws in Swampert and Zapdos, which Celebi can easily pivot in on.

Bulky Water-types are appreciated teammates, as Celebi's checks are mostly physical attackers. Milotic is a physical and mixed wall that can continuously soak up hits from Salamence, Tyranitar, Metagross, and Flygon, which love coming in on Celebi. Suicune is less robust than Milotic, but it can make full use of Leech Seed's recovery to provide some mid-game utility and play a more targeted endgame through a Calm Mind sweep. These Water-types benefit from the Dugtrio synergy, which reduces the heavy burden of Tyranitar and Metagross using unresisted Rock Slide or Explosion on them. Using Swampert might be tempting, but the prevalence of Fire-types with Grass-type coverage makes the Celebi + Swampert core unreliable for the long haul, and such cores must win the game through aggressive plays and trades on the more offensive side of the team.

Finally, as Celebi has a propensity to wear down physically defensive Pokemon, sweepers like Aerodactyl, Dragon Dance Salamence, Dragon Dance Tyranitar, and Agility Metagross are all fine partners for taking down weakened teams.

[SET]
name: Calm Mind + Baton Pass
move 1: Calm Mind
move 2: Giga Drain / Psychic
move 3: Hidden Power Fire
move 4: Baton Pass
Item: Leftovers
ability: Natural Cure
nature: Timid
evs: 252 HP / 76 SpA / 180 Spe

[SET COMMENTS]

Set Description
=========

Calm Mind + Baton Pass Celebi is an excellent offensive momentum reverser that can support both wallbreakers and sweepers. It is one of the few Pokemon on offense teams that can shrug off Zapdos's Thunderbolt and offensive Swampert's Hydro Pump and pressure the opponent by setting up. Its coverage moves hit phazers hard and force opposing Metagross and Snorlax to navigate a tricky decision of sacrificing themselves with Explosion or Self-Destruct, lest they miss their chance to take out an attacking Celebi or waste the sacrifice on an unfavorable target.

Calm Mind does not merely function as a stat boost for passing, though—it provides Celebi with both offensive and defensive utility as well. Boosted Giga Drain allows Celebi to stay in on a Tyranitar switch-in and threaten to 2HKO it. The recovery allows Celebi to be brought back to full HP from any chip damage it might have received from pivoting in, giving it better survivability against Hidden Power Bug from Tyranitar. The boost also allows Celebi to OHKO Starmie under sand with Giga Drain, protecting it from the latter's Ice Beam. Boosted Giga Drain also OHKOes Dugtrio and heals back whatever HP was lost from taking a Hidden Power Bug, which might otherwise place Celebi into sand range. Finally, Giga Drain allows Celebi to take down any Swampert or Suicune that are brave enough to stay in to phaze or continue chipping down Celebi. Psychic is a notable alternative that allows Celebi to hit Taunt Gengar, Moltres, Roar Zapdos, Salamence, Heracross, Flygon, and Charizard hard, especially after a Calm Mind boost. Note also that the Special Defense boost protects Celebi from Moltres and mixed Salamence too. Hidden Power Fire hits Skarmory hard, forcing it to waste a turn phazing Celebi so that no Spikes are laid on the field, and threatens Metagross. It also prevents Jirachi and other Celebi from checking this set easily by engaging in a Calm Mind war.

Baton Pass is mostly used for passing Calm Mind boosts, but it can also be used without any to aid Dugtrio or Porygon2 in trapping incoming Metagross, Tyranitar, or Dugtrio. After all, the last thing a Baton Pass Celebi team wants is Metagross using a free Explosion or Tyranitar setting up on the Baton Pass target.

All EVs spreads come with tradeoffs. The listed EVs give boosted Celebi good odds to 2HKO bulky Tyranitar and the assured OHKO on offensive Starmie in sand while outspeeding Timid Moltres and Adamant Salamence. They also give Celebi a chance to OHKO Dugtrio without a boost. The HP investment helps Celebi to survive Hidden Power Bug from Jolly Dugtrio and provides extra bulk against Ice-type coverage. Alternatively, one can place the Special Attack EVs into Defense to always survive Adamant Tyranitar's Hidden Power Bug under sand at the expense of all the odds and assurances above. A spread of 76 HP / 252 SpA / 180 Spe can be used to heavily pressure Skarmory with an almost assured 2HKO and turns all the above rolls into certainties. However, such a set is likely to be OHKOed by Hidden Power Bug from Dugtrio and Tyranitar. Finally, one can even lower the Speed investment to the level of outspeeding Adamant Heracross in order to strengthen Special Attack, resulting in a spread of 252 HP / 120 SpA / 136 Spe. This turns the offensive rolls into certainties without sacrificing bulk; it is especially useful when paired with Agility + Baton Pass Zapdos to make up for Celebi's lack of Speed.

Team Options
========

Calm Mind + Baton Pass Celebi is usually found on special and mixed offense teams. The key to choosing recipients for the Calm Mind boost is understanding which targets pivot nicely into Celebi's checks. The hard-hitting checks that Celebi cannot deal with reliably using its coverage moves fall into three categories: bulky physical threats such as Metagross, Tyranitar, and Snorlax; physical Flying-types such as Salamence and Aerodactyl; and Fire-types such as Moltres and Charizard. Additionally, Blissey is a counter that falls into none of these categories.

On mixed offense teams, one can consider the following Baton Pass targets. Offensive Swampert comes in safely on Metagross, Tyranitar, and Salamence lacking Choice Band, as well as on Thunder Wave Blissey. A Calm Mind boost allows Swampert to OHKO Tyranitar with Hydro Pump, as well as Metagross while in Torrent range. The Special Defense boost also prevents Swampert from getting 2HKOed by Dragon Dance + Hidden Power Grass Tyranitar, and if Swampert comes in at full HP, it can also prevent mixed Salamence from OHKOing it with Hidden Power Grass. Should Swampert enter the game first, it easily lures in Zapdos, which lets Celebi switch in easily. Fire-types like Charizard and Moltres are high-pressure wallbreaking pivots into Metagross that can also threaten Skarmory should the opponent send it in as Celebi Baton Passes out. Mixed Metagross is a nice Snorlax and Blissey pivot that can 2HKO Swampert with Psychic after a boost. Mixed Tyranitar and Dragon Dance + Hidden Power Grass Tyranitar can also pivot into Snorlax; a Calm Mind boost allows mixed Tyranitar to often OHKO Swampert and Metagross and allows Dragon Dance + Hidden Power Grass Tyranitar to comfortably 2HKO Swampert without worrying about getting taken out by Torrent-boosted Hydro Pump.

Zapdos is a pretty unique partner, as it has Baton Pass and Agility. Baton Pass allows it to maintain boosts by sending them to a teammate and can be used with or without Agility. Just having Baton Pass allows Zapdos to be a specially offensive Baton Pass target that can keep the boost alive for a longer period of time should Celebi get battered down while boosting, and Zapdos will not be concerned with being walled when it can pass the boosts to a mixed wallbreaker. While having Baton Pass Zapdos is itself great, Agility takes the synergy to a whole new level. Celebi with a Speed boost no longer gets revenge killed by Dugtrio, Aerodactyl, and Salamence, and the pairing allows Celebi to get by with lower Speed investment. Conversely, Agility and Calm Mind boosts allow Zapdos to be a great late-game sweeper, and if the time is not ripe, it can pass the boosts to mixed Swampert or mixed Metagross, annihilating potential checks and revenge killers like Gengar, Zapdos, mixed Salamence, Starmie, Dugtrio, and Aerodactyl. Natural Cure on Celebi is a subtle but important part of passing Speed; Thunder Wave is a common measure for negating Speed boosts, so Zapdos can first pass the boost to Celebi, which then heals itself of the paralysis by passing out. Since paralyzed Celebi is usually the slower Pokemon on the field, the intended target receives the boosts without ever taking a scratch. Salac Berry + Substitute Zapdos is another possibility for acquiring the Speed boost that eases the prediction-based sequences of Swampert to Snorlax and allows Zapdos to still get the boost in the face of an onslaught of attacks that would have KOed Zapdos trying to squeeze off an Agility boost.

On special offense teams, one can use the following Baton Pass targets instead. Calm Mind Suicune, Jirachi, and Raikou all appreciate boosts as a head start in the attempt to muscle through Blissey. Suicune acts as a pivot into Fire-types and physical attackers, and upon Celebi's first entry, it can use the fear of Celebi's potential Psychic pressuring Moltres to attack directly to avoid Will-O-Wisp. Jirachi acts as a much-needed source of Rock resistance and is the most reliable Calm Mind user to take down Blissey lacking Thunder Wave and Snorlax. Porygon2 can trap Dugtrio, and though it does not have much offensive presence, it can come in indefinitely on Salamence's Hidden Power Flying. Regice is a great secondary special check to Zapdos, Suicune, and Starmie, and with Calm Mind boosts, it really pressures Blissey and Snorlax to come in and take the Explosion. The chip damage that Regice can induce on Tyranitar and Metagross is also highly appreciated by the other Calm Mind users. Kingdra can use a boost to nail the much-appreciated OHKOs on Zapdos, Gengar, and Skarmory with Hydro Pump. Starmie can also take advantage of a boost, and its Speed helps to maintain the team's momentum by minimizing revenge kill opportunities after being passed a boost.

Finally, Dugtrio is a fine partner on any sort of team, and here it can remove Metagross and Tyranitar or trade Celebi with them, revenge kill opposing Dugtrio, and use the Special Defense boosts to safely take Blissey's Ice Beams to possibly 2HKO with Earthquake.

[SET]
name: Offensive
move 1: Calm Mind
move 2: Giga Drain
move 3: Hidden Power Fire
move 4: Psychic
Item: Leftovers
ability: Natural Cure
nature: Timid
evs: 76 HP / 252 SpA / 180 Spe

[SET COMMENTS]

Set Description
=========

Offensive Celebi plays a unique role in ADV OU as a special sweeper and mixed wallbreaker. Although it is not as fast as Starmie and needs at least a turn to set up, it notably differs from other sweepers in that it frequently has the bulk to trade KOs with its checks, making it great at maintaining momentum. Unlike most special sweepers, many of its checks are physically bulky, allowing Celebi also to function as a wallbreaker for physically offensive Pokemon.

With a boost, Giga Drain 2HKOes Tyranitar, Suicune, Claydol, and possibly Milotic, and it OHKOes Starmie, Dugtrio, and Swampert. Don't underestimate Giga Drain's healing abilities—it can increase Celebi's odds of surviving being trapped by Dugtrio by bringing it back to full HP after a KO as well as healing back the damage Dugtrio did to it, keeping Celebi out of sand KO range. Giga Drain's regeneration also helps Celebi survive Hidden Power Bug from Tyranitar and helps it when facing fast foes like Starmie. Notably, with enough boosts, Giga Drain in conjunction with Psychic gives Celebi a way to muscle past Blissey lacking a status move. Again requiring a boost, Hidden Power Fire 2HKOes Metagross, often 2HKOes Skarmory, helps in tussles against Celebi and Jirachi, and usually OHKOes Forretress and Magneton. Psychic is Celebi's strongest STAB move and is the primary move used to wear down Snorlax and Blissey. With a boost, it also 2HKOes airborne Pokemon—Salamence, offensive Zapdos, Moltres, and Flygon—that would check or phaze Celebi, and it OHKOes Gengar and the Fighting-types Heracross and Breloom.

Offensive Celebi can be used either mid-game or late-game. As a mid-game wallbreaker, bring it in against Zapdos or Swampert, and use it to trade KOs with mixed Salamence, Moltres, Snorlax, Metagross, and Tyranitar. It also prevents Skarmory from setting up Spikes by forcing it to phaze Celebi. With the aforementioned Pokemon worn down or removed, Celebi can also sweep late-game.

Team Options
========

Offensive Celebi fits mostly on special offense teams, especially in conjunction with Calm Mind users, but can sometimes be used with Spikes. Ironically, it can also fit on physically offensive teams due to its ability to trade KOs with physical tanks like Tyranitar, Metagross, and Salamence, wear down Skarmory, get ahead of and take out Moltres, and pivot into Gengar's Will-O-Wisp.

Dugtrio is a useful partner, and it is almost mandatory on special offense. It revenge kills opposing Dugtrio that end up trapping Celebi and can remove checks like Blissey, chipped Tyranitar and Metagross, and weakened Snorlax.

Offensive Jirachi is an excellent partner. With almost the same coverage and natural bulk and shared Calm Mind usage, Jirachi is a Celebi lookalike. They share essentially all their checks, and a trade with one paves the way for the other to sweep. Speaking of trading checks, one common way to eliminate Dugtrio should Jirachi go down first is Porygon2, which also indefinitely checks Dragon Dance Salamence. Offensive Suicune is also an offensive pivot for Dragon Dance Salamence on Calm Mind teams. With Celebi around, Regice is a good secondary special check to Zapdos, Starmie, and Suicune that can also lure in and use Explosion on Blissey and Snorlax without worrying too much about compromising the team's special bulk. Regice also draws in and wears down Tyranitar and Metagross, which can be helpful for turning Celebi's 2HKOs into OHKOs.

Offensive Celebi can be used on some Spikes teams too. Aggressive setters like Taunt Skarmory and Cloyster are possible partners. Gengar's spinblocking abilities are always useful with Spikes, but defensive Gengar also helps the team survive against Dragon Dance Salamence, while offensive Gengar's rainbow of coverage can provide the chip needed for Celebi to finish the opposing team off. Celebi is always a nice Aerodactyl partner, as it turns the tide on Electric- and Water-types. However, using offensive Celebi instead of defensive Celebi also makes Skarmory and Cloyster's weakness to Electric-types more pronounced, so having Aerodactyl to exert immense pressure on Zapdos is helpful.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Baton Pass
move 3: Leech Seed / Shadow Ball / Ancient Power / Hidden Power Fighting
move 4: Recover / Hidden Power Fighting
item: Leftovers
ability: Natural Cure
nature: Impish
evs: 244 HP / 124 Def / 140 Spe

[SET COMMENTS]

Set Description
=========

Swords Dance Celebi's main purpose is to pivot into special attacks or passive Pokemon and Baton Pass Attack boosts to physically offensive teammates. Leech Seed wears down physical tanks for the Baton Pass target and helps to force switches so that Celebi can set up on something favorable. This set is most effective when Swords Dance has not been revealed, as Celebi can surprise a Roar-less Zapdos or Blissey sent in to stall out Leech Seed PP with a boost and subsequent pass to Aerodactyl or Metagross. Recover helps Celebi to function as a tank akin to utility sets.

Attacking filler moves can also be used to hit phazers and setup sweepers that try to ruin the pass. After a boost, Hidden Power Fighting OHKOes or comes close to OHKOing Tyranitar, Shadow Ball OHKOes Taunt Gengar, and Ancient Power has good odds to 2HKO defensive Zapdos and OHKOes Moltres. Hidden Power Bug is an option over Hidden Power Fighting when only a single attacking filler move is used. It still hits Tyranitar pretty hard and can finish off weakened defensive Taunt Gengar that barely survived Tyranitar's Pursuit.

This set has several EV options with their own tradeoffs. The listed spread survives Aerodactyl's Hidden Power Bug and Choice Band Salamence's Hidden Power Flying under sand while also outspeeding Adamant Heracross. The slower option of 252 HP / 124 Def / 96 SpD / 36 Spe can be used to still outspeed all Tyranitar. When using attacking moves, 76 Attack EVs allow Celebi to OHKO Tyranitar and Gengar after a boost; take EVs out of Special Defense if need be. Alternatively, one can also go the fast route with 252 HP / 76 Atk / 180 Spe to outspeed Moltres, neutral-natured Salamence, and neutral-natured Flygon. Taking EVs out of Attack for 252 HP / 40 Def on the prior spread can also be done to survive Jolly Salamence's Hidden Power Flying while still outspeeding and passing out of Adamant Salamence. When not using Hidden Power Fighting, which requires 30 Speed IVs, Jolly Celebi can Speed tie with Speed-invested Salamence and Flygon, though this is extremely dangerous because Choice Band variants can OHKO Celebi should they win the tie. Note, however, that being slow can be advantageous, as Celebi taking the foe's move shields the pass target from any damage or status. This is helpful when passing to Aerodactyl or Agility Metagross, for example.

Team Options
========

Swords Dance Celebi requires quite a bit of support. Magneton is almost always required to stop Skarmory from switching into Celebi and walling all its physically offensive teammates. Pursuit Tyranitar is needed for Gengar if Celebi is not carrying Shadow Ball or Ancient Power; Taunt Gengar prevents Celebi from passing, and is generally a huge threat to physical sweepers due to Will-O-Wisp and Ice- and Electric-type coverage to OHKO Salamence and Gyarados. Pursuit also limits the longevity of Choice Band Salamence and Aerodactyl, which otherwise enter freely on Celebi. Ice Beam on Tyranitar also allows it to pivot in on Dragon Dance Salamence and land a OHKO. Milotic is great as a reliable physically defensive wall that can continuously pivot into Salamence, which, again, Celebi can barely touch.

As far as recipients go, Agility Metagross is a nice sweeper that can either use Explosion to take out bulky Water-types or boost and sweep. Dragon Dance Gyarados is one of the few pass recipients that does not fold to bulky Water-types. Notably, with a Swords Dance and a Dragon Dance boost, Gyarados OHKOes Zapdos with Double-Edge and OHKOes Aerodactyl that has been chipped by Pursuit Tyranitar. Dragon Dance Salamence has better coverage and power at the cost of being weak to Ice Beam; one can consider running a Jolly nature on it to outrun Moltres, neutrally invested Zapdos, and neutrally invested mixed Salamence. Substitute + Liechi Berry Aerodactyl is a very fast cleaner that needn't risk taking attacks for a boost, unlike Dragon Dance Salamence, despite being a little weaker. Mixed Zapdos can make use of the Attack boost to break past Blissey, Celebi, and Tyranitar or pass it further to another target. Lum Berry can be helpful on it to avoid Blissey's status moves. Finally, Snorlax is a decent physically offensive special tank that, when passed a boost, can OHKO Metagross and Tyranitar, lest the eventual Baton Pass target take an Explosion or be set up upon.

[SET]
name: Defensive Calm Mind
move 1: Calm Mind
move 2: Leech Seed
move 3: Psychic
move 4: Recover
item: Leftovers
ability: Natural Cure
nature: Bold
evs: 252 HP / 124 Def / 76 SpA / 36 SpD / 20 Spe

[SET COMMENTS]

Set Description
=========

Defensive Calm Mind Celebi is a late-game sweeper. Early-game, it functions like typical utility Celebi, but Calm Mind provides pressure against PP stallers like Snorlax, Blissey, Suicune, Claydol, Zapdos, and other defensive Celebi, making this set more prone to drawing in phazers like Skarmory and Roar Tyranitar or bulky offensive Pokemon like Metagross, Tyranitar, Salamence, and Moltres. Such pressure can be used to wear down or trap Celebi's checks. With only defensive Pokemon left on the field, Calm Mind + Leech Seed is adept at cleaning up the game.

Leech Seed, apart from its variety of functions shared with its role on utility sets, also helps Celebi to plow past Blissey, Curse Snorlax, and Rest Suicune in the endgame. Psychic is the chosen STAB move over Hidden Power Grass, as this set's attack option needs to pressure threats that cannot be reliably trapped like Salamence, Zapdos, Moltres, and Flygon.

The Defense EVs are tailored to survive Choice Band Aerodactyl's Hidden Power Bug and Choice Band Salamence's Hidden Power Flying in sand. The Speed EVs allow Celebi to outrun Endeavor Swampert. A modest amount of Special Attack investment allows Celebi to OHKO Dugtrio after a Calm Mind boost. It also allows Celebi to 2HKO Salamence and Moltres after a boost. That said, these EVs are not really needed with Spikes and should go into Special Defense otherwise. The rest of the EVs are placed into Special Defense to minimize the odds of Swampert's Ice Beam 2HKOing Celebi under sand. Alternatively, a spread of 252 HP / 64 Def / 76 SpA / 96 SpD / 20 Spe with a Calm nature can be used for better robustness against special threats, especially when trying to set up repeatedly against bulky Water-types using Ice Beam. 40, 76, and 176 Speed EVs with a Timid nature to outrun Adamant Heracross, Modest Moltres, and Timid Moltres, respectively, are also options.

Team Options
========

Most of the partners from utility Celebi sets apply, but with slight variations. Where it comes to trappers, Dugtrio features prominently, as Calm Mind forces out more passive Celebi pivots in favor of bulky physical Pokemon like Tyranitar and Metagross, and the lack of Hidden Power Grass means Tyranitar switches in almost freely. Given that Tyranitar poses a massive offensive threat, one must have a very good reason not to use Dugtrio with this Celebi set. Magneton is still a suitable partner, but a team dedicated to supporting Calm Mind Celebi would not need Magneton to remove Skarmory in its role as a physical wall, so a spinner like Claydol or occasionally Starmie can be more useful for Spikes control. Porygon2 is also a theoretical possibility, but if one uses it, it might be hard to fit all the support this Celebi appreciates in a team.

Defensively, Milotic and Suicune are good partners for full coverage against Tyranitar and Salamence that switch in repeatedly, and Celebi's propensity to chip Zapdos also helps these bulky Water-types in return. Swampert is also a possible partner, but it compounds the team's weakness to Moltres and benefits a little less from Dugtrio's ability to trap. Flygon's Spikes and Electric-type immunities help the team defensively against both physical and special threats, especially given Celebi's tendency to attract Skarmory. Rest Zapdos forms a nice specially defensive core with this Celebi set, especially because Celebi without Hidden Power Grass is a little shakier at dealing with offensive Water-types like Starmie and Suicune.

Calm Mind Jirachi, Celebi, and Dugtrio form a core where Celebi and Dugtrio lure in and remove bulky physical Pokemon, and countertrapping opposing Dugtrio from a revenge kill on Celebi can open the way for a Jirachi sweep.

Finally, just to comment on additional subtleties of using Calm Mind as opposed to a more standard utility set: it's not as common to see Calm Mind Celebi used with Heracross or Curse Snorlax. These two pretty much have the same trappable checks as Celebi, and their physical presence does not need Celebi's Calm Mind to pressure passive Pokemon, so Baton Pass is preferable for those pairings.

[STRATEGY COMMENTS]

Other Options
=============

Celebi can really exist anywhere on the spectrum of defense to offense. The sets listed above are pretty much divided into day and night, but mid-paced Celebi sets are also entirely feasible on the right team. A set of Calm Mind, Leech Seed, and two of Psychic, Giga Drain, and Hidden Power Fire can be used with the appropriate trappers to exert a lot of pressure in the face of Blissey and Snorlax. Alternatively, Recover / Leech Seed / two attacks on an offensive set gives Celebi some defensive utility without compromising its ability to hit threatening switch-ins. Calm Mind / Leech Seed / Psychic / Baton Pass with Magneton support can be really helpful for forcing switches and getting the right foe in so that pass targets have an easier time, and this set also allows Celebi to set up in the face of Blissey and Snorlax. Toxic on the utility set permanently cripples a ton of Celebi's checks, especially Salamence, Moltres, and Tyranitar. Hidden Power Ice can be used on offensive Celebi to nab the surprise KO on Salamence.

Checks and Counters
===================

**Physical Flying-types**: Salamence, Gyarados, and Aerodactyl can switch in safely on any of Celebi's sets and set up or threaten to hit Celebi very hard with a Choice Band-boosted attack. They cannot, however, take repeated hits of Psychic indefinitely, and mixed Salamence in particular struggles to break past Calm Mind Celebi. Note that none of these are foolproof answers to Baton Pass Celebi carrying boosts, as faster Celebi can outspeed them before taking any damage, and slower Celebi can be EVed to take a hit before passing the boosts out.

**Fire-types**: Moltres and Charizard either OHKO many Celebi sets or come very close to doing so and are good pivots against defensive Celebi. Offensive Celebi can, however, beat Moltres and slower Charizard if it uses Calm Mind on the switch, and Baton Pass Celebi can safely pivot out by outspeeding either or tanking a hit if Moltres does not have Roar. Houndoom is a rare check that works in the same vein but can also use Pursuit to catch Celebi switching out.

**Bulky Physical Threats**: Metagross and Tyranitar are usually able to exert enough pressure on defensive Celebi before it can take them out with its coverage moves. They won't stop Celebi from Baton Passing out its boosts, but Metagross can at least use Explosion, and Tyranitar can at least set up on the target with Dragon Dance. Roar Tyranitar can also stop a pass, but it is highly unreliable due to many Celebi packing Giga Drain.

**Phazers**: Skarmory takes next to nothing from defensive Celebi's attacks. It can also stop Celebi from passing boosts while tanking Hidden Power Fire, though that is not an ideal position because it forces Skarmory to take damage without laying Spikes. Roar Zapdos and Moltres can easily phaze Celebi that don't have a move to hit them hard, like Psychic or Ancient Power.

**Dugtrio**: Dugtrio can come in on weakened Celebi to trap and finish it off with Hidden Power Bug. Spikes and Toxic help to induce the chip needed for the KO.

**Bug-type Moves**: Heracross and Flygon don't switch in so well but can threaten to OHKO or 2HKO back with Megahorn and Hidden Power Bug, respectively.

**Ice-types**: Regice and Jynx hit Celebi very hard and undermine Celebi's role as a special tank as well as that of the Zapdos and Celebi core as a specially defensive core. These Ice-types, however, do not stop boosts and should be wary of Hidden Power Fire.

**Spikes**: Skarmory and Forretress can freely set up Spikes on defensive Celebi to erode its defensive capabilities significantly. Celebi frequently relies on Recover to make progress against attacks that do less than 50% damage, so attacks crossing that threshold with Spikes damage place Celebi into unfavorable Recover loops.

[CREDITS]
- Written by: [[vapicuno, 5454]]
- Quality checked by: [[BKC, 52012], [M Dragon, 21345]]
- Grammar checked by: [[The Dutch Plumberjack, 232216], [CryoGyro, 331519]]
 
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vapicuno

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Bullet points are available for QC.
I appreciate recommendations on EV spreads for all sets.
 

wyc2333

A=X+Y+Z Y: Hard Work
[SET]
name: Utiliy
move 1: Leech Seed
move 2: Recover
move 3: Psychic / Substitute / Hidden Power Grass
move 4: Hidden Power Grass / Baton Pass / Reflect / Heal Bell
item: Leftovers
ability: Natural Cure
nature: Bold
evs: 252 HP / 124 Def / 40 SpA / 60 SpD / 32 Spe
sub and even reflect don't deserve being slashed but that's just me

evs: 76 HP / 252 SpA / 180 Spe
why 180 spe? even if u outspeed timid molt and use bp, u can still be phazed. i will suggest 152 spe to outspeed standard mence
name: Swords Dance
move 1: Swords Dance
move 2: Baton Pass
move 3: Leech Seed / Hidden Power Fighting
move 4: Recover / Shadow Ball / Ancient Power
item: Leftovers
ability: Natural Cure
nature: Jolly
evs: 252 HP / 4 Atk / 252 Spe
u choose sd/bp/leech/recover on the face of sd cele, but u give it 4 atk, which is unnecessary.

when it comes to move 3, i will edit sth like sball/hp fighting/leech but that's just me. anyway, sball is important for taunt gar if cele teams don't have suit support

imo defensive cm is the second most viable set
 
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vapicuno

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why 180 spe? even if u outspeed timid molt and use bp, u can still be phazed. i will suggest 152 spe to outspeed standard mence
because not all Moltres have roar.
u choose sd/bp/leech/recover on the face of sd cele, but u give it 4 atk, which is unnecessary.
because I explained that 4atk is for shadow ball to 1hko gar after sd
when it comes to move 3, i will edit sth like sball/hp fighting/leech but that's just me. anyway, sball is important for taunt gar if cele teams don't have suit support
what you're suggesting is sd pass with shadow ball as the sole attack. hm, it seems a bit weird to me that you'd be willing to be walled by roar tar even if you dont intend to be roared by gar or zap. let's see what others say.
imo defensive cm is the second most viable set
let's see what others say.
 
[OVERVIEW]
I would mention somewhere in the overview that Celebi weakness to sand and spikes hold it back(especially the defensive sets), and if every time Celebi steppes on spikes is using recover then it's losing momentum and inviting free switches to strong threats(heracross,salamence etc.), also makes it more vulnerable to phazing(spikes+roar).
[SET]
name: Utiliy
move 1: Leech Seed
move 2: Recover
move 3: Psychic / Substitute / Hidden Power Grass
move 4: Hidden Power Grass / Baton Pass / Reflect / Heal Bell
I feel like there are a bit too many slashes. Maybe Sub and Heal Bell can be just mentioned in the set description. We'll see what the QC team think about this.
[SET]
name: Calm Mind Passer
move 1: Calm Mind
move 2: Giga Drain
move 3: Hidden Power Fire
move 4: Baton Pass
Item: Leftovers
ability: Natural Cure
nature: Timid
evs: 76 HP / 252 SpA / 180 Spe
I would personally use 248HP/80SpA/180Spe as the main set. Bulk is nice as you generally take a big hit before bpassing out, also distinguishes this set from the superbi one.
mixed off pass targets:
- offpert as flying/tar pivot. pert also lures zap which naturally leads to cel.
- zard, molt, even doom as meta pivot and skarm if it comes in t2
- mixmeta as lax blissey pivot
- dd grass tar, enhances grass damage and protects against torrent hydro
- agilizap or subzap as meta skarm fire pivot and for cha
i wouldn't mention doom personally i think it's too fringe. I wouldn't mention dd grass tar but instead mixtar(UD tar).
SET]

name: Swords Dance
move 1: Swords Dance
move 2: Baton Pass
move 3: Leech Seed / Hidden Power Fighting
move 4: Recover / Shadow Ball / Ancient Power
item: Leftovers
ability: Natural Cure
nature: Jolly
evs: 252 HP / 4 Atk / 252 Spe
I would have HPfight slashed first over leech. at that point the main spread should be 248HP/80Atk/180Spe. We'll see what the QCteam thinks about this.
also i would mention dd tar in the recipients.
 
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vapicuno

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I would mention somewhere in the overview that Celebi weakness to sand and spikes hold it back(especially the defensive sets), and if every time Celebi steppes on spikes is using recover then it's losing momentum and inviting free switches to strong threats(heracross,salamence etc.), also makes it more vulnerable to phazing(spikes+roar).
good point, added something about that
I feel like there are a bit too many slashes. Maybe Sub and Heal Bell can be just mentioned in the set description. We'll see what the QC team think about this.
based on what you and wyc said, prob should be a decision with the QC team
I would personally use 248HP/80SpA/180Spe as the main set. Bulk is nice a you generally take a big hit before bpassing out, also distinguish this set from the superbi one.
thinking about it. will ask QC also.
i wouldn't mention doom personally i think it's too fringe. I wouldn't mention dd grass tar but instead mixtar(UD tar).
added mixtar. retained dd grass tar, which has been helpful in my personal experience. thinking about doom.
I would have HPfight slashed first over leech. at that point the main spread should be 248HP/80Atk/180Spe. We'll see what the QCteam thinks about this.
we'll see.

in summary, need to come to consensus with QC team on

1. third moveslot slashes on sd cel
2. removing sub / reflect / heal bell as slashes on utility cel?
3. evs for cm pass cel
 

vapicuno

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prose is up for QC. kept notes meanwhile.
 

pasy_g

Banned deucer.
Tough task to write a celebi analysis, since its so customizable and has a thousand different options for everything. Great job at writing such a detailed one, i think it really covers anything celebi is doing!

(im not on the QC team, but...)

1. third moveslot slashes on sd cel
2. removing sub / reflect / heal bell as slashes on utility cel?
3. evs for cm pass cel
1. I think the most common SD set currently run always has Leech Seed, which makes a lot of sense, since the necessity for Shadow Ball has drastically gone down since people dont really use Taunt Gengar at all anymore (the physical attackers or team as a whole should have better ways to counteract a Gengar) and being stopped by either Perish Celebi or a CM version isnt that big of a deal since your team will naturally have a good matchup vs those. The biggest problems for the set are Roar Swampert, Skarmory, Aero, CB Mence, Roar Zapdos, different Tyranitar versions. Neither HP Fighting nor Shadow Ball do anything against those so my first proposal would be to set Leech Seed as a fixed slot, it helps to put pressure on all those listed mons. The last move should probably be HP Fighting to not only stop Tyranitar from roaring you out, but also getting a kill on it without having to risk something getting a pass on a strong move or finding a ttar behind a sub (rare). Recovers usefulness with Leech Seed kinda drops on this set but its still a very viable option so imo the fourth move should be HP Fighting / Recover. Ancientpower and Shadow Ball can get mentioned in side notes then.

2. Like i said, Celebi is super customizable and i dont see a reason to mention Reflect or Heal Bell over Perish Song in the set itself, which makes it so it quickly becomes heavily overloaded. Perish Song should maybe even get mentioned over Reflect if you wanna do that, either way youd have to suggest all those moves over both the attacking moves (they can vary on the teams needs). Neither Psychic or HP Grass are givens and the Substitute + Baton Pass requires to be on the same set, while Baton Pass can be on its own.
I think it should either look somewhat like this:

name: Utility
move 1: Leech Seed
move 2: Recover
move 3: Psychic / Perish Song / Heal Bell / Baton Pass
move 4: Hidden Power Grass / Perish Song / Heal Bell / Baton Pass

or just go with:

name: Utility
move 1: Leech Seed
move 2: Recover
move 3: Psychic
move 4: Hidden Power Grass

and make a dedicated section about the possible move choices to customize the set and put big emphasis on that set just being a template that needs to be adjusted.

3. Definitely keep the more defensive EV in the main one and the offensive mention in the description. I am not sure if i would put Psychic in the moves tho, id rather see it as a mention in the description, because i think Giga Drain is most of the time just the superior choice (maybe im wrong) and that could give a wrong impression.

Once again, great job, very thorough analysis!
 
There is an exception; although it can be tempting to maintain the pressure with repeated Leech Seeds, It can be important to keep Celebi near full HP through Recover when the opponent has Dugtrio.
should also be mentioned that a lot of players are also tempted into making the mistake of burning through leech seed pp really fast for little reward. holding back can result in celebi being more threatening throughout the game, especially as it moves to its closing stages.

for cmpass: in the agility pass zapdos section, mention that zap passing agility to celebi is amazing, as there's no more getting revenged by dug/aero/cbmence. not needing speed investment is a justifiable luxury I also like. also, I really do think modest is worth a mention. it's good in general, but especially if used alongside agipass zap.

other than that, I think most things have been covered - this analysis is incredibly thorough. qc 1/2 from me, although I'd hold off on the second until the bullet points (all of which I agree with btw) are fleshed out.
 

vapicuno

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Thanks! I implemented all of the above,

Try to use Leech Seed to force switches and heal passively so that powerful threats can enter the field while taking minimum damage, but be careful to combine that with smart pivoting so as not to burn through Leech Seed's PP too quickly; common Leech Seed targets, especially Pokemon with Pressure like Zapdos and Suicune, tend to have the bulk to last quite a while. Conserving PP allows Celebi to be more threatening throughout the game, especially as it moves into its closing stages.
Celebi with a speed boost no longer gets revenge killed by Dugtrio, Aerodactyl, and Salamence, and allows Celebi to get by with lower speed investment.
Finally, one can even lower the Speed investment to the level of outspeeding Adamant Heracross in favor of Special Attack, resulting in a spread of 252 HP / 120 SpA / 136 Spe. This again turns the offensive rolls into certainties but without sacrificing bulk; it is especially useful when Agility + Baton Pass Zapdos can pass boosts to make up for Celebi's lack of speed.
I also added a little statement about Celebi's ability to hit spinners hard

On Spikes teams, it allows Celebi to threaten the two common spinners &mdash Claydol and Starmie &mdash should they attempt to spin on Celebi.
 

M Dragon

The north wind
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About the CM Leech Seed set:

I think that you should definitely mention Dugtrio, because I think that it is nearly mandatory in teams that use that use that Celebi set.
Also, you should probably add faster alternative ev spreads, one to outspeed Heracross and another one to outspeed Timid Moltres.
I have noticed that the extra speed has been very useful in many situations: surviving a CBmence HP flying or a fire blast from moltres after a CM is great, but outspeeding them and killing them if weakened can be even better. Of course you lose a lot of bulk, which is one of the selling points behind this set (the unkillable machine), but faster ev spreads are definitely useful too.


Congrats because doing a good ADV Celebi analysis is very hard and you have done a great job

QC 2/2
 

vapicuno

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thanks, qc 2/2 and ready for gp!

bullet points left below for further scrutiny if anyone still wants to stuff comments in before gp.
[OVERVIEW]

Celebi is one of the most versatile Pokemon in ADV OU. With high stats across the board, it can easily sport physically and specially defensive sets, momentum-maintaining Baton Pass sets with Calm Mind or Swords Dance, a special sweeper set, or even pass Substitutes.

Defensively, it puts Natural Cure to good use and boasts crucial resistances to Electric-, Water-, Ground- and Fighting-type attacks, allowing Celebi to pivot safely into Zapdos, Jolteon, Magneton, Swampert, Defensive Suicune, Claydol, and Breloom without Hidden Power Bug, while its ability to pivot into status allows it to come in safely on Blissey, Snorlax, Defensive Jirachi, Milotic, and Porygon2. Leech Seed is the best move defensive Celebi can offer, where it can not only soften the impact of incoming threats, but also chip bulky Pokemon into KO range of others.

Offensively, it is one of the few pivots that can easily turn the tides against Zapdos and Swampert by absorbing Thunderbolt or Hydro Pump, setting up, and Baton Passing out; it is perhaps the only common and reliable stat-boost passer in the game. Celebi as a sweeper itself is often also very dangerous in an unconventional way, because its coverage and natural bulk allow it to challenge checks to more passive sets like Tyranitar, Salamence, and Metagross, while its ability to heal from Giga Drain may very well help to win the war against Snorlax and Blissey.

Unfortunately, Celebi's typing, which offers all its useful resistances, is also the root of all its flaws. It has weaknesses to very common attacking types like Flying, Fire, and Bug inviting all sorts of threats like Salamence, Moltres, and Heracross. Its need to repeatedly Recover in the face of Ice Beam to gain back a substantial amount of HP makes it very susceptible to freeze and critical hits. Its four-fold Bug weakness makes it prone to a Dugtrio trap, and its Dark weakness makes Pursuit Tyranitar a huge threat to any Celebi without Baton Pass. While Celebi can often be considered a special wall, its inability to pressure Skarmory and weaker special bulk make it relatively weaker to Spikes and Sand than Blissey.

[SET]
name: Utility
move 1: Leech Seed
move 2: Recover
move 3: Psychic / Substitute / Reflect / Heal Bell
move 4: Hidden Power Grass / Baton Pass
item: Leftovers
ability: Natural Cure
nature: Bold
evs: 252 HP / 124 Def / 40 SpA / 60 SpD / 32 Spe

[SET COMMENTS]

Set Description
=========

Utility Celebi is unique in the metagame as a mixed wall that can deal with Electric-types, Water-types, and Snorlax that also is able to exert constant pressure with Leech Seed and the threat of trapper support.

Leech Seed and Celebi's accompanying bulk are the main exploits of this set. Leech Seed is a move with both offensive and defensive utility that allows Celebi to chip a number of Pokemon while maintaining momentum via passive recovery for itself or its teammates. Offensively, The chip damage is excellent at wearing down bulky physical tanks. Leech Seed has the potential to put Metagross and Tyranitar into OHKO range of boosted Salamence's, Aerodactyl's and Dugtrio's Earthquake. It can also place Tyranitar into OHKO range of defensive Metagross and potentially 2HKO range of Snorlax's Earthquake. Leech Seed is also excellent at wearing down Flying-types because of their lack of recovery, and in some cases, lack of Sand immunity. Leech Seed allows Water-types to threaten weakened Zapdos more easily, puts Moltres into 2HKO range of Pursuit Tyranitar, and places Skarmory into OHKO range of Timid Magneton. Defensively, Leech Seed allows Claydol to keep spinning in the face of Drill Peck Skarmory, forcing Skarmory to switch out first, hence leaving no Spikes on the field. It is also serves to check Suicune and Snorlax by forcing them to Rest repeatedly, allowing a teammate to exploit those free turns. Finally, Leech Seed's passive recovery and ability to force switches can provide Choice Band users like Salamence and Heracross either some added longevity or free switch-ins.

Recover allows Celebi to stick around for a long time and is especially needed in the face of taking repeated hits from Snorlax, Ice-type coverage from Water-types, Zapdos, and Gengar, Toxic from Blissey, Milotic, Swampert, and Zapdos, or Will-O-Wisp from Gengar. Celebi is bulky and does not have to use Recover frequently if it pivots only into resisted attacks. There is an exception; although it can be tempting to maintain the pressure with repeated Leech Seeds, It can be important to keep Celebi near full HP through Recover when the opponent has Dugtrio.

Psychic hits Gengar really hard, and is an important move because many teams can only rely on Celebi to pivot into Will-O-Wisp. Psychic also makes progress against many switch-ins like Salamence, Moltres, Aerodactyl, Heracross, Flygon, and Heracross. Psychic also helps Celebi deal with Zapdos a bit more easily. Although most Zapdos are unable to severely threaten Celebi, Leech Seed's PP can easily be worn out through Zapdos's Pressure, and the occasional Substitute Zapdos can completely turn the tables on Celebi lacking Psychic.

Hidden Power Grass allows Celebi to OHKO Dugtrio with minimal Special Attack investment, hits Tyranitar hard, and allows Celebi to be a Starmie pivot. On Spikes teams, it allows Celebi to threaten the two common spinners &mdash Claydol and Starmie &mdash should they attempt to spin on Celebi. Hidden Power Grass is mostly used when Celebi is not paired with Dugtrio or Porygon2. When paired with either of these trappers, the preferred move is Baton Pass, as Celebi can scout for a Tyranitar or Dugtrio switch-in and pass out to one's own Dugtrio or Porygon2. If Celebi is at full HP, it can also tank Hidden Power Bug and trap opposing Dugtrio by passing to one's own Dugtrio. When used with Magneton, Baton Pass also helps to catch Skarmory.

Moving on to less commonly used moves, Substitute, when used in conjunction with Leech Seed and Baton Pass, makes Celebi adept at inducing chip damage, eases trapping by any of the trappers, and generates free turns for huge threats like Aerodactyl. Reflect neuters Metagross's Explosion and Snorlax's Selfdestruct, protecting one's bulky Water-types and also Celebi itself. Reflect also provides that crucial setup turn for sweepers like Curse Snorlax or Dragon Dance Salamence. Heal Bell can be helpful for teammates with Rest like Suicune, Snorlax, and Zapdos. Light Screen helps Forretress and Skarmory survive a Magneton trap to KO back with Earthquake or delay a reverse trap with Dugtrio. Perish Song is a phazing move that stops Calm Mind users in their tracks and also deals with bulky setup sweepers in the end-game. The downside to using these alternative moves is that dropping Celebi's two STAB moves or Baton Pass for any of these compromises Celebi's ability to deal with both Gengar and Dugtrio at the same time. Gengar is easier to deal with than Dugtrio because Celebi can simply be paired with a Pursuit trapper, so Hidden Power Grass is frequently the attacking move used when Celebi sports these alternate moves.

The EVs are fashioned to survive Choice Band Aerodactyl's Hidden Power Bug and Salamence's Hidden Power Flying in Sand, and it goes without saying that Celebi also comfortably survives Hidden Power Bug from Dugtrio. 40 Special Attack EVs are required to OHKO Dugtrio with Hidden Power Grass; variants lacking the Grass-type coverage can place the EVs in Special Defense or Speed. 32 Speed EVs are required to outrun all Tyranitar. Celebi can go for a faster benchmark like 136 Speed EVs, which outruns Adamant Heracross and most offensive Suicune. Substitute Celebi can use a spread of 252 HP / 64 Def / 192 Spe with a Timid nature to survive Adamant Dugtrio while outrunning Timid Moltres and Speed-neutral Salamence, Zapdos, Flygon, and Charizard. With this spread, Celebi can also Baton Pass out of a significant number of Taunt Gengar that are EV'd to survive Pursuit Tyranitar under Sand and Dragon Dance Salamence. When Celebi is important as a special wall, a specially defensive spread of EVs of 252 HP / 64 Def / 40 SpA / 120 SpD / 32 Spe with a Calm nature can be used; this spread also allows Celebi to survive Adamant Dugtrio.

The key to using Celebi successfully is to generate entry opportunities for strong threats and trappers, and inducing enough chip to allow sweepers to run their course. Try to use Leech Seed to force switches and heal passively so that powerful threats can enter the field while taking minimum damage, but be careful to combine that with smart pivoting so as not to burn through Leech Seed's PP too quickly; common Leech Seed targets, especially Pokemon with Pressure like Zapdos and Suicune, tend to have the bulk to last quite a while. Conserving PP allows Celebi to be more threatening throughout the game, especially as it moves into its closing stages. Also, use the fact that Celebi draws in many trappable checks like Tyranitar, Metagross, Dugtrio, and Skarmory, where the trapping sequence can even be aided by Baton Pass. Finally, an aggressive sequence of consecutive Leech Seeds, especially with Spikes, can generate a lot of chip while not taking any damage.

- walls zap jolt lax waters
- pivots into statusers gengar bliss
- leech provides chip and maintains momentum by passive recovery
- stops cune and lax
- chip enables a few things: OHKOs on meta/ttar with cbmence/ddmence/dug eq, meta mash (rly helps protect meta), aero eq, puts ttar into cel grass 2hko range, or eq lax 2hko range. chips zap so cune/pert can surf/ib its way through, chips molt so suit tar can 2hko. passive recovery allows entry point for strong threats hera cbmence. potential trapping synergy with submag. puts skarm into timid mag range
- also allows skarm to spike on claydol
- psychic hits gengar, makes progress vs switchins zap molt mence aero hera flygon.
- sub even allows some of them to be subseed stalled. subseed forces switches, can subpass to trapper. beware of subzap or subjolt tho.
- hp grass covers dug and tar and mie. use if no dug p2. if mag + dug or p2, advantageous to use bp as a catchall. mono grass is not ideal but possible if other support moves are more important
- reflect neuters meta lax boom, protects vs dug, reduces impact of mence/aero/tar attacks. bolsters cune curselax behind.
- heal bell good for rest-heavy teams like cune lax zap
- rare: light screen support good for anti magtrap on skarm forre
- rare: perish song to phaze cmers when no other special wall present on team.

evs
- bold with evs survives cbaerobug and cbmence fly, and dug obv, in sand
- 40 spa to ko dug, otherwise put in sp.def
- 32 speed to outrun +spe ddtar
- rest in sp.def

alternative evs
252 HP / 64 Def / 40 SpA / 120 SpD / 32 Spe Calm - survives ada dug, general special bulk
252 HP / 64 Def / 192 Spe Timid - survives ada dug, outspeeds molt and slower taunt gar, good for subpass
can easily go up to 270 speed also to be stronger against hera and offcune.

Team Options
========

Trappers are very common partners to utility Celebi. Magneton gets rid of Skarmory, which easily comes in and Spikes on any variant of utility Celebi. Leech Seed also has a nifty synergy with Substitute Magneton, which can trap and indefinitely wear down seeded Metagross and defensive Jirachi. Dugtrio traps chipped Tyranitar, Metagross, and opposing Celebi, and can also take out opposing Dugtrio that is locked into Hidden Power Bug either from KOing or getting passed out of Celebi. While Dugtrio does not directly help with Spikes control, taking out the bulky offensive Pokemon that take advantage of Celebi with Spikes around is a measure that can allow Celebi to function reasonably well even under Spikes. Porygon is also a splendid partner that removes Dugtrio, and can indefinitely wall Salamence, one of the few common checks to Celebi that cannot be removed easily by trapping. Pursuit Tyranitar frees up Celebi to use a filler instead of Psychic, and can chip Choice Band Salamence and Aerodactyl locked into a resisted move.

Winning the Spikes war is one option for utility Celebi. Bulky Spikers like Skarmory and Forretress are great for exploiting Celebi's switch-forcing abilities. Together with Leech Seed, Spikes can generate a lot of chip damage for a sweeper like Aerodactyl to clean up the game. Defensively, these Pokemon also help Celebi to deal with physical Metagross and Salamence. Claydol helps to spin Spikes off the field, given that Celebi has an extraordinary propensity to attract Skarmory, and it can make use of Leech Seed's healing to stand its ground against Drill Peck Skarmory. Flygon's Spikes immunity and function as an Electric- and Rock-type check also helps to compensate for Celebi's Skarmory-attracting tendencies.

Secondary special walls with a niche of their own like Curse Snorlax and Rest Zapdos make the team more robust to special attacks while offering their own utility. Celebi acts as a mid-game special wall, protecting Snorlax from taking chip so that has the HP to set up a Curse sweep, while Snorlax can support Celebi should it falter against more potent special threats like Starmie or Calm Mind Suicune, Jirachi, and Celebi. Rest Zapdos helps Celebi deal with Suicune and other special threats especially when Spikes are present, and can phaze out Calm Mind Celebi too.

Hard hitting physical Pokemon like Heracross and Choice Band Salamence benefit from the entry or healing opportunities presented by Celebi's Leech Seed, either via forcing switches or directly taking damage, and from their mutual synergy with trappers. Heracross batters down Salamence which Celebi can threaten later with Psychic, and Celebi can absorb Thunderbolt from Zapdos should it be the opponent's Heracross check. Heracross also benefits from the synergy of luring in Dugtrio to revenge-kill while exacting revenge using one's own Dugtrio. Salamence provides robust defensive utility against Heracross and draws in Swampert and Zapdos, which Celebi can easily pivot in on.

Bulky Water-types are appreciated as Celebi's checks mostly lie on the physical side of the spectrum. Milotic is appreciated as a physical and mixed wall that can continuously soak hits from Salamence, Tyranitar, Metagross and Flygon that love coming in on Celebi. Suicune is less robust than Milotic, but can make full use of Leech Seed's recovery to provide some midgame utility and play a more targeted end-game through a Calm Mind sweep. These Water-types benefit from the Dugtrio synergy, which reduces the heavy burden of Tyranitar and Metagross that comes from their lack of Rock-resistance and propensity to be Exploded on. Using Swampert might be tempting, but the prevalence of Fire-types with Grass-type coverage makes the Celebi-Swampert core unreliable for the long-haul, and such cores have to look to win the game through aggressive and plays and trades on the more offensive side of the team.

Finally, as Celebi has a propensity to chip physically defensive Pokemon, sweepers like Aerodactyl, Dragon Dance Salamence, Dragon Dance Tyranitar, and Agility Metagross are all fine partners for taking down weakened teams.

- all trappers help depending on team: mag (bp preferred), dug (bp preferred), p2 (bp necessary), suit tar frees up psychic to some extent, can chip flyings and wowgar. dug ctraps dug. mag helps deal with skarm and in so doing, spikes. dug doesnt directly help with spikes but prevents bulky offense from taking advantage of celebi with spikes around. leech chip helps dug. subseed mag.
- mention subseed mag
- skarm to play the long indirect dmg game. helps dugtrap.
- curselax (cel as midgame special wall, lax wall, leech heal, helps with ice beam cune and starmie).
- cbmence/ddmence lures pert zap which cel nicely pivots in on and cel's leech can provide healing sometimes esp vs hera.
- hera good partner to make use of leech too, cel absorbs tbolts from zap too. makes use of bp cel's reliable trapping.
- claydol (apart from obv long game stuff, if skarm gets leeched, no tox or ref dol, dol can keep spinning, skarm cannot make progress to lay even a single spike).
- milo/cune good for full coverage vs physical threats, while milo/cune > cel loops vs zap help make progress.
- pert possible, but benefits less from dug synergy.
- flygon's spikes immunity and extra electric check helps given cel's tendency to attract skarm and get spiked a lot. use with skarm or mag.
- restzap forms an anti water/electric sp.def core, helps phaze cmers which cel cant do.
- aero ddmence cleaner

[SET]
name: Calm Mind Passer
move 1: Calm Mind
move 2: Giga Drain / Psychic
move 3: Hidden Power Fire
move 4: Baton Pass
Item: Leftovers
ability: Natural Cure
nature: Timid
evs: 252 HP / 76 SpA / 180 Spe

[SET COMMENTS]

Set Description

=========

Calm Mind + Baton Pass Celebi is an excellent offensive momentum reverser that can support both wallbreakers and sweepers. It is one of the few Pokemon on offense teams that can shrug off Zapdos's Thunderbolt and offensive Swampert's Hydro Pump and turn the tides against the opponent by setting up. Its coverage moves hit most phazers bar Zapdos and Moltres hard, and forces opposing Metagross and Snorlax to navigate a tricky decision of making a sacrifice with Explosion or Self-Destruct.

Calm Mind is the bread and butter of this set. It does not merely function as a stat boost for passing &mdash it provides Celebi with both offensive and defensive utility as well. Boosted Giga Drain allows Celebi to stay in on a Tyranitar switch and threaten to 2HKO. The recovery allows Celebi to be brought back to full HP from any chip damage it might have received from pivoting in, giving Celebi better survivability against Hidden Power Bug from Tyranitar. The boost also allows Celebi to OHKO Starmie under Sand with Giga Drain, while protecting it from Starmie's Ice Beam. Boosted Giga Drain also OHKOs Dugtrio and heals back whatever HP it lost from taking a Hidden Power Bug, which might otherwise place Celebi into Sand range. Finally, Giga Drain allows Celebi to take down any Swampert or Suicune that are brave enough to stay in to phaze or continue chipping down Celebi. Psychic is a notable alternative that allows Celebi to hit Taunt Gengar, Moltres, Roar Zapdos, Salamence, Heracross, Flygon, and Charizard hard especially after a Calm Mind boost. Note also that the Special Defense boost protects Celebi from Moltres and Mixed Salamence too. Hidden Power Fire hits Skarmory hard, and forces it to waste a turn phazing so that no Spikes are laid on field. Hidden Power Fire also threatens Metagross and other Celebi or Jirachi that might try to engage in a Calm Mind war.

Baton Pass is mostly used for Calm Mind boosts, but can also be used without any boosts to aid Dugtrio or Porygon2 in trapping incoming Metagross, Tyranitar, or Dugtrio. After all, the last thing a Baton Pass Celebi team wants is Metagross Exploding or Tyranitar setting up on the Baton Pass target.

All EVs spreads come with tradeoffs. The listed EVs give boosted Celebi good odds to 2HKO bulky Tyranitar and the assured OHKO on offensive Starmie under Sand, while outspeeding Timid Moltres and Adamant Salamence. Celebi also has the chance to OHKO Dugtrio without a boost. The HP investment helps Celebi to survive Hidden Power Bug from Jolly Dugtrio and provides extra bulk against Ice-type coverage. Alternatively, one can place the Special Attack EVs into Defense to always survive Adamant Tyranitar's Hidden Power Bug under Sand at the expense of all the odds and assurances above. A spread of 76 HP / 252 SpA / 180 Spe can be used to heavily pressure Skarmory with an almost assured 2HKO, and turns all the above rolls into certainties. However, such a set is likely to be OHKOed by Hidden Power Bug from Dugtrio and Tyranitar. Finally, one can even lower the Speed investment to the level of outspeeding Adamant Heracross in favor of Special Attack, resulting in a spread of 252 HP / 120 SpA / 136 Spe. This again turns the offensive rolls into certainties but without sacrificing bulk; it is especially useful when Agility + Baton Pass Zapdos can pass boosts to make up for Celebi's lack of speed.

- offensively reverses momentum on zap pert, exploits passives like defensive cel and blissey.
- giga hits and recovers vs tar pert mie
- fire hits skarm meta and other cel
- psychic alternative over giga, good for hitting roarzap molt mence, but prob should have dug for anti tar mie
- if 252 spa evs: almost assured on ttar and even protect meta at +1, assured 1hko on anticipated dug, 90% chance to ko uninvested tar unboosted. almost assured 2hko on skarm after spikes, forcing skarm to ww u out without laying spikes.
- if 252 hp evs: giga with 80 spa has odds to 2hko bulky ttar and 1hko offmie after boost, hp investment helps cel fully take on hp bug and live offmie.

alternative evs: 252 HP / 76 SpA / 180 Spe - which one???

Team Options
========

Calm Mind + Baton Pass Celebi is usually found on special and mixed offense teams. The key to choosing recipients for the Calm Mind boost is understanding which targets pivot nicely into Celebi's checks. The hard-hitting checks that Celebi cannot deal with reliably using its coverage moves tend to fall into three categories: bulky physical threats Metagross, Tyranitar, and Snorlax, physical Flying-types Salamence and Aerodactyl, Fire-types Moltres and Charizard, and Blissey.

On mixed offense, one can consider the following pass targets. Offensive Swampert comes in safely on Metagross, Tyranitar, and Salamence lacking Choice Band, and also comes in on Thunder Wave Blissey. Calm Mind boosts allows Swampert to OHKO Tyranitar with Hydro Pump, and stacks atop Torrent to OHKO Metagross. The Special Defense boost also prevents Swampert from getting 2HKOed by Dragon Dance + Hidden Power Grass Tyranitar, and if Swampert comes in at full HP, can also prevent Mixed Salamence from OHKOing with Hidden Power Grass. Should Swampert enter the game first, it easily lures Zapdos, which is an easy switch-in for Celebi. Fire-types like Charizard and Moltres are highly pressurizing wallbreaking pivots into Metagross, and can also threaten Skarmory should the opponent send Skarmory in while Celebi passes out. Mixed Metagross is a nice Snorlax and Blissey pivot that can 2HKO Swampert with Psychic after a boost. Mixed Tyranitar and Dragon Dance + Hidden Power Grass Tyranitar can also pivot into Snorlax; the boost allows Mixed Tyranitar to OHKO Swampert and Metagross with good odds, and allows Dragon Dance + Hidden Power Grass Tyranitar to comfortably 2HKO Swampert without worrying about getting taken out by Torrent-boosted Hydro Pump.

Zapdos is a pretty unique partner as it has Baton Pass and Agility. Baton Pass allows Zapdos to maintain boosts to a teammate and can be used with or without Agility. Just having Baton Pass allows Zapdos to be a specially offensive pass target that can keep the boost alive for a longer period of time given that Celebi can get battered down while boosting, and Zapdos will not be concerned about being walled as it can pass the boosts to a mixed wallbreaker. While having Baton Pass Zapdos is itself great, Agility takes the synergy to a whole new level. Celebi with a speed boost no longer gets revenge killed by Dugtrio, Aerodactyl, and Salamence, and allows Celebi to get by with lower speed investment. Agility + Calm Mind boosts allow Zapdos to be a great late-game sweeper, and if the time is not ripe it can pass the boosts to Mixed Swampert or Mixed Metagross, annihilating potential checks and revenge-killers like Gengar, Zapdos, Mixed Salamence, Starmie, Dugtrio and Aerodactyl. Furthermore, Natural Cure on Celebi is a subtle but important part of passing Speed. As Thunder Wave is a common measure for negating speed boosts, Zapdos can first pass the boost to Celebi, which then heals itself of the paralysis and passes out at the end of the turn to the intended target without it taking a scratch. Salac Berry + Substitute Zapdos is also another possibility for getting the speed boost while easing the prediction-based sequences of Swampert to Snorlax or even Aerodactyl and Salamence, and allows Zapdos to still get the boost in the face of an onslaught of attacks that would have otherwise KOed Zapdos trying to squeeze off an Agility boost.

On special offense, one can use the following pass targets instead. Calm Mind Suicune, Jirachi, and Raikou all appreciate boosts as a head-start in the attempt to muscle through Blissey. Suicune acts as a Fire-type and physical pivot, and upon Celebi's first entry, it can make use of the opponent's lack of knowledge of Celebi's set to avoid Will-O-Wisp from Moltres, as the opponent is likely to directly attack for fear of Psychic. Jirachi acts as a much needed Rock-resistance and is the most reliable Calm Mind user in taking down Blissey lacking Thunder Wave and Snorlax. Porygon2 can trap Dugtrio, and though it does not have much offensive presence, it can come in indefinitely on Salamence's Hidden Power Flying. Regice is a great secondary special check against Zapdos, Suicune, and Starmie, and with Calm Mind boosts really pressures Blissey and Snorlax to come in and take the Explosion. The chip that Regice can induce on Tyranitar and Metagross is also highly appreciated by the other Calm Mind users. Kingdra doesn't have access to Calm Mind, but can nevertheless use the boost to nail the much appreciated OHKOs on Zapdos, Gengar, and Skarmory with Hydro Pump. Starmie can also take advantage of the boost, and its speed helps to maintain its momentum by minimizing revenge-kill opportunities after being passed a boost.

Finally, Dugtrio is a fine partner on any sort of team, as it can remove or trade Celebi with Metagross and Tyranitar, revenge-kill opposing Dugtrio, and the Special Defense boosts allow Dugtrio to safely take on Blissey's Ice Beams in the attempt to 2HKO with Earthquake.

and getting walled is not an issue, because Zapdos can pass to a secondary target.

cm spam, mixed offense

what does cel lure? skarm, aero, mence, lax, dug, gon, gyara, metagross, molt, zard, regice, ttar, roarzap, bliss
categorized into: boomers, hard flying, hard fire, tar, roarzap, skarm

common to both:
dugtrio to 1. dug revenge on dug, 2. trade tar/meta, 3. cm passed dug to take out bliss

mixed off pass targets:
- offpert as flying/tar pivot. pert also lures zap which naturally leads to cel.
- zard, molt, even doom as meta pivot and skarm if it comes in t2
- mixmeta as lax blissey pivot
- dd grass tar or mixtar, enhances grass damage and protects against torrent hydro
- agilizap or subzap as meta skarm fire pivot and for chaining

cm spam pass targets
- suicune as fire flying pivot (make use of lack of knowledge of presence of psychic to avoid wow)
- give jirachi a head start to take down blissey
- p2 to revenge dug, flying pivot
- regice for secondary special check vs zap, mie, cune, and also with cm's pressures bliss and lax to come in. chip/removal of ttar meta is nice.

special off:
- kingdra, starmie

[SET]
name: Offensive
move 1: Calm Mind
move 2: Giga Drain
move 3: Hidden Power Fire
move 4: Psychic
Item: Leftovers
ability: Natural Cure
nature: Timid
evs: 76 HP / 252 SpA / 180 Spe

[SET COMMENTS]

Set Description

=========

Offensive Celebi plays a unique role in ADV OU as a special sweeper and mixed wallbreaker. Although it is not as fast as Starmie and needs at least a turn to set up, it notably differs from other sweepers in that it frequently has the bulk to trade KOs with its checks if they get in its way, making it a highly momentum-maintaining Pokemon.

With a boost, Giga Drain 2HKOs Tyranitar, Suicune, Claydol, and possibly Milotic, and it OHKOs Starmie, Dugtrio, and Swampert. Don't underestimate Giga Drain's healing abilities &mdash it can increase Celebi's odds of surviving Dugtrio by bringing Celebi back to full HP, and then heal back all the damage Dugtrio has done to it, keeping it out of Sand range, Increasing the odds of survival is also important when facing Hidden Power Bug Tyranitar, and the HP regenerated is also helpful when facing fast foes like Starmie too. Notably, with enough boosts, Giga Drain gives Celebi a way to muscle past Blissey if it does not carry a status moves. Again, with a boost, Hidden Power Fire 2HKOs Metagross and with good odds Skarmory, helps it in a tussle against Celebi and Jirachi, and OHKOs Forretress and Magneton for the most part. Psychic is Celebi's strongest STAB move, and is the primary move used to wear down Snorlax and Blissey. With a boost, it also 2HKOs the hovering checks or phazers Salamence, Offensive Zapdos, Moltres, and Flygon, and it OHKOs Gengar and the Fighting-types Heracross and Breloom,

Offensive Celebi can be used either in the mid-game or late-game. As a mid-game wallbreaker, bring it in against Zapdos or Swampert, then use it to trade KOs with Mixed Salamence, Moltres, Snorlax, Metagross, and Tyranitar. It also prevents Skarmory from Spiking by forcing it to phaze. With the aforementioned Pokemon chipped or removed, Celebi can also sweep in the late-game.

- sweeper or trade-breaker. compared to cm pass set, has psychic, so if used midgame, frequently intends to trade mixmence, molt, lax, meta, tar, skarm, could even muscle through non status biss. can also sweep lategame if no aero, ddmence, and just a bunch of passives remaining like defensive cel teams.

Team Options
========

Offensive Celebi fits mostly on special offense teams, especially in conjunction with Calm Mind users, but can sometimes be used with Spikes. Ironically, it can also fit on physically offensive teams due to its ability to trade KOs with physical tanks like Tyranitar, Metagross, Salamence, wear down Skarmory, get ahead of and take out Moltres, and pivot into Gengar's Will-O-Wisp.

Dugtrio is a useful partner, and is arguably almost mandatory on special offense. It allows Dugtrio to revenge-kill opposing Dugtrio that end up trapping Celebi, and it can remove checks like Blissey, chipped Tyranitar and Metagross, and weakened Snorlax.

Offensive Jirachi is an excellent partner. With almost the same coverage, Calm Mind, and natural bulk, Jirachi is a Celebi lookalike. They share essentially all their checks, and a trade with one paves the way for the other to sweep. Speaking of trading checks, one common way to eliminate Dugtrio should Jirachi go down first is Porygon2, which also indefinitely checks Dragon Dance Salamence. Offensive Suicune is also an offensive pivot for Dragon Dance Salamence on Calm Mind teams. With Celebi around, Regice is a good secondary special check against Zapdos, Starmie, and Suicune that can also lure and Explode on Blissey and Snorlax without worrying too much about compromising the team's special bulk. Regice also draws in and chips Tyranitar and Metagross, which can be helpful for turning Celebi's 2HKOs into OHKOs.

Offensive Celebi can be used on some Spikes teams too. Faster-paced Spikers like Taunt Skarmory and Cloyster are possible partners. Gengar's spinblocking abilities always useful with Spikes, but defensive Gengar also helps the team survive against Dragon Dance Salamence, while offensive Gengar with its rainbow of coverage can provide the chip needed for Celebi to finish the team off. Celebi is always a nice Aerodactyl partner as it turns the tides on Electric- and Water-types. However, using offensive Celebi instead of defensive Celebi also makes the weakness to Electric-types more pronounced, so having Aerodactyl to exert immense pressure on Zapdos is helpful.

cm spam, phys offense (ironically), spikes. reason for phys off is ability to trade meta/tar/molt, huge showstoppers / threats to phys offense teams. also can heavily dent skarm without being spiked on at all if cel cm's first. spikes helps nail lots of kos from cel's coverage after +1. good zap pivot too.

same as above: what does cel lure? skarm, aero, mence, lax, dug, gon, gyara, metagross, molt, zard, regice, ttar, roarzap, bliss
categorized into: boomers, hard flying, hard fire, tar, roarzap, skarm

common to both
- dugtrio to 1. dug revenge on dug, 2. trade tar/meta

phys off partners:
- swampert as flying/tar/meta pivot
- ddmence, snorlax, aero, even gyara appreciates skarm/meta/tar trade
- hera appreciates molt/mence trade
- ddtar too all the above some extent
- mag not obvious partner, but either lures meta boom on cel or puts meta in range of cel's hp fire. also trades meta more reliably if skarm is taken out by mag.

cm spam partners:
- many supercel checks like tar/meta/molt/lax/dug/gon/mence are also superrachi checks, so a trade paves the way for the other.
- suicune as flying pivot
- p2 to revenge dug, flying pivot
- regice for secondary special check vs zap, mie, cune, chip/removal of ttar meta is nice.

spikes:
- skarm or cloy? maybe bc of defensive synergy vs zap and physicals
- offensive gengar, not only spinblock but also suits pace and good chip for the cel finisher or vice versa. again, trade one and sweep with the other.
- aero again; use cel as water elec pivot.

[SET]

name: Swords Dance
move 1: Swords Dance
move 2: Baton Pass
move 3: Leech Seed / Shadow Ball / Ancient Power / Hidden Power Fighting
move 4: Recover / Hidden Power Fighting
item: Leftovers
ability: Natural Cure
nature: Impish
evs: 244 HP / 124 Def / 140 Spe

[SET COMMENTS]

Set Description
=========

Swords Dance Celebi's main purpose is to pivot into special attacks or passive Pokemon, and Baton Pass attack boosts to physically offensive teammates. Leech Seed chips physical tanks for the pass target, and helps to force switches so that Celebi gets the opportunity to set up on something favorable. This is most effective when Swords Dance has not been revealed, as a Roar-less Zapdos or Blissey sent in to stall out Leech Seed PP can be surprised with a boost and subsequent pass to Aerodactyl or Metagross. Recover helps Celebi to function as a tank akin to the utility set.

Attacking filler moves can also be used to hit phazers and setup sweepers that try to ruin the pass. After a boost, Hidden Power Fighting OHKOs or comes close to OHKOing Tyranitar, Shadow Ball OHKOs Taunt Gengar, while Ancient Power has good odds to 2HKO defensive Zapdos and OHKOs Moltres. Hidden Power Bug is an option over Hidden Power Fighting when only a single attacking filler move is used. It still hits Tyranitar pretty hard, but also finishes off any weakened defensive Taunt Gengar that managed to escape the clutches of Pursuit Tyranitar with just a shred of life.

This set has several EV options with their own tradeoffs. The listed spread survives Aerodactyl's Hidden Power Bug and Choice Band Salamence's Hidden Power Flying under Sand, while also outseeding Adamant Heracross. The slower option of 252 HP / 124 Def / 96 SpD / 36 Spe can be used to outspeed all Tyranitar. When using attacking moves, 76 Attack EVs allow Celebi to OHKO Tyranitar and Gengar after a boost; take EVs out of Special Defense if need be. Alternatively, one can also go the fast route with 252 HP / 76 Atk / 180 Spe to outspeed Moltres, neutral Speed Salamence, and neutral speed Flygon. Taking EVs out of Attack for 252 HP / 40 Def benchmark can also be done to survive Jolly Salamence's Hidden Power Flying while using its speed to pass out of Adamant Salamence. When not using Hidden Power Fighting, which requires 30 Speed IVs, Jolly Celebi can tie with speed-invested Salamence and Flygon, though this is extremely dangerous because Choice Band variants can OHKO Celebi should they win the tie. Note however that being slow can be advantageous, as Celebi taking a hit shields the pass target from taking any damage or status. This is helpful when passing to Aerodactyl or Agility Metagross on Zapdos, for example.

- main purpose is absorb special hits and pass dances to physically offensive teammates
- pivot in on passives like zap pert cel bliss lax as usual
- shadow ball or ancient power simultaneously hits roarzap and taunt gar
- ancient power also hits mence molt if really necessary
- hp fight for anti roartar
- hp bug for anti tar too, but doesnt suffer speed drop
- leech to force switches to something favorable to bp on
- recover so it acts like mostly a normal defensive cel, important bc sd pass teams can be frail

alternative EVS (all assuming HP fight takes out 1 speed point)
244 HP / 124 Def / 140 Spe Impish - survive cbaero bug cbmence and outspeeds ada hera
4atk beats gar after sd
252 HP / 124 Def / 96 SpD / 36 Spe Impish - fast enough to outspeed max speed tar
252 HP / 76 Atk / 124 Def / 20 SpD / 36 Spe Impish - ditto but with atk investment to beat max hp tar with hp fight
252 HP / 76 Atk / 180 Spe Jolly - again beats max hp tar with hp fight, just outspeeds timid molt to hit ancientpower.

Team Options
========

Swords Dance Celebi requires quite a bit of support. Magneton is almost certainly required, otherwise Celebi becomes a free entry point for Skarmory and all its physically offensive teammates get walled. Pursuit Tyranitar is needed for Gengar when Celebi is not carrying Shadow Ball or Ancient Power. Taunt Gengar prevents Celebi from passing, and is generally a huge threat against physical sweepers due to Will-O-Wisp and Ice/Electric coverage OHKOing Salamence and Gyarados. It also limits the longevity of Choice Band Salamence and Aerodactyl, which otherwise enters freely on Celebi. Ice Beam on Pursuit Tyranitar also allows Tyranitar to pivot in on Dragon Dance Salamence and land a OHKO. Milotic is great as a reliable physically defensive wall that can continuously pivot into Salamence, which again Celebi can barely touch.

As far as recipients go, Agility Metagross is a nice sweeper that can either Explode on bulky Water-types, or boost and sweep. Dragon Dance Gyarados is one of the few pass recipients that does not fold to bulky Water-types. Notably, Gyarados after a Swords Dance and Dragon Dance boost OHKOs Zapdos with Double-Edge, and OHKOs Aerodactyl that has been chipped by Pursuit Tyranitar. Dragon Dance Salamence has better coverage and power at the cost of being weak to Ice Beam, and one can consider running a Jolly nature to outrun Moltres, neutrally-invested Zapdos, and neutrally-invested Mixed Salamence. Substitute + Liechi Berry Aerodactyl is a very fast cleaner that does not need to risk any exposure for a boost unlike Dragon Dance Salamence, despite being a little weaker. Mixed Zapdos can make use of the attack boost to break past Blissey, Celebi, and Tyranitar. Lum Berry can be helpful there to avoid Blissey's status moves. It can also pass the boost further to another target. Finally, Snorlax is a reasonable physically offensive special check that when passed a boost, can also OHKO Metagross and Tyranitar, lest the eventual target be Exploded or set up upon.

support:
- mag bc phys off, also nice subseed spam meta trap
- suit tar to catch gar for attackless cel and sweepers behind like ddmence gyara aero. also limits longevity of cbmence and cbaero. mag suit also enables ice beam tar for smacking ddmence.
- milo for reliable defense vs mence which cel cant hurt at all.

recipients:
- agiligross sweep
- snorlax as physically offensive special check, sd passed lax boom also removes meta tar lest the pass target be boomed/dd'ed on
- (possibly jolly) ddmence, good to be slowpassed to then outrun molt and some gar, and tie zap mence if dire.
- sub liechi aero, flexible cleaner without need to expose oneself unlike ddmence
- mixzap, can further bp to sustain chain, can 1hko tar and 2hko bliss/cel with sd boost. tbolt allows winning vs waters. might want lum berry!
- gyara cos u dont wanna be stopped by ice beams. sd + boost also allows double edge to 1hko zap, as well as 1hko aero after taking pursuit damage.

[SET]

name: Defensive Calm Mind
move 1: Calm Mind
move 2: Leech Seed
move 3: Psychic
move 4: Recover
item: Leftovers
ability: Natural Cure
nature: Bold
evs: 252 HP / 124 Def / 76 SpA / 36 SpD / 20 Spe

[SET COMMENTS]

Set Description
=========

Defensive Calm Mind Celebi is a late-game sweeper. In the early-game it functions like typical utility Celebi, but Calm Mind provides pressure against PP stallers like Snorlax, Blissey, Suicune, Claydol, Zapdos, and other defensive Celebi, making Celebi more prone to drawing in phazers like Skarmory and Roar Tyranitar or bulky offenses like Metagross, Tyranitar, Salamence, and Moltres. Such pressure can be used to chip or trap Celebi's checks. With only defensive Pokemon left on the field, Calm Mind + Leech Seed is adept at cleaning up the game.

Leech Seed, apart from its variety of functions that it shares with the utility set, also helps Celebi to plow past Blissey, Curse Snorlax, Rest Suicune in the end-game. Psychic is the chosen STAB move over Hidden Power Grass as it needs to pressure threats that cannot be reliably trapped like Salamence, Zapdos, Moltres, and Flygon.

The Defense EVs are tailored to survive Choice Band Aerodactyl's Hidden Power Bug and Choice Band Salamence's Hidden Power Flying in Sand. The Speed EVs allow Celebi to outrun Endeavor Swampert. A modest amount of SpA investment allows Celebi to OHKO Dugtrio after a boost. It also allows Celebi to 2HKO Salamence and Moltres after a Calm Mind. That said, these EVs are not really needed with Spikes, and should go into Special Defense otherwise. The rest of the EVs are placed into Special Defense to minimize the odds of Swampert's Ice Beam 2HKOing Celebi under Sand. Alternatively, a spread of 252 HP / 64 Def / 76 SpA / 96 SpD / 20 Spe with a Calm nature can be used for better robustness against special threats, especially when trying to set up repeatedly against bulky Water-types using Ice Beam. Timid Celebi with 40, 76, and 176 Speed EVs to outrun Adamant Heracross, Modest Moltres, and Timid Moltres respectively are also possible alternatives.

- early game, this functions similarly to utility cel.
- however, cm provides pressure, drawing in less of special walls and more of phazers (skarm, roar tar especially) and bulky offenses like meta, tar, mence, molt. the pressure can be used to chip or trap.
- late game, this can easily set up a sweep when ttar, meta are removed.
- good for breaking stall. cm helps avoid being pp stalled by lax/bliss/cune/dol/restzap/skarm switches.

evs
- bold with evs survives cbaerobug and cbmence fly, and dug obv, in sand
- 20 speed to outrun endpert, outrunning tar isnt entirely useful bc u cant hit it
- 64 spa to mostly ko dug after cm. also helps guarantee 2hko on mence molt after cm. but if have spikes, no huge need for special attack.
- rest in sp.def to minimize odds of pert ice beam 2hkoing under sand
- if using spikes, can relegate EVs from sp.atk to sp.def


252 HP / 64 Def / 76 SpA / 84 SpD / 32 Spe Calm tentative

Team Options
========

Most of the partners from utility Celebi apply, with slight variations. Where it comes to trappers, Dugtrio features prominently as the trapper of choice here, as Calm Mind forces out more passive Celebi pivots in favor of bulky physical Pokemon like Tyranitar and Metagross, and the lack of Hidden Power Grass means Tyranitar switches in almost freely. Given that Tyranitar poses a massive offensive threat, one must have a very good reason not to use Dugtrio with this Celebi set. Magneton is still a suitable partner, but a team dedicated to setting up Calm Mind Celebi would not need Magneton to remove Skarmory in its role as a physical wall, so a spinner like Claydol or occasionally Starmie can be more useful for Spikes control. Porygon2 is also a theoretical possibility, but it might be hard to fit all the support this Celebi appreciates in a team.

Defensively, Milotic and Suicune are good partners for full coverage against Tyranitar and Salamence that switch in repeatedly, and Celebi's propensity to chip Zapdos also helps the bulky Water-types in return. Swampert is also a possible partner, but compounds the team's weakness to Moltres and benefits a little less from Dugtrio's ability to trap. Flygon's Spikes immunity and Electric-type immunity helps the team defensively on both the physical and special side, especially given Celebi's tendency to attract Skarmory. Rest Zapdos forms a nice specially defensive core with this Celebi set, especially because Celebi without Hidden Power Grass is a little frailer at dealing with offensive Water-types like Starmie and Suicune.

Calm Mind Jirachi, Celebi, and Dugtrio form a synegistic core, where Celebi + Dugtrio helps to lure and remove bulky physical Pokemon, and counter-trapping opposing Dugtrio from a revenge-kill on Celebi can open the way for a Jirachi sweep.

Finally, just to comment on additional subtleties of using Calm Mind as opposed to the more standard utility set: it's not as common to see Calm Mind Celebi used with Heracross or Curse Snorlax. These pretty much have the same trappable checks as Celebi, and their physical presence demands less on Celebi's Calm Mind on pressuring passive Pokemon, so Baton Pass is preferable on those sets.

Salamence lures Zapdos, and physical variants

most options from utility set apply, with a few notable exceptions.
no need for suit tar
curselax not so common bc it would prefer reliable trapping through bp.
hera also not so much, as both cel and hera have the same trappable checks. would prefer bp cel to reliably trap skarm dug reliably. doing a dug hera sack would also fit offensive teams more in pace.

- all trappers help depending on team: mag, dug, p2, dug ctraps dug. but less need for mag given cm leech, as long as there's dol.
- skarm to play the long indirect dmg game. helps dugtrap.
- cbmence/ddmence lures pert zap which cel nicely pivots in on and cel's leech can provide healing sometimes esp vs hera.
- claydol (apart from obv long game stuff, if skarm gets leeched, no tox or ref dol, dol can keep spinning, skarm cannot make progress to lay even a single spike).
- milo/cune good for full coverage vs physical threats, while milo/cune > cel loops vs zap help make progress.
- pert possible, but benefits less from dug synergy.
- flygon's spikes immunity and extra electric check helps given cel's tendency to attract skarm and get spiked a lot. use with skarm or mag.
- restzap forms an anti water/electric sp.def core, helps phaze cmers which cel cant do.

additionally,
- cm rachi interesting partner here. cm pressures bulky physicals in, and with trap can allow rachi setup.

[STRATEGY COMMENTS]

Other Options
=============

Celebi can really exist anywhere on the spectrum of defense to offense. The sets listed above are pretty much divided into day and night, but mid-paced Celebi sets are also entirely feasible on the right team. Calm Mind / Leech Seed / two of Psychic, Giga Drain, and Hidden Power Fire can be used with the appropriate trappers to exert a lot of pressure in the face of Blissey and Snorlax. Alternatively, Recover / Leech Seed / two attacks on an offensive set gives Celebi some defensive utility without compromising the ability to hit threatening switch-ins. Calm Mind / Leech Seed / Psychic / Baton Pass with Magneton support can be really helpful for forcing switches and getting the right Pokemon in so that pass targets have an easier time, and again allows Celebi to set up in the face of Blissey and Snorlax. Toxic on the utility set permanently cripples a ton of Celebi's checks, especially Salamence, Moltres, and Tyranitar. Hidden Power Ice can be used on offensive Celebi to nab the surprise KO on Salamence.

cm leech 2atks / pass- special sweeping that helps vs special walls if u have trap. then can pass to special threats or sweep
cm sub 2atks - blocks dugtrap, blocks status from bliss
toxic defensive cel - can force out other cel, and smack tar
sd sweeper - uses bulk to set up boosts, can be hard for stall teams to face.
hp ice

Checks and Counters
===================

**Physical Flying-Types**: Salamence, Gyarados, and Aerodactyl can switch in safely on any of Celebi's sets and set up or threaten to hit Celebi really hard with a Choice-Band boosted attack. They however cannot take repeated hits of Psychic indefinitely, and Mixed Salamence in particular struggles to break past Calm Mind Celebi. Note that none of them are foolproof answers to Baton Pass Celebi carrying boosts, as faster Celebi can outspeed before taking any damage, and slower Celebi can be EV'd to take a hit before passing the boost out.

**Fire-Types**: Moltres and Charizard either OHKO or come very close to doing so on many Celebi sets, and are good pivots against defensive Celebi. Offensive Celebi can however beat Moltres and slower Charizard if uses Calm Mind on the switch-in, and Baton Pass Celebi can either pass out by outspeeding or tanking a hit if Moltres does not have Roar. Houndoom is a rare check that works in the same vein, but can also use Pursuit to catch Celebi switching out.

**Bulky Physical Threats**: Metagross and Tyranitar are usually able to exert more pressure on defensive Celebi before it can take them out with its coverage moves. They won't stop Celebi from Baton Passing out its boosts, but Metagross can at least Explode and Tyranitar can at least set up on the target with Dragon Dance. Roar Tyranitar can also stop a pass, but is highly unreliable due to many Celebi packing Giga Drain.

**Phazers**: Skarmory takes next to nothing from defensive Celebi's attacks. It can also save the team from a boost pass while tanking Hidden Power Fire, though that is not an ideal position because Skarmory takes damage without laying Spikes. Roar Zapdos and Moltres can easily phaze Celebi that doesn't have a hard hitting move like Psychic or Ancient Power against it.

**Dugtrio**: Dugtrio can come in on weakened Celebi to trap and finish it off with Hidden Power Bug. Spikes and Toxic help to induce the chip needed for the KO.

**Bug-Type Moves**: Heracross and Flygon don't switch in so well, but can threaten to OHKO or 2HKO back with Megahorn and Hidden Power Bug respectively.

**Ice-Types**: Regice and Jynx hit Celebi really hard, and are expected threats because Celebi is usually thought of as a special tank, and that Zapdos + Celebi is a common specially defensive core. Ice-types however do not stop boosts and should be wary of Hidden Power Fire.

**Spikes**: Skarmory and Forretress can freely Spike on defensive Celebi and erode its defensive capabilities significantly. Celebi frequently relies on Recover to make progress against attacks that do less than 50% damage, so crossing that threshold with Spikes places Celebi into unfavorable Recover loops.

///

**Physical Flying-Types**: mence gyara aero. mence and gyara also have defensive utility, but if slow can passed out on. aero outspeeds but frail.

**Fire-Types**: molt zard doom. good vs defensive cel, but supercel can trade vs molt with psychic, bp cel can also pass out.

**Bulky Physical Threats**: meta, ttar. can force out defensive cel, be wary of taking too much chip. bp cel can pass out. roartar can spoil a bp.

**Phazers**: skarm, roar zap. skarm good for defensive cel, but supercel/cmbp cel can hp fire without skarm lying spikes. roar zap can phaze cmbp cel.

**Dugtrio**: toxic and spikes helps trap cel.

**Bug-Type Moves**: hera, flygon. don't switch in that well, but can threaten back.

**Ice-Types**: regice and jynx can hit cel super hard, an unexpected threat given celebi is supposed to be a sp.def wall and zap/cel is a common sp.def core. be careful about bp and hp fire.

[CREDITS]

- Written by: [[vapicuno, 5454]]
- Quality checked by: [[, ], [, ]]
- Grammar checked by: [[, ], [, ]]
 

Adeleine

after committing a dangerous crime
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AM Check :)
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To be clear, the emdash should be written as follows: text—text. This includes both the semicolon and the lack of spaces between before and after.

sorry for the things I inevitably missed or misdid lol

[OVERVIEW]

Celebi is one of the most versatile Pokemon in ADV OU. With high stats across the board, it can easily sport physically and specially defensive sets, momentum-maintaining Baton Pass sets with Calm Mind or Swords Dance, Swords Dance, or even Substitute, and a special sweeper set(RC), or even pass Substitutes.(AP).

Defensively, it puts Natural Cure to good use and boasts crucial resistances to Electric-, Water-, Ground- and Fighting-type attacks(RC), allowing allow Celebi to pivot safely into Zapdos, Jolteon, Magneton, Swampert, defensive Suicune, Claydol, and Breloom without Hidden Power Bug, while its ability to pivot into status with Natural Cure allows it to come in safely on Blissey, Snorlax, defensive Jirachi, Milotic, and Porygon2. Leech Seed is the best move defensive Celebi can offer, where it defensive Celebi's best move, which (except for "where it" -> "which": subjective - awkwardness) can not only soften the impact of incoming threats, but also chip bulky Pokemon into KO range of others.

Offensively, it is one of the few pivots that can easily turn the tides against Zapdos and Swampert by absorbing Thunderbolt or Hydro Pump, setting up, and Baton Passing out; it is perhaps the only common and reliable stat-boost stat boost passer in the game. Celebi as a sweeper itself is also often also (also is most important of two words, because it is least expected) very dangerous in an unconventional way(RC), because(AS); its coverage and natural bulk allow it to challenge checks to more passive sets(AC), like Tyranitar, Salamence, and Metagross, while its ability to heal from Giga Drain may very well help to win the war against Snorlax and Blissey.

Unfortunately, Celebi's typing, which offers all its such (prevents second "its" from being stranded) useful resistances, is also the root of all its flaws. It has brings weaknesses to very common attacking types(AC), like Flying, Fire, and Bug(AC), inviting in all sorts of threats(AC), like Salamence, Moltres, and Heracross. Its Celebi's need to repeatedly Recover in the face of Ice Beam to gain back a substantial amount of enough HP makes it very susceptible to freezes and critical hits. Its four-fold Bug weakness makes it prone to a Dugtrio trap, and its Dark weakness makes Pursuit Tyranitar a huge threat to any Celebi set without Baton Pass. While Celebi can often be considered a special wall, its inability to pressure Skarmory and weaker worse special bulk make it relatively weaker to Spikes and sand than Blissey.

[SET]
name: Utility
move 1: Leech Seed
move 2: Recover
move 3: Psychic / Substitute / Reflect / Heal Bell
move 4: Hidden Power Grass / Baton Pass
item: Leftovers
ability: Natural Cure
nature: Bold
evs: 252 HP / 124 Def / 40 SpA / 60 SpD / 32 Spe

[SET COMMENTS](RL)
Set Description
=========

Utility Celebi is unique in the metagame as a mixed wall that can deal with Electric-types, Water-types, and Snorlax that also is able to can also (subjective - flow) exert constant pressure with Leech Seed and the threat of trapper support.

Leech Seed and Celebi's accompanying bulk are the main exploits draws of this set. Leech Seed is a move with both offensive and defensive utility that allows Celebi to chip a number of Pokemon while maintaining momentum via passive recovery for itself or its teammates. Offensively, The its chip damage is excellent at wearing down bulky physical tanks. Leech Seed has the potential to put Metagross and Tyranitar into OHKO range of boosted Salamence's, Aerodactyl's and Dugtrio's Earthquake. It can also Earthquake from boosted Salamence, Aerodactyl, and Dugtrio, and can place Tyranitar into OHKO range of defensive Metagross and potentially 2HKO range of Snorlax's Earthquake. Leech Seed is also excellent at wearing down Flying-types because of their lack of recovery, and in some cases, lack of sand immunity(RP). Leech Seed(AS); it allows Water-types to threaten weakened Zapdos more easily, puts Moltres into 2HKO range of Pursuit Tyranitar, and places Skarmory into OHKO range of Timid Magneton. Defensively, Leech Seed allows Claydol to keep spinning in the face of Drill Peck Skarmory, forcing Skarmory to switch out first, hence leaving no Spikes on the field. It is also serves to check Suicune and Snorlax by forcing them forces Suicune and Snorlax (because a move itself cannot check) to Rest repeatedly, allowing a teammate to exploit those free turns. Finally, Leech Seed's passive recovery and ability to force switches can provide Choice Band users like Salamence and Heracross either some added longevity or free switch-ins.

Recover allows Celebi to stick around for a long time and is especially needed in the face of taking repeated hits from Snorlax, Ice-type coverage from Water-types, Zapdos, and Gengar, Toxic from Blissey, Milotic, Swampert, and Zapdos, or Will-O-Wisp from Gengar. (also an option: "...from Water-types, Zapdos, attacks or Will-O-Wisp from Gengar, Toxic from...") Celebi is bulky and does not have to use Recover frequently if it pivots only into resisted attacks. There is an exception; although it can be tempting to maintain the pressure with repeated Leech Seeds, It can be important to keep Celebi near full HP through Recover when the opponent has Dugtrio. If the opponent has Dugtrio, though, Celebi should be kept near full HP through Recover, even though it can be tempting to maintain the pressure with repeated Leech Seeds. (subjective - clearer clause ordering/flow. if not used, though, make sure to make "I" in "It" lowercase.)

Psychic hits Gengar really very hard, and is an important move which is important because many teams can only rely exclusuively on Celebi to pivot into its Will-O-Wisp. Psychic It also makes progress against many switch-ins(AC), like Salamence, Moltres, Aerodactyl, Heracross, Flygon, and Heracross(RP). Psychic also (AC), and helps Celebi deal with Zapdos a bit more easily. Although most Zapdos are unable to severely threaten Celebi, Leech Seed's PP can easily be worn out through Zapdos's Pressure, and the occasional Substitute Zapdos can completely turn the tables on Celebi lacking Psychic.

Hidden Power Grass allows Celebi to OHKO Dugtrio with minimal Special Attack investment, hits Tyranitar hard, and allows Celebi to be a Starmie pivot. On Spikes teams, it allows Celebi to threaten the two common spinners &mdash Claydol and Starmie &mdash—Claydol and Starmie—should they attempt to spin on Celebi. Hidden Power Grass is mostly used run when Celebi is not paired with Dugtrio or Porygon2. When paired with either of these trappers, the preferred move is Baton Pass, as Celebi can scout for a Tyranitar or Dugtrio switch-in and pass out to one's own Dugtrio or Porygon2. either trapper. (simplicity) If Celebi is at full HP, it can also tank Hidden Power Bug and trap opposing Dugtrio by passing to one's own Dugtrio. When used with Magneton, Baton Pass also helps to catch Skarmory.

Moving on to As for less commonly used moves, Substitute(RC), when used in conjunction with Leech Seed and Baton Pass(RC), makes Celebi adept at inducing chip damage, eases trapping by any of the trappers, and generates free turns for huge threats like Aerodactyl. Reflect neuters Metagross's Explosion and Snorlax's Selfdestruct, Self-Destruct, protecting one's bulky Water-types and also Celebi itself. Reflect also provides that crucial setup turn for sweepers like Curse Snorlax or Dragon Dance Salamence. Heal Bell can be helpful for teammates with Rest like Suicune, Snorlax, and Zapdos. Light Screen helps Forretress and Skarmory survive a Magneton trap to KO back with Earthquake or delay a reverse trap with Dugtrio. (I'm not sure what you mean by "delay a reverse trap". Would something like "...Earthquake or use one extra move before a reverse trap..." make sense?) Perish Song is a phazing move that stops Calm Mind users in their tracks and also deals with bulky setup sweepers in the end-game. endgame. The downside to using these alternative moves is that dropping Celebi's two STAB moves a STAB move or Baton Pass for any of these them compromises Celebi's ability to deal with both Gengar and Dugtrio at the same time. Gengar is easier to deal with than Dugtrio because Celebi can simply be paired with a Pursuit trapper, so Hidden Power Grass is frequently the attacking move used kept (subjective - slight emphasis boost) when Celebi sports these alternate moves.

The EVs are fashioned to survive Choice Band Aerodactyl's Hidden Power Bug and Salamence's Hidden Power Flying in sand, and it goes without saying that Celebi also comfortably survives they let Celebi comfortably survive Hidden Power Bug from Dugtrio. 40 Special Attack EVs are required to OHKO Dugtrio with Hidden Power Grass; variants lacking the Grass-type coverage said move can place the EVs in Special Defense or Speed. 32 Speed EVs are required to outrun all Tyranitar. Celebi can go for a faster benchmark like 136 Speed EVs, which outruns Adamant Heracross and most offensive Suicune. Substitute Celebi can use a spread of 252 HP / 64 Def / 192 Spe with a Timid nature to survive Adamant Dugtrio while outrunning Timid Moltres and Speed-neutral Salamence, Zapdos, Flygon, and Charizard. With this spread, Celebi can also Baton Pass out of a significant number of Taunt Gengar that are EVed to survive Pursuit Tyranitar under sand and Dragon Dance Salamence. When If Celebi is important as a special wall, a specially defensive spread of EVs of 252 HP / 64 Def / 40 SpA / 120 SpD / 32 Spe with a Calm nature can be used; this spread also allows Celebi to survive Adamant Dugtrio.

The key to using Celebi successfully is to generate entry opportunities for strong threats and trappers(RC), and inducing and to induce enough chip to allow sweepers to run their course. Try to use Leech Seed to force switches and heal passively so that powerful threats can enter the field while taking minimum damage, but be careful to combine that with smart pivoting so as not to burn through Leech Seed's PP too quickly; common Leech Seed targets, especially Pokemon with Pressure like Zapdos and Suicune, tend to have the bulk to last quite a while. Conserving PP allows Celebi to be more threatening throughout the game, especially as it moves into its in the closing stages. Also, use the fact that Celebi draws take advantage of Celebi drawing in many trappable checks(AC), like Tyranitar, Metagross, Dugtrio, and Skarmory, where the trapping sequence can even be aided by especially by using Baton Pass if it is run. Finally, an aggressive sequence of consecutive Leech Seeds, especially with Spikes, can generate a lot of chip while not taking having Celebi take any damage.

Team Options
========

Trappers are very common partners to utility Celebi. Magneton gets rid of Skarmory, which easily comes in and Spikes on any variant of utility Celebi. Leech Seed also has a nifty synergy with Substitute Magneton, which can trap and indefinitely wear down seeded Metagross and defensive Jirachi. Dugtrio traps chipped Tyranitar, Metagross, and opposing Celebi, and can also take out opposing Dugtrio that is locked into Hidden Power Bug either from KOing or getting passed out of by Celebi. While Dugtrio does not directly help with Spikes control, taking out the bulky offensive Pokemon that take advantage of exploit Celebi with Spikes around is a measure that can allow Celebi to function reasonably well even under Spikes. Porygon2 is also a splendid partner that removes Dugtrio(RC), and can indefinitely wall Salamence, one of the few common checks to Celebi that cannot be removed easily by trapping. Pursuit Tyranitar frees up Celebi to use a filler move instead of Psychic, and can chip Choice Band Salamence and Aerodactyl locked into a resisted move.

Winning the Spikes war is one option for teams using utility Celebi. Bulky Spikers like Skarmory and Forretress are great for exploiting Celebi's switch-forcing abilities. Together with Leech Seed, Spikes can generate a lot of chip damage for a sweeper like Aerodactyl to clean up the game. Defensively, these Pokemon also help Celebi to deal with physical Metagross and Salamence. Claydol helps to spins Spikes off the field, given that Celebi has an away, useful given Celebi's extraordinary propensity to attract Skarmory, and it can make use of Leech Seed's healing to stand its ground against Drill Peck Skarmory. Flygon's Spikes immunity and function role as an Electric- and Rock-type check also helps to compensate for Celebi's Skarmory-attracting tendencies.

Secondary special walls with a niche of their own(AC), like Curse Snorlax and Rest Zapdos(AC), make the team more robust to against special attacks while offering their own utility. Celebi acts as a mid-game special wall, protecting Snorlax from taking chip so that it has the HP to set up perform a Curse sweep, while Snorlax can support Celebi should it falter against more potent special threats like Starmie or(AC), Calm Mind Suicune, Jirachi, and Celebi. Rest Zapdos helps Celebi deal with Suicune and other special threats(AC), especially when Spikes are present, and can phaze out Calm Mind Celebi too.

Hard(AH)-hitting physical Pokemon(AC), like Heracross and Choice Band Salamence(AC), benefit from the entry or healing opportunities presented by Celebi's Leech Seed(RC), either via forcing switches or directly taking damage, (mostly redundant) and from their mutual synergy with trappers. Heracross batters down Salamence(AC), which Celebi can threaten later with Psychic, and Celebi can absorb Thunderbolt from Zapdos should it be the opponent's Heracross check. Heracross also benefits from the synergy of Celebi synergistically luring in Dugtrio to revenge-kill while exacting revenge using be revenge killed by one's own Dugtrio. Salamence provides robust defensive utility against Heracross and draws in Swampert and Zapdos, which Celebi can easily pivot in on.

Bulky Water-types are appreciated teammates(AC), as Celebi's checks mostly lie on the physical side of the spectrum. are mostly physical attackers. Milotic is appreciated as a physical and mixed wall that can continuously soak hits from Salamence, Tyranitar, Metagross(AC), and Flygon that love coming in on Celebi. Suicune is less robust than Milotic, but can make full use of Leech Seed's recovery to provide some mid(AH)-game utility and play a more targeted end-game endgame through a Calm Mind sweep. These Water-types benefit from the Dugtrio synergy, which reduces the heavy burden of Tyranitar and Metagross that comes from their lack of Rock-resistance and propensity to be Exploded on. using unresisted Rock Slide or Explosion on them. Using Swampert might be tempting, but the prevalence of Fire-types with Grass-type coverage makes the Celebi-Swampert core unreliable for the long-haul, long haul, and such cores have to look to must win the game through aggressive and plays and trades on the more offensive side of the team.

Finally, as Celebi has a propensity to chip physically defensive Pokemon, sweepers like Aerodactyl, Dragon Dance Salamence, Dragon Dance Tyranitar, and Agility Metagross are all fine partners for taking down weakened teams.

[SET]
name: Calm Mind Passer
move 1: Calm Mind
move 2: Giga Drain / Psychic
move 3: Hidden Power Fire
move 4: Baton Pass
Item: Leftovers
ability: Natural Cure
nature: Timid
evs: 252 HP / 76 SpA / 180 Spe

[SET COMMENTS]

Set Description (RL)
=========

Calm Mind + Baton Pass Celebi is an excellent offensive momentum reverser that can support both wallbreakers and sweepers. It is one of the few Pokemon on offense teams that can shrug off Zapdos's Thunderbolt and offensive Swampert's Hydro Pump and turn the tides against pressure (repeated phrasing) the opponent by setting up. Its coverage moves hit most phazers bar Zapdos and Moltres hard(RC), and forces opposing Metagross and Snorlax to navigate a tricky decision of making a sacrifice sacrificing themselves (subjective - flow) with Explosion or Self-Destruct.

Calm Mind is the bread and butter of this set. It does not merely function as a stat boost for passing &mdash—it provides Celebi with both offensive and defensive utility as well. Boosted Giga Drain allows Celebi to stay in on a Tyranitar switch-in and threaten to 2HKO. The recovery allows Celebi to be brought back to full HP from any chip damage it might have received from pivoting in, giving Celebi better survivability against Hidden Power Bug from Tyranitar. The boost also allows Celebi to OHKO Starmie under sand with Giga Drain, while protecting it from Starmie's Ice Beam. Boosted Giga Drain also OHKOes Dugtrio and heals back whatever HP it was lost from taking a Hidden Power Bug, which might otherwise place Celebi into sand range. Finally, Giga Drain allows Celebi to take down any Swampert or Suicune that are brave enough to stay in to phaze or continue chipping down Celebi. Psychic is a notable alternative that allows Celebi to hit Taunt Gengar, Moltres, Roar Zapdos, Salamence, Heracross, Flygon, and Charizard hard(AC), especially after a Calm Mind boost. Note also that the Special Defense boost protects Celebi from Moltres and Mixed Salamence too. Hidden Power Fire hits Skarmory hard, and forces forcing it to waste a turn phazing so that no Spikes are laid on the field(RP). Hidden Power Fire(AC), and also threatens Metagross and other Celebi or Jirachi(AC), Jirachi, and other Celebi that might try to engage in a Calm Mind war.

Baton Pass is mostly used for Calm Mind boosts, but can also be used without any boosts to aid Dugtrio or Porygon2 in trapping incoming Metagross, Tyranitar, or Dugtrio. After all, the last thing a Baton Pass Celebi team wants is Metagross Exploding or Tyranitar setting up on the Baton Pass target.

All EVs spreads come with tradeoffs. The listed EVs give boosted Celebi good odds to 2HKO bulky Tyranitar and the assured OHKO on offensive Starmie under Sand(RC), in sand while outspeeding Timid Moltres and Adamant Salamence. Celebi also has the They also give a chance to OHKO Dugtrio without a boost. The HP investment helps Celebi to survive Hidden Power Bug from Jolly Dugtrio and provides extra bulk against Ice-type coverage. Alternatively, one can place the Special Attack EVs into Defense to always survive Adamant Tyranitar's Hidden Power Bug under sand at the expense of all the odds and assurances above. A spread of 76 HP / 252 SpA / 180 Spe can be used to heavily pressure Skarmory with an almost assured 2HKO(RC), and turns all the above rolls into certainties. However, such a set is likely to be OHKOed by Hidden Power Bug from Dugtrio and Tyranitar. Finally, one can even lower the Speed investment to the level of outspeeding Adamant Heracross in favor of in order to strengthen Special Attack, resulting in a spread of 252 HP / 120 SpA / 136 Spe. This again turns the offensive rolls into certainties but without sacrificing bulk; it is especially useful when Agility + Baton Pass Zapdos can pass boosts to make up for Celebi's lack of Speed.

Team Options
========

Calm Mind + Baton Pass Celebi is usually found on special and mixed offense teams. The key to choosing recipients for the Calm Mind boost is understanding which targets pivot nicely into Celebi's checks. The hard-hitting checks that Celebi cannot deal with reliably using its coverage moves tend to fall into three categories: bulky physical threats Metagross, Tyranitar, and Snorlax, physical Flying-types Salamence and Aerodactyl, and Fire-types Moltres and Charizard, and Blissey. Blissey is an additional check that falls into none of these categories. (i imagine Blissey is not "hard-hitting")

On mixed offense teams, one can consider the following pass targets. Offensive Swampert comes in safely on Metagross, Tyranitar, and Salamence lacking Choice Band, and also comes in on Thunder Wave Blissey. A Calm Mind boosts allows Swampert to OHKO Tyranitar with Hydro Pump, and stacks atop Torrent to OHKO Metagross with Torrent. The Special Defense boost also prevents Swampert from getting 2HKOed by Dragon Dance + Hidden Power Grass Tyranitar, and if Swampert comes in at full HP, it can also prevent Mixed Salamence from OHKOing with Hidden Power Grass. Should Swampert enter the game first, it easily lures in Zapdos, which is creates an easy switch-in for Celebi. Fire-types like Charizard and Moltres are highly pressurizing high-pressure wallbreaking pivots into Metagross(RC), and that can also threaten Skarmory should the opponent send Skarmory in while it in as Celebi passes out. Mixed Metagross is a nice Snorlax and Blissey pivot that can 2HKO Swampert with Psychic after a boost. Mixed Tyranitar and Dragon Dance + Hidden Power Grass Tyranitar can also pivot into Snorlax; the a Calm Mind boost allows mixed Tyranitar to usually (or "sometimes", "often", whatever) OHKO Swampert and Metagross with good odds(RC), and allows Dragon Dance + Hidden Power Grass Tyranitar to comfortably 2HKO Swampert without worrying about getting taken out by Torrent-boosted Hydro Pump.

Zapdos is a pretty unique partner(AC), as it has Baton Pass and Agility. Baton Pass allows Zapdos to maintain boosts to a teammate and can be used with or without Agility. (The starts to the next two sentences make this unneeded) Just having Baton Pass allows Zapdos to be a specially offensive pass target that can keep the boost alive for a longer period of time given that Celebi can should Celebi get battered down while boosting, and Zapdos will not be concerned about with being walled as when it can pass the boosts to a mixed wallbreaker. While having Baton Pass Zapdos is itself great, Agility takes the synergy to a whole new level. Celebi with a Speed boost no longer gets revenge killed by Dugtrio, Aerodactyl, and Salamence, and the pairing allows Celebi to get by with lower Speed investment. Agility + and Calm Mind boosts allow Zapdos to be a great late-game sweeper, and if the time is not ripe(AC), it can pass the boosts to mixed Swampert or mixed Metagross, annihilating potential checks and revenge-killers revenge killers like Gengar, Zapdos, mixed Salamence, Starmie, Dugtrio(AC), and Aerodactyl. Furthermore, Natural Cure on Celebi is a subtle but important part of passing Speed(RP). As(AS); Thunder Wave is a common measure for negating Speed boosts, so Zapdos can first pass the boost to Celebi, which then heals itself of the paralysis and passes out at the end of the turn by passing out to the intended target without it ever taking a scratch. Salac Berry + Substitute Zapdos is also another possibility for getting acquiring the Speed boost while easing that eases the prediction-based sequences of Swampert to Snorlax(AC), or even to (if this is incorrect, "Aerodactyl to Salamence" perhaps?) Aerodactyl and Salamence, and allows Zapdos to still get the boost in the face of an onslaught of attacks that would have otherwise KOed Zapdos trying to squeeze off an Agility boost.

On special offense teams, one can use the following pass targets instead. Calm Mind Suicune, Jirachi, and Raikou all appreciate boosts as a head-start head start in the attempt to muscle through Blissey. Suicune acts as a Fire-type and physical pivot, and upon Celebi's first entry, it can make use of the opponent's lack of knowledge of Celebi's set use the fear of Celebi's potential Psychic to avoid Will-O-Wisp from Moltres(RC), as the opponent is likely to directly attack for fear of Psychic. pressured to attack directly. Jirachi acts as a much needed Rock-resistance source of Rock resistance and is the most reliable Calm Mind user in taking to take (subjective - active language/flow) down Blissey lacking Thunder Wave and Snorlax. Porygon2 can trap Dugtrio, and though it does not have much offensive presence, it can come in indefinitely on Salamence's Hidden Power Flying. Regice is a great secondary special check against to Zapdos, Suicune, and Starmie, and with Calm Mind boosts(AC), it really pressures Blissey and Snorlax to come in and take the Explosion. The chip that Regice can induce on Tyranitar and Metagross is also highly appreciated by the other Calm Mind users. Kingdra doesn't have access to Calm Mind, but can nevertheless can (Regice doesn't either) use the a boost to nail the much(AH)-appreciated OHKOs on Zapdos, Gengar, and Skarmory with Hydro Pump. Starmie can also take advantage of the a boost, and its Speed helps to maintain its the team's momentum by minimizing revenge-kill revenge kill opportunities after being passed a boost.

Finally, Dugtrio is a fine partner on any sort of team, as and here it can remove or trade Celebi with Metagross and Tyranitar, revenge-kill revenge kill opposing Dugtrio, and use the Special Defense boosts allow Dugtrio to safely take on Blissey's Ice Beams in the attempt ("attempt" doesn't feel needed since Bliss isn't switching out, so not sure how you'd fail, but if it still is needed...) to 2HKO with Earthquake.
 
Last edited:

Adeleine

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I ran into the character limit, so I had to split the check across two posts. Tragically, colors aren't saved when you copy and paste from one Smogon post into another, so I split off as small of a chunk as possible so I didn't have to recolor everything.

Add/Fix Remove Comment

(AC)/(RC)=Add/Remove Comma
(AP)/(RP)=Add/Remove Period
(AS)=Add Semicolon
(AH)=Add Hyphen
(RCP)=Replace Comma with Period
(RL)=I removed an extra line under this line


[SET]
name: Offensive
move 1: Calm Mind
move 2: Giga Drain
move 3: Hidden Power Fire
move 4: Psychic
Item: Leftovers
ability: Natural Cure
nature: Timid
evs: 76 HP / 252 SpA / 180 Spe

[SET COMMENTS]

Set Description (RL)
=========

Offensive Celebi plays a unique role in ADV OU as a special sweeper and mixed (huh? no physical moves here) wallbreaker. Although it is not as fast as Starmie and needs at least a turn to set up, it notably differs from other sweepers in that it frequently has the bulk to trade KOs with its checks if they get in its way, making it a highly momentum-maintaining Pokemon. great at maintaining momentum. (subjective - flow)

With a boost, Giga Drain 2HKOes Tyranitar, Suicune, Claydol, and possibly Milotic, and it OHKOes Starmie, Dugtrio, and Swampert. Don't underestimate Giga Drain's healing abilities &mdash—it can increase Celebi's odds of surviving Dugtrio by bringing Celebi back to full HP, and then can heal back all the damage Dugtrio has done did to it, keeping it Celebi out of sand range(RC), Increasing the odds of survival is also important when facing(AP). Its regeneration also helps Celebi survive Hidden Power Bug from Tyranitar(RC), and the HP regenerated is also helpful helps it when facing fast foes like Starmie too. Notably, with enough boosts, Giga Drain gives Celebi a way to muscle past Blissey if it does not carry lacking a status moves. Again(RC), with requiring a boost, Hidden Power Fire 2HKOes Metagross and with good odds often (or "sometimes", "usually", etc) Skarmory, helps it in a tussle in tussles against Celebi and Jirachi, and usually OHKOes Forretress and Magneton for the most part. Psychic is Celebi's strongest STAB move, and is the primary move used to wear down Snorlax and Blissey. With a boost, it also 2HKOs the hovering checks or phazers Salamence, offensive Zapdos, Moltres, and Flygon that would check or phaze Celebi, and it OHKOs Gengar and the Fighting-types Heracross and Breloom, Heracross, and Breloom.

Offensive Celebi can be used either in the mid-game or late-game. As a mid-game wallbreaker, bring it in against Zapdos or Swampert, then use it to trade KOs with mixed Salamence, Moltres, Snorlax, Metagross, and Tyranitar. It also prevents Skarmory from Spiking by forcing it to phaze. With the aforementioned Pokemon chipped or removed, Celebi can also sweep in the late-game.

Team Options
========

Offensive Celebi fits mostly on special offense teams, especially in conjunction with Calm Mind users, but can sometimes be used with Spikes. Ironically, it can also fit on physically offensive teams due to its ability to trade KOs with physical tanks like Tyranitar, Metagross, Salamence, wear down Skarmory, get ahead of and take out Moltres, and pivot into Gengar's Will-O-Wisp.

Dugtrio is a useful partner, and is arguably almost mandatory on special offense. It allows Dugtrio to revenge-kill revenge kills opposing Dugtrio that end up trapping Celebi(RC), and it can remove checks like Blissey, chipped Tyranitar and Metagross, and weakened Snorlax.

Offensive Jirachi is an excellent partner. With almost the same coverage(RC), Calm Mind, and natural bulk, and shared Calm Mind usage(AC), Jirachi is a Celebi lookalike. They share essentially all their checks, and a trade with one paves the way for the other to sweep. Speaking of trading checks, one common way to eliminate Dugtrio should Jirachi go down first is Porygon2, which also indefinitely checks Dragon Dance Salamence. Offensive Suicune is also an offensive pivot for Dragon Dance Salamence on Calm Mind teams. With Celebi around, Regice is a good secondary special check against to Zapdos, Starmie, and Suicune that can also lure in and Explode on Blissey and Snorlax without worrying too much about compromising the team's special bulk. Regice also draws in and chips Tyranitar and Metagross, which can be helpful for turning Celebi's 2HKOs into OHKOs.

Offensive Celebi can be used on some Spikes teams too. Faster-paced Spikers like Taunt Skarmory and Cloyster are possible partners. Gengar's spinblocking abilities are always useful with Spikes, but defensive Gengar also helps the team survive against Dragon Dance Salamence, while offensive Gengar with its rainbow of coverage can provide the chip needed for Celebi to finish the opposing team off. Celebi is always a nice Aerodactyl partner(AC), as it turns the tides on Electric- and Water-types. However, using offensive Celebi instead of defensive Celebi also makes the Spiker's (I assume, because you rec adding Aero and the Spikers are the only remaining elec-weak in the paragraph, but if not, of course change this) weakness to Electric-types more pronounced, so having Aerodactyl to exert immense pressure on Zapdos is helpful.

[SET] (RS)
name: Swords Dance
move 1: Swords Dance
move 2: Baton Pass
move 3: Leech Seed / Shadow Ball / Ancient Power / Hidden Power Fighting
move 4: Recover / Hidden Power Fighting
item: Leftovers
ability: Natural Cure
nature: Impish
evs: 244 HP / 124 Def / 140 Spe

[SET COMMENTS]

Set Description
=========

Swords Dance Celebi's main purpose is to pivot into special attacks or passive Pokemon(RC), and Baton Pass Attack boosts to physically offensive teammates. Leech Seed chips physical tanks for the pass target(RC), and helps to force switches so that Celebi gets the opportunity to can (flow in changed sentence) set up on something favorable. This set is most effective when Swords Dance has not been revealed, as a Roar-less Zapdos or Blissey sent in to stall out Leech Seed PP can be surprised with a boost and subsequent pass to Aerodactyl or Metagross. Recover helps Celebi to function as a tank akin to the utility set. utility sets. (because no cross-referencing specific sets)

Attacking filler moves can also be used to hit phazers and setup sweepers that try to ruin the pass. After a boost, Hidden Power Fighting OHKOes or comes close to OHKOing Tyranitar, Shadow Ball OHKOes Taunt Gengar, while and Ancient Power has good odds to 2HKO defensive Zapdos and OHKOes Moltres. Hidden Power Bug is an option over Hidden Power Fighting when only a single attacking filler move is used. It still hits Tyranitar pretty hard(RC), but also finishes off any weakened defensive Taunt Gengar that managed to escape the clutches of Pursuit Tyranitar with just a shred of life. and can finish off weakened defensive Taunt Gengar that barely survived Tyranitar's Pursuit. (conciseness, tragically)

This set has several EV options with their own tradeoffs. The listed spread survives Aerodactyl's Hidden Power Bug and Choice Band Salamence's Hidden Power Flying under sand(RC), while also outspeeding Adamant Heracross. The slower option of 252 HP / 124 Def / 96 SpD / 36 Spe can be used to still outspeed all Tyranitar. When using attacking moves, 76 Attack EVs allow Celebi to OHKO Tyranitar and Gengar after a boost; take EVs out of Special Defense if need be. Alternatively, one can also go the fast route with 252 HP / 76 Atk / 180 Spe to outspeed Moltres, neutral Speed Salamence, and neutral Speed Flygon. Taking EVs out of Attack for 252 HP / 40 Def benchmark on the prior spread can also be done to survive Jolly Salamence's Hidden Power Flying while using its speed to pass still outspeeding and passing out of Adamant Salamence. When not using Hidden Power Fighting, which requires 30 Speed IVs, Jolly Celebi can tie with speed-invested Salamence and Flygon, though this is extremely dangerous because Choice Band variants can OHKO Celebi should they win the tie. Note(AC), however(AC), that being slow can be advantageous, as Celebi taking a hit the foe's move shields the pass target from taking any damage or status. This is helpful when passing to Aerodactyl or Agility Metagross on Zapdos, (not about the Pokemon with the set+you haven't mentioned Zapdos yet on this set+it isn't needed to prove the point. also the comma after "Zapdos" should be kept.) for example.

Team Options
========

Swords Dance Celebi requires quite a bit of support. Magneton is almost certainly required, otherwise Celebi becomes a free entry point for Skarmory and all its physically offensive teammates get walled. always required to stop Skarmory from switching into Celebi and walling all its physically offensive teammates. (directness+concision+"otherwise" would need a semicolon and comma pair) Pursuit Tyranitar is needed for Gengar when if Celebi is not carrying Shadow Ball or Ancient Power(RPS); Taunt Gengar prevents Celebi from passing, and is generally a huge threat against to physical sweepers due to Will-O-Wisp and Ice/Electric coverage OHKOing Ice- and Electric-type coverage to OHKO Salamence and Gyarados. It Pursuit also limits the longevity of Choice Band Salamence and Aerodactyl, which otherwise enters freely on Celebi. Ice Beam on Pursuit Tyranitar also allows Tyranitar it to pivot in on Dragon Dance Salamence and land a OHKO. Milotic is great as a reliable physically defensive wall that can continuously pivot into Salamence, which(AC), again(AC), Celebi can barely touch.

As far as recipients go, Agility Metagross is a nice sweeper that can either Explode on bulky Water-types(RC), or boost and sweep. Dragon Dance Gyarados is one of the few pass recipients that does not fold to bulky Water-types. Notably, Gyarados after a Swords Dance and Dragon Dance boost OHKOes Zapdos with Double-Edge(RC), and OHKOes Aerodactyl that has been chipped by Pursuit Tyranitar. Dragon Dance Salamence has better coverage and power at the cost of being weak to Ice Beam(RC), and(AS); one can consider running a Jolly nature on it to outrun Moltres, neutrally-invested Zapdos, and neutrally-invested mixed Salamence. Substitute + Liechi Berry Aerodactyl is a very fast cleaner that does not need to risk any exposure for a needn't risk taking attacks for a boost(AC), unlike Dragon Dance Salamence, despite being a little weaker. Mixed Zapdos can make use of the Attack boost to break past Blissey, Celebi, and Tyranitar or pass it further to another target. Lum Berry can be helpful there on it to avoid Blissey's status moves. It can also pass the boost further to another target. Finally, Snorlax is a reasonable strong (or "decent", "capable", "good", etc) physically offensive special check tank that(AC), when passed a boost, can also OHKO Metagross and Tyranitar, lest the eventual pass target be Exploded or set up upon.

[SET](RL)
name: Defensive Calm Mind
move 1: Calm Mind
move 2: Leech Seed
move 3: Psychic
move 4: Recover
item: Leftovers
ability: Natural Cure
nature: Bold
evs: 252 HP / 124 Def / 76 SpA / 36 SpD / 20 Spe

[SET COMMENTS]

Set Description
=========

Defensive Calm Mind Celebi is a late-game sweeper. In the early-game it functions like typical utility Celebi, but Calm Mind provides pressure against PP stallers like Snorlax, Blissey, Suicune, Claydol, Zapdos, and other defensive Celebi, making Celebi this set more prone to drawing in phazers like Skarmory and Roar Tyranitar or bulky offenses offensive Pokemon like Metagross, Tyranitar, Salamence, and Moltres. Such pressure can be used to chip or trap Celebi's checks. With only defensive Pokemon left on the field, Calm Mind + Leech Seed is adept at cleaning up the game.

Leech Seed, apart from its variety of functions that it shares with the utility set, shared with its role on utility sets, also helps Celebi to plow past Blissey, Curse Snorlax, and Rest Suicune in the end-game. endgame. Psychic is the chosen STAB move over Hidden Power Grass(AC), as it Celebi (alternative: "this set's attack option", etc.) needs to pressure threats that cannot be reliably trapped like Salamence, Zapdos, Moltres, and Flygon.

The Defense EVs are tailored to survive Choice Band Aerodactyl's Hidden Power Bug and Choice Band Salamence's Hidden Power Flying in sand. The Speed EVs allow Celebi to outrun Endeavor Swampert. A modest amount of SpA investment allows Celebi to OHKO Dugtrio after a boost. Calm Mind. It also allows Celebi to 2HKO Salamence and Moltres after a Calm Mind. boost. That said, these EVs are not really needed with Spikes, and should go into Special Defense otherwise. The rest of the EVs are placed into Special Defense to minimize the odds of Swampert's Ice Beam 2HKOing Celebi under sand. Alternatively, a spread of 252 HP / 64 Def / 76 SpA / 96 SpD / 20 Spe with a Calm nature can be used for better robustness against special threats, especially when trying to set up repeatedly against bulky Water-types using Ice Beam. Timid Celebi with 40, 76, and 176 Speed EVs to outrun Adamant Heracross, Modest Moltres, and Timid Moltres(AC), respectively(AC), are also possible alternatives. options. (redundant with "also possible")

Team Options
========

Most of the partners from utility Celebi sets apply, but with slight variations. Where it comes to trappers, Dugtrio features prominently as the trapper of choice here, as Calm Mind forces out more passive Celebi pivots in favor of bulky physical Pokemon like Tyranitar and Metagross, and the lack of Hidden Power Grass means Tyranitar switches in almost freely. Given that Tyranitar poses a massive offensive threat, one must have a very good reason not to use Dugtrio with this Celebi set. Magneton is still a suitable partner, but a team dedicated to setting up supporting (seems to concern team member rather than acquiring boosts) Calm Mind Celebi would not need Magneton to remove Skarmory in its role as a physical wall, so a spinner like Claydol or occasionally Starmie can be more useful for Spikes control. Porygon2 is also a theoretical possibility, but if one uses it(AC), it might be hard to fit all the support this Celebi appreciates in a team.

Defensively, Milotic and Suicune are good partners for full coverage against Tyranitar and Salamence that switch in repeatedly, and Celebi's propensity to chip Zapdos also helps these bulky Water-types in return. Swampert is also a possible partner, but compounds the team's weakness to Moltres and benefits a little less from Dugtrio's ability to trap. Flygon's Spikes immunity and Electric-type immunity immunities helps the team defensively on both the physical and special side, especially given Celebi's tendency to attract Skarmory. Rest Zapdos forms a nice specially defensive core with this Celebi set, especially because Celebi without Hidden Power Grass is a little frailer shakier at dealing with offensive Water-types like Starmie and Suicune.

Calm Mind Jirachi, Celebi, and Dugtrio form a synegistic core(RC), where Celebi + and Dugtrio helps to lure in and remove bulky physical Pokemon, and counter-trapping opposing Dugtrio from a revenge-kill revenge kill on Celebi can open the way for a Jirachi sweep.

Finally, just to comment on additional subtleties of using Calm Mind as opposed to the a more standard utility set: it's not as common to see Calm Mind Celebi used with Heracross or Curse Snorlax. These two (subjective - flow) pretty much have the same trappable checks as Celebi, and their physical presence demands less on does not need Celebi's Calm Mind on pressuring to pressure passive Pokemon, so Baton Pass is preferable on those sets. for those pairings.

[STRATEGY COMMENTS]

Other Options
=============

Celebi can really exist anywhere on the spectrum of defense to offense. The sets listed above are pretty much divided into day and night, but mid-paced Celebi sets are also entirely feasible on the right team. Calm Mind / Leech Seed / A set of Calm Mind, Leech Seed, and two of Psychic, Giga Drain, and Hidden Power Fire can be used with the appropriate trappers to exert a lot of pressure in the face of Blissey and Snorlax. Alternatively, Recover / Leech Seed / two attacks on an offensive set gives Celebi some defensive utility without compromising the ability to hit threatening switch-ins. Calm Mind / Leech Seed / Psychic / Baton Pass with Magneton support can be really helpful for forcing switches and getting the right Pokemon foe in so that pass targets have an easier time, and again this set also allows Celebi to set up in the face of Blissey and Snorlax. Toxic on the utility set permanently cripples a ton of Celebi's checks, especially Salamence, Moltres, and Tyranitar. Hidden Power Ice can be used on offensive Celebi to nab the surprise KO on Salamence.

Checks and Counters
===================

**Physical Flying-types**: Salamence, Gyarados, and Aerodactyl can switch in safely on any of Celebi's sets and set up or threaten to hit Celebi really very hard with a Choice-Band boosted Choice Band-boosted attack. They however cannot however take repeated hits of Psychic indefinitely, and mixed Salamence in particular struggles to break past Calm Mind Celebi. Note that none of them these are foolproof answers to Baton Pass Celebi carrying boosts, as faster Celebi can outspeed them before taking any damage, and slower Celebi can be EVed to take a hit before passing the boosts out.

**Fire-types**: Moltres and Charizard either OHKO or come very close to doing so on many Celebi sets or come very close to doing so, and are good pivots against defensive Celebi. Offensive Celebi can however beat Moltres and slower Charizard if it uses Calm Mind on the switch-in, and Baton Pass Celebi can either pass out by outspeeding either or tanking a hit if Moltres does not have Roar. Houndoom is a rare check that works in the same vein, but can also use Pursuit to catch Celebi switching out.

**Bulky Physical Threats**: Metagross and Tyranitar are usually able to exert more enough pressure on defensive Celebi before it can take them out with its coverage moves. They won't stop Celebi from Baton Passing out its boosts, but Metagross can at least Explode and Tyranitar can at least set up on the target with Dragon Dance. Roar Tyranitar can also stop a pass, but is highly unreliable due to many Celebi packing Giga Drain.

**Phazers**: Skarmory takes next to nothing from defensive Celebi's attacks. It can also save the team from a boost pass while tanking Hidden Power Fire, though that is not an ideal position because Skarmory takes damage without laying Spikes. Roar Zapdos and Moltres can easily phaze Celebi that doesn't have a hard hitting move like Psychic or Ancient Power against it. move to hit them hard, like Psychic or Ancient Power.

**Dugtrio**: Dugtrio can come in on weakened Celebi to trap and finish it off with Hidden Power Bug. Spikes and Toxic help to induce the chip needed for the KO.

**Bug-type Moves**: Heracross and Flygon don't switch in so well, but can threaten to OHKO or 2HKO back with Megahorn and Hidden Power Bug(AC), respectively.

**Ice-types**: Regice and Jynx hit Celebi really very hard, and are expected threats because Celebi is usually thought of as a special tank, and that Zapdos + Celebi is a common specially defensive core. undermine Celebi's role as a special tank as well as that of the Zapdos and Celebi core as a specially defensive core. These (clarity. if it is not correct, of course change it) Ice-types however do not stop boosts and should be wary of Hidden Power Fire.

**Spikes**: Skarmory and Forretress can freely Spike on defensive Celebi and to (subjective - directness) erode its defensive capabilities significantly. Celebi frequently relies on Recover to make progress against attacks that do less than 50% damage, so attacks crossing that threshold with Spikes damage places Celebi into unfavorable Recover loops.

[CREDITS](RL)
- Written by: [[vapicuno, 5454]]
- Quality checked by: [[BKC, 52012], [M Dragon, 21345]]
- Grammar checked by: [[, ], [, ]]
 
Last edited:

vapicuno

你的价值比自己想象中的所有还要低。我却早已解脱,享受幸福
is a Site Content Manageris a Forum Moderatoris a Community Contributoris a Tiering Contributoris a Top Contributoris a Past WCoP Champion
Moderator
thanks Finland . you know, you could convert the post to bbcode by clicking the gear button all the way on the top right of the post, and then the colors would be preserved.
 

Adeleine

after committing a dangerous crime
is a Top Social Media Contributoris a Community Contributoris a Smogon Discord Contributoris a Top Contributoris a Smogon Media Contributoris a Battle Simulator Moderator Alumnus
thanks Finland . you know, you could convert the post to bbcode by clicking the gear button all the way on the top right of the post, and then the colors would be preserved.
Did not know! Thanks! I changed the split between the two posts into the Part 1 and Part 2 you mention in the GP thread, should that make things easier. Let me know if there's anything else wonky about.
 

vapicuno

你的价值比自己想象中的所有还要低。我却早已解脱,享受幸福
is a Site Content Manageris a Forum Moderatoris a Community Contributoris a Tiering Contributoris a Top Contributoris a Past WCoP Champion
Moderator
Did not know! Thanks! I changed the split between the two posts into the Part 1 and Part 2 you mention in the GP thread, should that make things easier. Let me know if there's anything else wonky about.
I have implemented your AMGP check. I appreciate that it was a lot of hard work; thank you for that. Do take a look at my comments in the split posts.

edit: updated with Finland's post-comments in the other two threads. This is GP ready.
 
Last edited:

Lumari

empty spaces
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TFP Leader
ok 23h

remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
[OVERVIEW]

Celebi is one of the most versatile Pokemon in ADV OU. With high stats across the board, it can easily sport run physically and specially defensive sets, momentum-maintaining Baton Pass sets with Calm Mind or Swords Dance, a special sweeper set, or even pass a Substitutes + Baton Pass set.

Defensively, it puts Natural Cure to good use and boasts crucial resistances to Electric-, Water-, Ground- and Fighting-type attacks, allowing Celebi allow it to pivot safely into Zapdos, Jolteon, Magneton, Swampert, defensive Suicune, Claydol, and Breloom without Hidden Power Bug, while its ability to pivot and into status allows it to come in safely on moves from Blissey, Snorlax, Defensive Jirachi, Milotic, and Porygon2. Leech Seed is the best move defensive Celebi can offer, where allowing it can to not only soften the impact of incoming threats (RC) but also chip bulky Pokemon into KO range of others its teammates.

Offensively, it is one of the few pivots that can easily turn the tides against Zapdos and Swampert by absorbing Thunderbolt or Hydro Pump, setting up, and Baton Passing out; it is perhaps the only common and reliable stat boost (RH) passer in the game. Celebi as a sweeper itself is often also very dangerous in an unconventional way, because its coverage and natural bulk allow it to challenge checks to more passive sets like Tyranitar, Salamence, and Metagross, while its ability to heal from Giga Drain may very well help to win the war against Snorlax and Blissey.

Unfortunately, while Celebi's typing, which offers all its useful resistances, it is also the root of all its flaws. It has Weaknesses to very common attacking types like Flying, Fire, and Bug inviting invite all sorts of threats like Salamence, Moltres, and Heracross, (comma) while its need to repeatedly use Recover in the face of Ice Beam to gain back a substantial amount of HP makes it very susceptible to freeze and critical hits. Its four-fold Bug weakness makes it prone susceptible to a Dugtrio being trapped by Dugtrio, and its Dark weakness makes Pursuit Tyranitar a huge threat to any Celebi without Baton Pass. While Celebi can often be considered a special wall, its inability to pressure Skarmory and weaker special bulk make it relatively weaker to Spikes and sand than Blissey.

[SET]
name: Utility
move 1: Leech Seed
move 2: Recover
move 3: Psychic / Substitute / Reflect / Heal Bell
move 4: Hidden Power Grass / Baton Pass
item: Leftovers
ability: Natural Cure
nature: Bold
evs: 252 HP / 124 Def / 40 SpA / 60 SpD / 32 Spe

[SET COMMENTS]
Set Description
=========

Utility Celebi is unique in the metagame as a mixed wall that can deal with Electric-types, Water-types, and Snorlax that also is able to as well as exert constant pressure with Leech Seed and the threat of trapper support.

Leech Seed and Celebi's accompanying bulk are the main exploits features of this set. Leech Seed is a move with both offensive and defensive utility that allows Celebi to chip a number of Pokemon while maintaining momentum via passive recovery for itself or its teammates. Offensively, the chip damage is excellent at wearing down bulky physical tanks, (comma) Leech Seed has the potentially to putting Metagross and Tyranitar into OHKO range of boosted Salamence's, Aerodactyl's, (AC) and Dugtrio's Earthquake. It can also place Tyranitar into OHKO range of defensive Metagross and potentially into 2HKO range of Snorlax's Earthquake. Leech Seed is also excellent at wearing down Flying-types because of their lack of recovery (RC) and, (AC) in some cases, lack of sand immunity, (comma) Leech Seed allows allowing Water-types to threaten weakened Zapdos more easily, puts putting Moltres into 2HKO range of Pursuit Tyranitar, and places placing Skarmory into OHKO range of Timid Magneton. Defensively, Leech Seed allows Claydol to keep spinning in the face of Drill Peck Skarmory, forcing Skarmory to switch out first, hence leaving no Spikes on the field. It is also serves to check Suicune and Snorlax by forcing them to Rest repeatedly, allowing a teammate to exploit those free turns. Finally, Leech Seed's passive recovery and ability to force switches can either provide Choice Band users like Salamence and Heracross either with some added longevity or free switch-ins let them switch in freely.

Recover allows Celebi to stick around for a long time and is especially needed in the face of repeated hits from Snorlax; (SC) Ice-type coverage from Water-types, Zapdos, and Gengar; Will-O-Wisp from Gengar; and Toxic from Blissey, Milotic, Swampert, and Zapdos. Celebi is bulky and does not have to use Recover frequently if it pivots only into resisted attacks. If the opponent has Dugtrio, though, Celebi should be kept near full HP through Recover, even though it can be tempting to maintain the pressure with repeated Leech Seeds.

Psychic hits Gengar very hard, which is important because many teams rely exclusuively exclusively on Celebi to pivot into its Will-O-Wisp. It also makes progress against many switch-ins, like Salamence, Moltres, Aerodactyl, Heracross, Flygon, and Heracross, and helps Celebi deal with Zapdos a bit more easily. Although most Zapdos are unable to severely threaten Celebi, Leech Seed's PP can easily be worn out drained through Zapdos's Pressure, and the occasional Substitute Zapdos can completely turn the tables on Celebi lacking Psychic.

Hidden Power Grass allows Celebi to OHKO Dugtrio with minimal Special Attack investment, hits Tyranitar hard, and allows Celebi to be a Starmie pivot. On Spikes teams, it allows Celebi to threaten the two common spinners—Claydol and Starmie—should they attempt to spin on Celebi. Hidden Power Grass is mostly run when Celebi is not paired with Dugtrio or Porygon2. When paired with either, the preferred move is Baton Pass, as Celebi can scout for a Tyranitar or Dugtrio switch-in and pass out to either trapper. If Celebi is at full HP, it can also tank Hidden Power Bug and trap opposing Dugtrio by passing to one's own Dugtrio. When used with Magneton, Baton Pass also helps to catch Skarmory.

As for less commonly used moves, Substitute in conjunction with Leech Seed and Baton Pass makes Celebi adept at inducing chip damage, eases trapping by any of the trappers, and generates free turns for huge threats like Aerodactyl. Reflect neuters Metagross's Explosion and Snorlax's Self-Destruct, protecting one's bulky Water-types and also Celebi itself. Reflect also provides that a crucial setup turn for sweepers like Curse Snorlax or and Dragon Dance Salamence. Heal Bell can be helpful for teammates with Rest like Suicune, Snorlax, and Zapdos. Light Screen helps Forretress and Skarmory survive a avoid being trapped and taken out by Magneton trap; Forretress can then KO back with Earthquake, while Skarmory can phaze Magneton out and a reverse trap can be set with Dugtrio later on. Perish Song is a phazing move that stops Calm Mind users in their tracks and also deals with bulky setup sweepers in the endgame. The downside to using these alternative moves is that dropping a STAB move or Baton Pass for any of them compromises Celebi's ability to deal with both Gengar and Dugtrio at the same time. Gengar is easier to deal with than Dugtrio because Celebi can simply be paired with a Pursuit trapper, so Hidden Power Grass is frequently the attacking move kept when Celebi sports these alternate moves.

The EVs are fashioned to survive Choice Band Aerodactyl's Hidden Power Bug and Salamence's Hidden Power Flying in sand, and they let Celebi comfortably survive Hidden Power Bug from Dugtrio. 40 Special Attack EVs are required to OHKO Dugtrio with Hidden Power Grass; variants lacking the said move can place the EVs in Special Defense or Speed. 32 Speed EVs are required to outrun all Tyranitar. Celebi can go for a faster benchmark like 136 Speed EVs, which outruns gets the jump on Adamant Heracross and most offensive Suicune. Substitute Celebi can use a spread of 252 HP / 64 Def / 192 Spe with a Timid nature to survive Adamant Dugtrio while outrunning Timid Moltres and Speed-neutral-natured Salamence, Zapdos, Flygon, and Charizard. With this spread, Celebi can also Baton Pass out of a significant number of Taunt Gengar that are EVed to survive Pursuit Tyranitar under sand and Dragon Dance Salamence. If Celebi is important as a special wall, a specially defensive spread of 252 HP / 64 Def / 40 SpA / 120 SpD / 32 Spe with a Calm nature can be used; this spread also allows Celebi to survive Adamant Dugtrio's attacks. (? or just defeat)

The key to using Celebi successfully is to generate entry opportunities for strong threats and trappers and to induce rack up enough chip damage to allow sweepers to run their course. Try to use Leech Seed to force switches and heal passively so that powerful threats can enter the field while taking minimum damage, but be careful to combine that with smart pivoting so as not to burn through Leech Seed's PP too quickly; common Leech Seed targets, especially Pokemon with Pressure like Zapdos and Suicune, tend to have the bulk to last quite a while. Conserving PP allows Celebi to be more threatening throughout the game, especially in the closing stages. Also, take advantage of Celebi drawing in many trappable checks, like Tyranitar, Metagross, Dugtrio, and Skarmory, especially by using Baton Pass if it is run. Finally, an aggressive sequence of consecutive Leech Seeds, especially with Spikes, can generate a lot of chip damage while not without having Celebi take any damage.

Team Options
========

Trappers are very common partners to utility Celebi. Magneton gets rid of Skarmory, which easily comes in and sets up Spikes on any variant of utility Celebi. Leech Seed also has nifty synergy with Substitute Magneton, which can trap and indefinitely wear down seeded Metagross and defensive Jirachi. Dugtrio traps chipped Tyranitar, Metagross, and opposing Celebi (RC) and can also take out opposing Dugtrio that is locked into Hidden Power Bug either from KOing or getting Baton Passed out of by Celebi. While Dugtrio does not directly help with Spikes control, taking out the bulky offensive Pokemon that exploit Celebi with Spikes around can allow Celebi to function reasonably well even under Spikes. Porygon2 is also a splendid partner that removes opposing Dugtrio (RC) and can indefinitely wall Salamence, one of the few common checks to Celebi that cannot be removed easily by trapping. Pursuit Tyranitar frees up Celebi to use a filler move instead of Psychic (RC) and can chip wear down Choice Band Salamence and Aerodactyl locked into a resisted move.

Winning the Spikes war is one option for teams using utility Celebi. Bulky Spikers like Skarmory and Forretress are great for exploiting Celebi's switch forcing (RH) abilities. Together with Leech Seed, Spikes can generate a lot of chip damage for a sweeper like Aerodactyl to clean up the game opposing team. Defensively, these Pokemon also help Celebi to deal with physical Metagross and Salamence. Claydol spins Spikes away, which is useful given Celebi's extraordinary propensity to attract Skarmory, and it can make use of Leech Seed's healing to stand its ground against Drill Peck Skarmory. Flygon's Spikes immunity and role as an Electric- and Rock-type check also help to compensate for Celebi's Skarmory attracting (RH) tendencies.

Secondary special walls with a niche of their own, like Curse Snorlax and Rest Zapdos, make the team more robust against special attacks while offering their own utility. Celebi acts as a mid-game special wall, protecting Snorlax from taking chip so that it has the HP to perform a Curse sweep, while Snorlax can support Celebi should it falter against more potent special threats like Starmie, Calm Mind Suicune, Jirachi, and Celebi. Rest Zapdos helps Celebi deal with Suicune and other special threats, especially when Spikes are present, and can phaze out Calm Mind Celebi too.

Hard-hitting physical Pokemon, like Heracross and Choice Band Salamence, benefit from the entry or healing opportunities presented by Celebi's Leech Seed and from their mutual synergy with trappers. Heracross batters down Salamence, which Celebi can threaten later with Psychic, and Celebi can absorb Thunderbolt from Zapdos should it be the opponent's Heracross check. Heracross also benefits from Celebi synergistically luring in Dugtrio to be revenge killed by one's own Dugtrio. Salamence provides robust defensive utility against Heracross and draws in Swampert and Zapdos, which Celebi can easily pivot in on.

Bulky Water-types are appreciated teammates, as Celebi's checks are mostly physical attackers. Milotic is a physical and mixed wall that can continuously soak up hits from Salamence, Tyranitar, Metagross, and Flygon, (AC) that which love coming in on Celebi. Suicune is less robust than Milotic, but it can make full use of Leech Seed's recovery to provide some mid-game utility and play a more targeted endgame through a Calm Mind sweep. These Water-types benefit from the Dugtrio synergy, which reduces the heavy burden of Tyranitar and Metagross using unresisted Rock Slide or Explosion on them. Using Swampert might be tempting, but the prevalence of Fire-types with Grass-type coverage makes the Celebi + Swampert core unreliable for the long haul, and such cores must win the game through aggressive plays and trades on the more offensive side of the team.

Finally, as Celebi has a propensity to chip wear down physically defensive Pokemon, sweepers like Aerodactyl, Dragon Dance Salamence, Dragon Dance Tyranitar, and Agility Metagross are all fine partners for taking down weakened teams.

[SET]
name: Calm Mind Passer + Baton Pass
move 1: Calm Mind
move 2: Giga Drain / Psychic
move 3: Hidden Power Fire
move 4: Baton Pass
Item: Leftovers
ability: Natural Cure
nature: Timid
evs: 252 HP / 76 SpA / 180 Spe

[SET COMMENTS]

Set Description
=========

Calm Mind + Baton Pass Celebi is an excellent offensive momentum reverser that can support both wallbreakers and sweepers. It is one of the few Pokemon on offense teams that can shrug off Zapdos's Thunderbolt and offensive Swampert's Hydro Pump and pressure the opponent by setting up. Its coverage moves hit phazers bar Zapdos and Moltres hard and force opposing Metagross and Snorlax to navigate a tricky decision of sacrificing themselves with Explosion or Self-Destruct. (vs what? or when exactly to click the button?)

Calm Mind does not merely function as a stat boost for passing, though—it provides Celebi with both offensive and defensive utility as well. Boosted Giga Drain allows Celebi to stay in on a Tyranitar switch-in and threaten to 2HKO it. The recovery allows Celebi to be brought back to full HP from any chip damage it might have received from pivoting in, giving Celebi it better survivability against Hidden Power Bug from Tyranitar. The boost also allows Celebi to OHKO Starmie under sand with Giga Drain, protecting it from Starmie's the latter's Ice Beam. Boosted Giga Drain also OHKOes Dugtrio and heals back whatever HP was lost from taking a Hidden Power Bug, which might otherwise place Celebi into sand range. Finally, Giga Drain allows Celebi to take down any Swampert or Suicune that are brave enough to stay in to phaze or continue chipping down Celebi. Psychic is a notable alternative that allows Celebi to hit Taunt Gengar, Moltres, Roar Zapdos, Salamence, Heracross, Flygon, and Charizard hard, especially after a Calm Mind boost. Note also that the Special Defense boost protects Celebi from Moltres and mixed Salamence too. Hidden Power Fire hits Skarmory hard, forcing it to waste a turn phazing Celebi so that no Spikes are laid on the field, and threatens Metagross. It also prevents Jirachi and other Celebi from checking this set easily by engaging in a Calm Mind war.

Baton Pass is mostly used for passing Calm Mind boosts, but it can also be used without any boosts to aid Dugtrio or Porygon2 in trapping incoming Metagross, Tyranitar, or Dugtrio. After all, the last thing a Baton Pass Celebi team wants is Metagross Exploding using a free Explosion or Tyranitar setting up on the Baton Pass target.

All EVs spreads come with tradeoffs. The listed EVs give boosted Celebi good odds to 2HKO bulky Tyranitar and the assured OHKO on offensive Starmie in sand while outspeeding Timid Moltres and Adamant Salamence. They also give Celebi a chance to OHKO Dugtrio without a boost. The HP investment helps Celebi to survive Hidden Power Bug from Jolly Dugtrio and provides extra bulk against Ice-type coverage. Alternatively, one can place the Special Attack EVs into Defense to always survive Adamant Tyranitar's Hidden Power Bug under sand at the expense of all the odds and assurances above. A spread of 76 HP / 252 SpA / 180 Spe can be used to heavily pressure Skarmory with an almost assured 2HKO and turns all the above rolls into certainties. However, such a set is likely to be OHKOed by Hidden Power Bug from Dugtrio and Tyranitar. Finally, one can even lower the Speed investment to the level of outspeeding Adamant Heracross in order to strengthen Special Attack, resulting in a spread of 252 HP / 120 SpA / 136 Spe. This turns the offensive rolls into certainties without sacrificing bulk; it is especially useful when paired with Agility + Baton Pass Zapdos can pass boosts to make up for Celebi's lack of Speed.

Team Options
========

Calm Mind + Baton Pass Celebi is usually found on special and mixed offense teams. The key to choosing recipients for the Calm Mind boost is understanding which targets pivot nicely into Celebi's checks. The hard-hitting checks that Celebi cannot deal with reliably using its coverage moves fall into three categories: bulky physical threats such as (or "in" if just these) Metagross, Tyranitar, and Snorlax; physical Flying-types such as Salamence and Aerodactyl; and Fire-types such as Moltres and Charizard. Additionally, Blissey is a counter that falls into none of these categories.

On mixed offense teams, one can consider the following Baton Pass targets. Offensive Swampert comes in safely on Metagross, Tyranitar, and Salamence lacking Choice Band, and also as well as on Thunder Wave Blissey. A Calm Mind boost allows Swampert to OHKO Tyranitar with Hydro Pump, and as well as Metagross with while in Torrent range. The Special Defense boost also prevents Swampert from getting 2HKOed by Dragon Dance + Hidden Power Grass Tyranitar, and if Swampert comes in at full HP, it can also prevent mixed Salamence from OHKOing it with Hidden Power Grass. Should Swampert enter the game first, it easily lures in Zapdos, which creates an easy switch-in for lets Celebi switch in easily. Fire-types like Charizard and Moltres are high-pressure wallbreaking pivots into Metagross that can also threaten Skarmory should the opponent send it in as Celebi Baton Passes out. Mixed Metagross is a nice Snorlax and Blissey pivot that can 2HKO Swampert with Psychic after a boost. Mixed Tyranitar and Dragon Dance + Hidden Power Grass Tyranitar can also pivot into Snorlax; a Calm Mind boost allows mixed Tyranitar to often OHKO Swampert and Metagross and allow allows Dragon Dance + Hidden Power Grass Tyranitar to comfortably 2HKO Swampert without worrying about getting taken out by Torrent-boosted Hydro Pump.

Zapdos is a pretty unique partner, as it has Baton Pass and Agility. Baton Pass allows it to maintain boosts by sending them to a teammate and can be used with or without Agility. Just having Baton Pass allows Zapdos to be a specially offensive Baton Pass target that can keep the boost alive for a longer period of time should Celebi get battered down while boosting, and Zapdos will not be concerned with being walled when it can pass the boosts to a mixed wallbreaker. While having Baton Pass Zapdos is itself great, Agility takes the synergy to a whole new level. Celebi with a Speed boost no longer gets revenge killed by Dugtrio, Aerodactyl, and Salamence, and the pairing allows Celebi to get by with lower Speed investment. Conversely, Agility and Calm Mind boosts allow Zapdos to be a great late-game sweeper, and if the time is not ripe, it can pass the boosts to mixed Swampert or mixed Metagross, annihilating potential checks and revenge killers like Gengar, Zapdos, mixed Salamence, Starmie, Dugtrio, and Aerodactyl. Natural Cure on Celebi is a subtle but important part of passing Speed; Thunder Wave is a common measure for negating Speed boosts, so Zapdos can first pass the boost to Celebi, which then heals itself of the paralysis by passing out. Since paralyzed Celebi is usually the slower Pokemon on the field, the intended target receives the boosts without ever taking a scratch. Salac Berry + Substitute Zapdos is another possibility for acquiring the Speed boost that eases the prediction-based sequences of Swampert to Snorlax (RC) and allows Zapdos to still get the boost in the face of an onslaught of attacks that would have KOed Zapdos trying to squeeze off an Agility boost.

On special offense teams, one can use the following Baton Pass targets instead. Calm Mind Suicune, Jirachi, and Raikou all appreciate boosts as a head start in the attempt to muscle through Blissey. Suicune acts as a pivot into Fire-types and physical pivot attackers, and upon Celebi's first entry, it can use the fear of Celebi's potential Psychic to avoid Will-O-Wisp from pressuring Moltres pressured to attack directly to avoid Will-O-Wisp. Jirachi acts as a much-needed (AH) source of Rock resistance and is the most reliable Calm Mind user to take down Blissey lacking Thunder Wave and Snorlax. Porygon2 can trap Dugtrio, and though it does not have much offensive presence, it can come in indefinitely on Salamence's Hidden Power Flying. Regice is a great secondary special check to Zapdos, Suicune, and Starmie, and with Calm Mind boosts, it really pressures Blissey and Snorlax to come in and take the Explosion. The chip damage that Regice can induce on Tyranitar and Metagross is also highly appreciated by the other Calm Mind users. Kingdra can use a boost to nail the much-appreciated OHKOs on Zapdos, Gengar, and Skarmory with Hydro Pump. Starmie can also take advantage of a boost, and its Speed helps to maintain the team's momentum by minimizing revenge kill opportunities after being passed a boost.

Finally, Dugtrio is a fine partner on any sort of team, and here it can remove or trade Celebi with Metagross and Tyranitar or trade Celebi with them, revenge kill opposing Dugtrio, and use the Special Defense boosts to safely take Blissey's Ice Beams to possibly 2HKO with Earthquake.

[SET]
name: Offensive
move 1: Calm Mind
move 2: Giga Drain
move 3: Hidden Power Fire
move 4: Psychic
Item: Leftovers
ability: Natural Cure
nature: Timid
evs: 76 HP / 252 SpA / 180 Spe

[SET COMMENTS]

Set Description
=========

Offensive Celebi plays a unique role in ADV OU as a special sweeper and mixed wallbreaker. Although it is not as fast as Starmie and needs at least a turn to set up, it notably differs from other sweepers in that it frequently has the bulk to trade KOs with its checks, making it great at maintaining momentum. Unlike most special sweepers, many of its checks are physically bulky, allowing Celebi also to function as a wallbreaker for physically offensive Pokemon.

With a boost, Giga Drain 2HKOes Tyranitar, Suicune, Claydol, and possibly Milotic, and it OHKOes Starmie, Dugtrio, and Swampert. Don't underestimate Giga Drain's healing abilities—it can increase Celebi's odds of surviving Dugtrio by bringing Celebi back to full HP (RC) and then can heal back all the damage Dugtrio did to it, (repeat p sure?) keeping Celebi out of sand range. Its regeneration also helps Celebi survive Hidden Power Bug from Tyranitar and helps it when facing fast foes like Starmie. Notably, with enough boosts, Giga Drain gives Celebi a way to muscle past Blissey lacking a status move. Again requiring a boost, Hidden Power Fire 2HKOes Metagross and often takes out / 2HKOes / any verb that fits Skarmory, helps in tussles against Celebi and Jirachi, and usually OHKOes Forretress and Magneton. Psychic is Celebi's strongest STAB move (RC) and is the primary move used to wear down Snorlax and Blissey. With a boost, it also 2HKOes hovering Pokemon—Salamence, offensive Zapdos, Moltres, and Flygon—that would check or phaze Celebi, and it OHKOes Gengar and the Fighting-types Heracross and Breloom.

Offensive Celebi can be used either in the mid-game or late-game. As a mid-game wallbreaker, bring it in against Zapdos or Swampert, then and use it to trade KOs with mixed Salamence, Moltres, Snorlax, Metagross, and Tyranitar. It also prevents Skarmory from Spiking setting up Spikes by forcing it to phaze Celebi. With the aforementioned Pokemon chipped worn down or removed, Celebi can also sweep in the late-game.

Team Options
========

Offensive Celebi fits mostly on special offense teams, especially in conjunction with Calm Mind users, but can sometimes be used with Spikes. Ironically, it can also fit on physically offensive teams due to its ability to trade KOs with physical tanks like Tyranitar, Metagross, Salamence, wear down Skarmory, get ahead of and take out Moltres, and pivot into Gengar's Will-O-Wisp.

Dugtrio is a useful partner, and it is almost mandatory on special offense. It revenge kills opposing Dugtrio that end up trapping Celebi and can remove checks like Blissey, chipped Tyranitar and Metagross, and weakened Snorlax.

Offensive Jirachi is an excellent partner. With almost the same coverage and natural bulk (RC) and shared Calm Mind usage, Jirachi is a Celebi lookalike. They share essentially all their checks, and a trade with one paves the way for the other to sweep. Speaking of trading checks, one common way to eliminate Dugtrio should Jirachi go down first is Porygon2, which also indefinitely checks Dragon Dance Salamence. Offensive Suicune is also an offensive pivot for Dragon Dance Salamence on Calm Mind teams. With Celebi around, Regice is a good secondary special check to Zapdos, Starmie, and Suicune that can also lure in and Explode use Explosion on Blissey and Snorlax without worrying too much about compromising the team's special bulk. Regice also draws in and chips wears down Tyranitar and Metagross, which can be helpful for turning Celebi's 2HKOs into OHKOs.

Offensive Celebi can be used on some Spikes teams too. Faster-paced Spikers setters like Taunt Skarmory and Cloyster are possible partners. Gengar's spinblocking abilities are always useful with Spikes, but defensive Gengar also helps the team survive against Dragon Dance Salamence, while offensive Gengar with its rainbow of coverage can provide the chip needed for Celebi to finish the opposing team off. Celebi is always a nice Aerodactyl partner, as it turns the tide on Electric- and Water-types. However, using offensive Celebi instead of defensive Celebi also makes the Spiker's Skarmory and Cloyster's (?) weakness to Electric-types more pronounced, so having Aerodactyl to exert immense pressure on Zapdos is helpful.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Baton Pass
move 3: Leech Seed / Shadow Ball / Ancient Power / Hidden Power Fighting
move 4: Recover / Hidden Power Fighting
item: Leftovers
ability: Natural Cure
nature: Impish
evs: 244 HP / 124 Def / 140 Spe

[SET COMMENTS]

Set Description
=========

Swords Dance Celebi's main purpose is to pivot into special attacks or passive Pokemon and Baton Pass Attack boosts to physically offensive teammates. Leech Seed chips wears down physical tanks for the Baton Pass target and helps to force switches so that Celebi can set up on something favorable. This set is most effective when Swords Dance has not been revealed, as Celebi can surprise a Roar-less Zapdos or Blissey sent in to stall out Leech Seed PP can be surprised with a boost and subsequent pass to Aerodactyl or Metagross. Recover helps Celebi to function as a tank akin to utility sets.

Attacking filler moves can also be used to hit phazers and setup sweepers that try to ruin the pass. After a boost, Hidden Power Fighting OHKOes or comes close to OHKOing Tyranitar, Shadow Ball OHKOes Taunt Gengar, and Ancient Power has good odds to 2HKO defensive Zapdos and OHKOes Moltres. Hidden Power Bug is an option over Hidden Power Fighting when only a single attacking filler move is used. It still hits Tyranitar pretty hard and can finish off weakened defensive Taunt Gengar that barely survived Tyranitar's Pursuit.

This set has several EV options with their own tradeoffs. The listed spread survives Aerodactyl's Hidden Power Bug and Choice Band Salamence's Hidden Power Flying under sand while also outspeeding Adamant Heracross. The slower option of 252 HP / 124 Def / 96 SpD / 36 Spe can be used to still outspeed all Tyranitar. When using attacking moves, 76 Attack EVs allow Celebi to OHKO Tyranitar and Gengar after a boost; take EVs out of Special Defense if need be. Alternatively, one can also go the fast route with 252 HP / 76 Atk / 180 Spe to outspeed Moltres, neutral-natured Speed Salamence, and neutral-natured Speed Flygon. Taking EVs out of Attack for 252 HP / 40 Def on the prior spread can also be done to survive Jolly Salamence's Hidden Power Flying while still outspeeding and passing out of Adamant Salamence. When not using Hidden Power Fighting, which requires 30 Speed IVs, Jolly Celebi can Speed tie with Speed-invested Salamence and Flygon, though this is extremely dangerous because Choice Band variants can OHKO Celebi should they win the tie. Note, however, that being slow can be advantageous, as Celebi taking the foe's move shields the pass target from any damage or status. This is helpful when passing to Aerodactyl or Agility Metagross, for example.

Team Options
========

Swords Dance Celebi requires quite a bit of support. Magneton is almost always required to stop Skarmory from switching into Celebi and walling all its physically offensive teammates. Pursuit Tyranitar is needed for Gengar if Celebi is not carrying Shadow Ball or Ancient Power; Taunt Gengar prevents Celebi from passing, and is generally a huge threat to physical sweepers due to Will-O-Wisp and Ice- and Electric-type coverage to OHKO Salamence and Gyarados. Pursuit also limits the longevity of Choice Band Salamence and Aerodactyl, which otherwise enter freely on Celebi. Ice Beam on Tyranitar also allows it to pivot in on Dragon Dance Salamence and land a OHKO. Milotic is great as a reliable physically defensive wall that can continuously pivot into Salamence, which, again, Celebi can barely touch.

As far as recipients go, Agility Metagross is a nice sweeper that can either Explode on use Explosion to take out bulky Water-types or boost and sweep. Dragon Dance Gyarados is one of the few pass recipients that does not fold to bulky Water-types. Notably, Gyarados after with a Swords Dance and a Dragon Dance boost, Gyarados OHKOes Zapdos with Double-Edge and OHKOes Aerodactyl that has been chipped by Pursuit Tyranitar. Dragon Dance Salamence has better coverage and power at the cost of being weak to Ice Beam; one can consider running a Jolly nature on it to outrun Moltres, neutrally invested (RH) Zapdos, and neutrally invested (RH) mixed Salamence. Substitute + Liechi Berry Aerodactyl is a very fast cleaner that needn't risk taking attacks for a boost, unlike Dragon Dance Salamence, despite being a little weaker. Mixed Zapdos can make use of the Attack boost to break past Blissey, Celebi, and Tyranitar or pass it further to another target. Lum Berry can be helpful on it to avoid Blissey's status moves. Finally, Snorlax is a decent physically offensive special tank that, when passed a boost, can OHKO Metagross and Tyranitar, lest the eventual Baton Pass target be Exploded take an Explosion or be set up upon.

[SET]
name: Defensive Calm Mind
move 1: Calm Mind
move 2: Leech Seed
move 3: Psychic
move 4: Recover
item: Leftovers
ability: Natural Cure
nature: Bold
evs: 252 HP / 124 Def / 76 SpA / 36 SpD / 20 Spe

[SET COMMENTS]

Set Description
=========

Defensive Calm Mind Celebi is a late-game sweeper. In the Early-game, (AC) it functions like typical utility Celebi, but Calm Mind provides pressure against PP stallers like Snorlax, Blissey, Suicune, Claydol, Zapdos, and other defensive Celebi, making this set more prone to drawing in phazers like Skarmory and Roar Tyranitar or bulky offensive Pokemon like Metagross, Tyranitar, Salamence, and Moltres. Such pressure can be used to chip wear down or trap Celebi's checks. With only defensive Pokemon left on the field, Calm Mind + Leech Seed is adept at cleaning up the game.

Leech Seed, apart from its variety of functions shared with its role on utility sets, also helps Celebi to plow past Blissey, Curse Snorlax, and Rest Suicune in the endgame. Psychic is the chosen STAB move over Hidden Power Grass, (AC) as this set's attack option needs to pressure threats that cannot be reliably trapped like Salamence, Zapdos, Moltres, and Flygon.

The Defense EVs are tailored to survive Choice Band Aerodactyl's Hidden Power Bug and Choice Band Salamence's Hidden Power Flying in sand. The Speed EVs allow Celebi to outrun Endeavor Swampert. A modest amount of Special Attack investment allows Celebi to OHKO Dugtrio after a Calm Mind boost. It also allows Celebi to 2HKO Salamence and Moltres after a boost. That said, these EVs are not really needed with Spikes (RC) and should go into Special Defense otherwise. The rest of the EVs are placed into Special Defense to minimize the odds of Swampert's Ice Beam 2HKOing Celebi under sand. Alternatively, a spread of 252 HP / 64 Def / 76 SpA / 96 SpD / 20 Spe with a Calm nature can be used for better robustness against special threats, especially when trying to set up repeatedly against bulky Water-types using Ice Beam. Timid Celebi with 40, 76, and 176 Speed EVs with a Timid nature to outrun Adamant Heracross, Modest Moltres, and Timid Moltres, respectively, are also possible options.

Team Options
========

Most of the partners from utility Celebi sets apply, but with slight variations. Where it comes to trappers, Dugtrio features prominently as the trapper of choice here, as Calm Mind forces out more passive Celebi pivots in favor of bulky physical Pokemon like Tyranitar and Metagross, and the lack of Hidden Power Grass means Tyranitar switches in almost freely. Given that Tyranitar poses a massive offensive threat, one must have a very good reason not to use Dugtrio with this Celebi set. Magneton is still a suitable partner, but a team dedicated to supporting Calm Mind Celebi would not need Magneton to remove Skarmory in its role as a physical wall, so a spinner like Claydol or occasionally Starmie can be more useful for Spikes control. Porygon2 is also a theoretical possibility, but if one uses it, it might be hard to fit all the support this Celebi appreciates in a team.

Defensively, Milotic and Suicune are good partners for full coverage against Tyranitar and Salamence that switch in repeatedly, and Celebi's propensity to chip Zapdos also helps these bulky Water-types in return. Swampert is also a possible partner, but it compounds the team's weakness to Moltres and benefits a little less from Dugtrio's ability to trap. Flygon's Spikes and Electric-type immunities help the team defensively on both the physical and special side against both physical and special threats, especially given Celebi's tendency to attract Skarmory. Rest Zapdos forms a nice specially defensive core with this Celebi set, especially because Celebi without Hidden Power Grass is a little shakier at dealing with offensive Water-types like Starmie and Suicune.

Calm Mind Jirachi, Celebi, and Dugtrio form a core where Celebi and Dugtrio lure in and remove bulky physical Pokemon, and counter-trapping countertrapping opposing Dugtrio from a revenge kill on Celebi can open the way for a Jirachi sweep.

Finally, just to comment on additional subtleties of using Calm Mind as opposed to a more standard utility set: it's not as common to see Calm Mind Celebi used with Heracross or Curse Snorlax. These two pretty much have the same trappable checks as Celebi, and their physical presence does not need Celebi's Calm Mind to pressure passive Pokemon, so Baton Pass is preferable for those pairings.

[STRATEGY COMMENTS]

Other Options
=============

Celebi can really exist anywhere on the spectrum of defense to offense. The sets listed above are pretty much divided into day and night, but mid-paced Celebi sets are also entirely feasible on the right team. A set of Calm Mind, Leech Seed, and two of Psychic, Giga Drain, and Hidden Power Fire can be used with the appropriate trappers to exert a lot of pressure in the face of Blissey and Snorlax. Alternatively, Recover / Leech Seed / two attacks on an offensive set gives Celebi some defensive utility without compromising the ability to hit threatening switch-ins. Calm Mind / Leech Seed / Psychic / Baton Pass with Magneton support can be really helpful for forcing switches and getting the right foe in so that pass targets have an easier time, and this set also allows Celebi to set up in the face of Blissey and Snorlax. Toxic on the utility set permanently cripples a ton of Celebi's checks, especially Salamence, Moltres, and Tyranitar. Hidden Power Ice can be used on offensive Celebi to nab the surprise KO on Salamence.

Checks and Counters
===================

**Physical Flying-types**: Salamence, Gyarados, and Aerodactyl can switch in safely on any of Celebi's sets and set up or threaten to hit Celebi very hard with a Choice Band-boosted attack. They cannot, (AC) however, (AC) take repeated hits of Psychic indefinitely, and mixed Salamence in particular struggles to break past Calm Mind Celebi. Note that none of these are foolproof answers to Baton Pass Celebi carrying boosts, as faster Celebi can outspeed them before taking any damage, and slower Celebi can be EVed to take a hit before passing the boosts out.

**Fire-types**: Moltres and Charizard either OHKO many Celebi sets or come very close to doing so (RC) and are good pivots against defensive Celebi. Offensive Celebi can, (AC) however, (AC) beat Moltres and slower Charizard if it uses Calm Mind on the switch-in, and Baton Pass Celebi can pass safely pivot out by outspeeding either or tanking a hit if Moltres does not have Roar. Houndoom is a rare check that works in the same vein (RC) but can also use Pursuit to catch Celebi switching out.

**Bulky Physical Threats**: Metagross and Tyranitar are usually able to exert enough pressure on defensive Celebi before it can take them out with its coverage moves. They won't stop Celebi from Baton Passing out its boosts, but Metagross can at least Explode use Explosion, (AC) and Tyranitar can at least set up on the target with Dragon Dance. Roar Tyranitar can also stop a pass, but it is highly unreliable due to many Celebi packing Giga Drain.

**Phazers**: Skarmory takes next to nothing from defensive Celebi's attacks. It can also save the team from a boost pass stop Celebi from passing boosts while tanking Hidden Power Fire, though that is not an ideal position because it forces Skarmory takes to take damage without laying Spikes. Roar Zapdos and Moltres can easily phaze Celebi that doesn't have a move to hit them hard, like Psychic or Ancient Power.

**Dugtrio**: Dugtrio can come in on weakened Celebi to trap and finish it off with Hidden Power Bug. Spikes and Toxic help to induce the chip needed for the KO.

**Bug-type Moves**: Heracross and Flygon don't switch in so well (RC) but can threaten to OHKO or 2HKO back with Megahorn and Hidden Power Bug(AC), respectively.

**Ice-types**: Regice and Jynx hit Celebi very hard (RC) and undermine Celebi's role as a special tank as well as that of the Zapdos and Celebi core as a specially defensive core. These Ice-types, (AC) however, (AC) do not stop boosts and should be wary of Hidden Power Fire.

**Spikes**: Skarmory and Forretress can freely set up Spikes on defensive Celebi to erode its defensive capabilities significantly. Celebi frequently relies on Recover to make progress against attacks that do less than 50% damage, so attacks crossing that threshold with Spikes damage place Celebi into unfavorable Recover loops.

[CREDITS]
- Written by: [[vapicuno, 5454]]
- Quality checked by: [[BKC, 52012], [M Dragon, 21345]]
- Grammar checked by: [[, ], [, ]]
 

vapicuno

你的价值比自己想象中的所有还要低。我却早已解脱,享受幸福
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Its coverage moves hit phazers hard and force opposing Metagross and Snorlax to navigate a tricky decision of sacrificing themselves with Explosion or Self-Destruct, lest they miss their chance to explode on an attacking Celebi, or waste the sacrifice on an unfavorable target.
You asked for an explanation on using Explosion or Self-Destruct, so I added this. Is it ok?

it can increase Celebi's odds of surviving Dugtrio by bringing Celebi back to full HP and then can heal back the damage Dugtrio did to it, (repeat p sure?)
Not a repeat; what I mean is that Celebi heals to full HP by Giga Draining something to KO it, then Dugtrio comes in and attacks Celebi without KOing it due to the HP regained from the previous turn, gets KO'd by Giga Drain while Celebi heals everything back up again. Would appreciate a neater way of phrasing this if you come up with one.
 

Lumari

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You asked for an explanation on using Explosion or Self-Destruct, so I added this. Is it ok?
"explode on" -> "take out", remove comma before or, but otherwise yes
Not a repeat; what I mean is that Celebi heals to full HP by Giga Draining something to KO it, then Dugtrio comes in and attacks Celebi without KOing it due to the HP regained from the previous turn, gets KO'd by Giga Drain while Celebi heals everything back up again. Would appreciate a neater way of phrasing this if you come up with one.
Something like "can increase Celebi's odds of surviving being trapped by Dugtrio by bringing it back to full HP before Dugtrio can come in after a KO as well as healing back the damage Dugtrio did to it" I guess, not that that's the cleanest but ya should be more clear at least.
 

vapicuno

你的价值比自己想象中的所有还要低。我却早已解脱,享受幸福
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thanks. made the changes.

edit: gp 2/2 on part 2 is all that remains.
 
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