Celebi in depth
A lily with antennae
The name is the same in Japanese and English, セレビィ, and reads like a blend of celestial, serenity and celery, plus the character 美 —bi, “beautiful”— that finishes off so many Japanese feminine names. Junichi Masuda has explained that the creature represents the idea of nature, without anything more specific. The design does not imitate any recognisable animal: it is a green fairy with a flower for a head, and the plant reference is in the bud, not the body.
It was announced in the July 2000 issue of CoroCoro magazine, months after Gold and Silver reached Japanese shops, and was tied to Ilex Forest from the start, where it serves as guardian. The myth also provides the most unsettling part of its description: if it travels through time and only appears when there is peace, its absence says as much as its presence.
One hundred in everything, just like Mew
It shares its exact stat spread with Mew: six hundred points, one hundred in every stat. The difference is in the movepool. Mew can learn practically anything; this one has a limited catalogue, with twelve level-up moves and just over forty TMs. That catalogue is heavily skewed towards support, though: Heal Bell at level 1, Life Dew at 40, Healing Wish at 80 and Recover at 60 make it a walking first-aid kit rather than an attacker. Perish Song, at level 100, is the final joke from a creature that spends the whole entry healing.
Compared with Shaymin, the other Mythical Pokémon with the Grass type, the difference is one of character: Shaymin changes form and stats, while this one always stays the same, with a single form and a single Ability throughout its entire history. Since its debut in Generation II, its types, Ability and numbers have not changed.
The Zorua from Castelia City
Its strangest appearance came in Generation V. Having an event Celebi in your party — one from a fated encounter, not just any Celebi — unlocked a Zorua in Black and White, which is where the Zoroark from that distribution came from. A Mythical Pokémon used as a key to obtain another Pokémon, and one of the few times Game Freak tied one distribution to another.
How to use it without wasting it
In a normal playthrough, the usual mistake is to treat it as a special attacker and give it Psychic and Energy Ball without thinking. It performs better the other way around: Leech Seed at level 50 steadily siphons health from whatever is in front of it, Recover at 60 gives back what it loses, and Natural Cure shuts down any attempt to poison it or put it to sleep when it switches back in. With Baton Pass, which it learns at level 20, it can pass the boosts it has accumulated with Calm Mind to another Pokémon. Future Sight, at level 70, queues up 120 damage to land two turns later, and those two turns are spent switching.
What you should not do is leave it exposed against anything carrying a Bug-, Dark- or Ghost-type move. With seven weaknesses, one bad switch is punished in full.