Starmie

Starmie

Rank #101WaterPsychic

HP
135
Atk
95
Def
105
SpA
120
SpD
105
Spe
135
Total695

Usage Format

Starmie Abilities

All Starmie Forms

Name Type HP Atk Def SpA SpD Spe Total Wt
StarmieStarmie
WaterPsychic1359510512010513569580
Mega StarmieMega StarmieWaterPsychic13512012515012514079580

Starmie Type Effectiveness

Weak to

BugGhostGrassElectricDark

Resistant to

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

Immune to

Damaged normally by

NormalFlyingPoisonGroundRockDragonFairy

Starmie Moves

Usage Move Type Category Power Acc PP Prio Description
59.1%LiquidationWaterPhysical85100120Has a 20% chance of lowering the target’s Defense stat by 1 stage.
51.9%ProtectNormalStatus8+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.
48.2%Aqua JetWaterPhysical4010020+1
46.1%Ice SpinnerIcePhysical80100160Removes any terrain.
29.3%Psycho CutPsychicPhysical70100200This move has a 1-stage Critical-Hit Ratio Boost.
20.9%Zen HeadbuttPsychicPhysical8090160Has a 20% chance of making the target flinch.
14.8%ScaldWaterSpecial80100160Has a 30% chance of burning the target. Cures the user and target of being frozen.
14.7%Ice BeamIceSpecial90100120Has a 10% chance of freezing the target.
14.6%Flip TurnWaterPhysical60100200After attacking, the user switches out of battle to be replaced by another party Pokemon.
14%PsychicPsychicSpecial90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Double-EdgeNormalPhysical120100160The user takes 1/3 of the damage dealt by this move.
Hydro PumpWaterSpecial1108080
SurfWaterSpecial90100160This move’s power is doubled against targets that have the Submerged status.
BlizzardIceSpecial1107080Has a 10% chance of freezing targets. This move never misses in snow.
Hyper BeamNormalSpecial1509080The user gains the Recharging status on the turn after this move is used.
ThunderboltElectricSpecial90100160Has a 10% chance of paralyzing the target.
Thunder WaveElectricStatus90200Paralyzes the target.
ThunderElectricSpecial11070120Has a 30% chance of paralyzing the target. This move never misses in rain and can hit a target that has the Sky-High status.
AgilityPsychicStatus200Boosts the user’s Speed stat by 2 stages.
RecoverNormalStatus80Restores 1/2 of the user’s max HP.
MinimizeNormalStatus120Boosts the user’s evasiveness by 2 stages. The user gains the Minimized status.
Confuse RayGhostStatus100120Confuses the target.
Light ScreenPsychicStatus200Gives the user’s side the Light Screen status for 5 turns.
ReflectPsychicStatus200Gives the user’s side the Reflect status for 5 turns.
Self-DestructNormalPhysical20010080The user faints upon using this move.
WaterfallWaterPhysical80100160Has a 20% chance of making the target flinch.
RestPsychicStatus80Fully 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 AttackNormalSpecial80100120Has a 20% chance of leaving the target burned, frozen, or paralyzed.
SubstituteNormalStatus120The 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.
SnoreNormalSpecial50100160Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Icy WindIceSpecial5595160Lowers targets’ Speed stats by 1 stage.
EndureNormalStatus12+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 TalkNormalStatus120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
SafeguardNormalStatus200Gives the user’s side the Safeguard status for 5 turns.
Rapid SpinNormalPhysical50100200Removes 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 DanceWaterStatus80Summons rain for 5 turns.
Ancient PowerRockSpecial6010080Has a 10% chance of boosting the user’s Attack, Defense, Sp. Atk, Sp. Def, and Speed stats by 1 stage.
WhirlpoolWaterSpecial3585160Gives the target the Bound status. This move’s power is doubled if the target has the Submerged status.
FacadeNormalPhysical70100200This 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.
TrickPsychicStatus100120The user and the target swap their held items.
Skill SwapPsychicStatus120The user and the target swap their Abilities.
DiveWaterPhysical80100120The user gains the Submerged status on the turn this move is used, then attacks on the following turn.
Cosmic PowerPsychicStatus200Boosts the user’s Defense and Sp. Def stats by 1 stage.
Bulk UpFightingStatus200Boosts the user’s Attack and Defense stats by 1 stage.
Water PulseWaterSpecial60100200Has a 20% chance of confusing the target.
GravityPsychicStatus80Gives the entire field the Gravity status for 5 turns.
Gyro BallSteelPhysical10080The lower the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 1 and 150).
Power GemRockSpecial80100200
Giga ImpactNormalPhysical1509080The user gains the Recharging status on the turn after this move is used.
AvalancheIcePhysical6010012-4This move’s power is doubled if the target has already dealt damage to the user with a move in the same turn.
Flash CannonSteelSpecial80100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Trick RoomPsychicStatus8-7Gives the entire field the Trick Room status for 5 turns.
Grass KnotGrassSpecial100200The heavier the target, the greater this move’s power (ranging between 20 and 120).
Charge BeamElectricSpecial5090120Has a 70% chance of boosting the user’s Sp. Atk stat by 1 stage.
Wonder RoomPsychicStatus120Gives the entire field the Wonder Room status for 5 turns.
PsyshockPsychicSpecial80100120This is a special move, but the damage it deals is calculated using the target’s Defense stat.
RoundNormalSpecial60100160If 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 SwitchPsychicStatus16+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 GleamFairySpecial80100120
Expanding ForcePsychicSpecial80100120If the user is under the effect of Psychic Terrain, this move’s power is boosted by 50% and its range extends to all opponents.
Meteor BeamRockSpecial12090120The 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 WaterWaterSpecial50100200Lowers the target’s Attack stat by 1 stage.