Mega Starmie

Mega Starmie

WaterPsychic

HP
135
Atk
120
Def
125
SpA
150
SpD
125
Spe
140
Total795

Usage Format

Mega Starmie Abilities

All Starmie Forms

Name Type HP Atk Def SpA SpD Spe Total Wt
StarmieStarmieWaterPsychic1359510512010513569580
Mega StarmieMega Starmie
WaterPsychic13512012515012514079580

Mega Starmie Type Effectiveness

Weak to

Bug2×Ghost2×Grass2×Electric2×Dark2×

Resistant to

Fighting½×Steel½×Fire½×Water½×Psychic½×Ice½×

Immune to

—

Damaged normally by

Normal1×Flying1×Poison1×Ground1×Rock1×Dragon1×Fairy1×

Mega Starmie Moves

Usage Move Type Category Target Power Acc PP Prio Description
58.2%LiquidationWaterPhysicalSingle85100120Has a 20% chance of lowering the target’s Defense stat by 1 stage.
54.2%ProtectNormalStatusSelf—∞8+4The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
52.1%Ice SpinnerIcePhysicalSingle80100160Removes any terrain.
33.6%Aqua JetWaterPhysicalSingle4010020+1—
25.3%Psycho CutPsychicPhysicalSingle70100200This move has a 1-stage Critical-Hit Ratio Boost.
23.3%Expanding ForcePsychicSpecialSingle80100120If the user is under the effect of Psychic Terrain, this move’s power is boosted by 50% and its range extends to all opponents.
21.6%Ice BeamIceSpecialSingle90100120Has a 10% chance of freezing the target.
16.3%Zen HeadbuttPsychicPhysicalSingle8090160Has a 20% chance of making the target flinch.
15.4%ScaldWaterSpecialSingle80100160Has a 30% chance of burning the target. Cures the user and target of being frozen.
11.3%Flip TurnWaterPhysicalSingle60100200After attacking, the user switches out of battle to be replaced by another party Pokemon.
—Double-EdgeNormalPhysicalSingle120100160The user takes 1/3 of the damage dealt by this move.
—Hydro PumpWaterSpecialSingle1108080—
—SurfWaterSpecialAll90100160This move’s power is doubled against targets that have the Submerged status.
—BlizzardIceSpecialAll Foes1107080Has a 10% chance of freezing targets. This move never misses in snow.
—Hyper BeamNormalSpecialSingle1509080The user gains the Recharging status on the turn after this move is used.
—ThunderboltElectricSpecialSingle90100160Has a 10% chance of paralyzing the target.
—Thunder WaveElectricStatusSingle—90200Paralyzes the target. Ground-type Pokemon are unaffected.
—ThunderElectricSpecialSingle11070120Has a 30% chance of paralyzing the target. In rain, this move never misses. In harsh sunlight, this move’s accuracy is 50%. This move can hit a target that has the Sky-High status.
—PsychicPsychicSpecialSingle90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
—AgilityPsychicStatusSelf—∞200Boosts the user’s Speed stat by 2 stages.
—RecoverNormalStatusSelf—∞80Restores 1/2 of the user’s max HP.
—MinimizeNormalStatusSelf—∞120Boosts the user’s evasiveness by 2 stages. The user gains the Minimized status.
—Confuse RayGhostStatusSingle—100120Confuses the target.
—Light ScreenPsychicStatusOwn Side—∞200Gives the user’s side the Light Screen status for 5 turns.
—ReflectPsychicStatusOwn Side—∞200Gives the user’s side the Reflect status for 5 turns.
—Self-DestructNormalPhysicalAll20010080The user faints upon using this move.
—WaterfallWaterPhysicalSingle80100160Has a 20% chance of making the target flinch.
—RestPsychicStatusSelf—∞80Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full.
—Tri AttackNormalSpecialSingle80100120Has a 20% chance of leaving the target burned, frozen, or paralyzed.
—SubstituteNormalStatusSelf—∞120The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP. Sound-based moves will hit the user through the substitute.
—SnoreNormalSpecialSingle50100160Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
—Icy WindIceSpecialAll Foes5595160Lowers targets’ Speed stats by 1 stage.
—EndureNormalStatusSelf—∞12+4During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
—Sleep TalkNormalStatusSelf—∞120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
—SafeguardNormalStatusOwn Side—∞200Gives the user’s side the Safeguard status for 5 turns.
—Rapid SpinNormalPhysicalSingle50100200Removes the Bound and Leech Seeded statuses from the user and removes the Sticky Web, Stealth Rock, Spikes, and Toxic Spikes statuses from the user’s side. Boosts the user’s Speed stat by 1 stage.
—Rain DanceWaterStatusField—∞80Summons rain for 5 turns.
—Ancient PowerRockSpecialSingle6010080Has a 10% chance of boosting the user’s Attack, Defense, Sp. Atk, Sp. Def, and Speed stats by 1 stage.
—WhirlpoolWaterSpecialSingle3585160Gives the target the Bound status. This move’s power is doubled if the target has the Submerged status.
—FacadeNormalPhysicalSingle70100200This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
—TrickPsychicStatusSingle—100120The user and the target swap their held items.
—Skill SwapPsychicStatusSingle—∞120The user and the target swap their Abilities.
—DiveWaterPhysicalSingle80100120The user gains the Submerged status on the turn this move is used, then attacks on the following turn.
—Cosmic PowerPsychicStatusSelf—∞200Boosts the user’s Defense and Sp. Def stats by 1 stage.
—Bulk UpFightingStatusSelf—∞200Boosts the user’s Attack and Defense stats by 1 stage.
—Water PulseWaterSpecialSingle60100200Has a 20% chance of confusing the target.
—GravityPsychicStatusField—∞80Gives the entire field the Gravity status for 5 turns.
—Gyro BallSteelPhysicalSingle—10080The lower the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 1 and 150).
—Power GemRockSpecialSingle80100200—
—Giga ImpactNormalPhysicalSingle1509080The user gains the Recharging status on the turn after this move is used.
—AvalancheIcePhysicalSingle6010012-4This move’s power is doubled if the target has already dealt damage to the user with a move in the same turn.
—Flash CannonSteelSpecialSingle80100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
—Trick RoomPsychicStatusField—∞8-7Gives the entire field the Trick Room status for 5 turns.
—Grass KnotGrassSpecialSingle—100200The heavier the target, the greater this move’s power (ranging between 20 and 120).
—Charge BeamElectricSpecialSingle5090120Has a 70% chance of boosting the user’s Sp. Atk stat by 1 stage.
—Wonder RoomPsychicStatusField—∞120Gives the entire field the Wonder Room status for 5 turns.
—PsyshockPsychicSpecialSingle80100120This is a special move, but the damage it deals is calculated using the target’s Defense stat.
—RoundNormalSpecialSingle60100160If multiple Pokemon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled.
—Ally SwitchPsychicStatusSelf—∞16+2The user switches spots with one of its allies. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
—Dazzling GleamFairySpecialAll Foes80100120—
—Meteor BeamRockSpecialSingle12090120The user gains the Charging status on the turn this move is used, then attacks on the following turn. The user’s Sp. Atk stat is boosted by 1 stage on the turn this move is used.
—Chilling WaterWaterSpecialSingle50100200Lowers the target’s Attack stat by 1 stage.