Starmie
Rank #101![]()
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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 |
|---|
| 135 | 95 | 105 | 120 | 105 | 135 | 695 | 80 | ||
| 135 | 120 | 125 | 150 | 125 | 140 | 795 | 80 |
Starmie Type Effectiveness
Weak to
Resistant to
Immune to
—
Damaged normally by
Starmie Moves
| Usage | Move | Type | Category | Power | Acc | PP | Prio | Description |
|---|
| 59.1% | Liquidation | 85 | 100 | 12 | 0 | Has a 20% chance of lowering the target’s Defense stat by 1 stage. | ||
| 51.9% | Protect | — | ∞ | 8 | +4 | The 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 Jet | 40 | 100 | 20 | +1 | — | ||
| 46.1% | Ice Spinner | 80 | 100 | 16 | 0 | Removes any terrain. | ||
| 29.3% | Psycho Cut | 70 | 100 | 20 | 0 | This move has a 1-stage Critical-Hit Ratio Boost. | ||
| 20.9% | Zen Headbutt | 80 | 90 | 16 | 0 | Has a 20% chance of making the target flinch. | ||
| 14.8% | Scald | 80 | 100 | 16 | 0 | Has a 30% chance of burning the target. Cures the user and target of being frozen. | ||
| 14.7% | Ice Beam | 90 | 100 | 12 | 0 | Has a 10% chance of freezing the target. | ||
| 14.6% | Flip Turn | 60 | 100 | 20 | 0 | After attacking, the user switches out of battle to be replaced by another party Pokemon. | ||
| 14% | Psychic | 90 | 100 | 12 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| — | Double-Edge | 120 | 100 | 16 | 0 | The user takes 1/3 of the damage dealt by this move. | ||
| — | Hydro Pump | 110 | 80 | 8 | 0 | — | ||
| — | Surf | 90 | 100 | 16 | 0 | This move’s power is doubled against targets that have the Submerged status. | ||
| — | Blizzard | 110 | 70 | 8 | 0 | Has a 10% chance of freezing targets. This move never misses in snow. | ||
| — | Hyper Beam | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Thunderbolt | 90 | 100 | 16 | 0 | Has a 10% chance of paralyzing the target. | ||
| — | Thunder Wave | — | 90 | 20 | 0 | Paralyzes the target. | ||
| — | Thunder | 110 | 70 | 12 | 0 | Has a 30% chance of paralyzing the target. This move never misses in rain and can hit a target that has the Sky-High status. | ||
| — | Agility | — | ∞ | 20 | 0 | Boosts the user’s Speed stat by 2 stages. | ||
| — | Recover | — | ∞ | 8 | 0 | Restores 1/2 of the user’s max HP. | ||
| — | Minimize | — | ∞ | 12 | 0 | Boosts the user’s evasiveness by 2 stages. The user gains the Minimized status. | ||
| — | Confuse Ray | — | 100 | 12 | 0 | Confuses the target. | ||
| — | Light Screen | — | ∞ | 20 | 0 | Gives the user’s side the Light Screen status for 5 turns. | ||
| — | Reflect | — | ∞ | 20 | 0 | Gives the user’s side the Reflect status for 5 turns. | ||
| — | Self-Destruct | 200 | 100 | 8 | 0 | The user faints upon using this move. | ||
| — | Waterfall | 80 | 100 | 16 | 0 | Has a 20% chance of making the target flinch. | ||
| — | Rest | — | ∞ | 8 | 0 | Fully 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 Attack | 80 | 100 | 12 | 0 | Has a 20% chance of leaving the target burned, frozen, or paralyzed. | ||
| — | Substitute | — | ∞ | 12 | 0 | The 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. | ||
| — | Snore | 50 | 100 | 16 | 0 | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. | ||
| — | Icy Wind | 55 | 95 | 16 | 0 | Lowers targets’ Speed stats by 1 stage. | ||
| — | Endure | — | ∞ | 12 | +4 | During 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 Talk | — | ∞ | 12 | 0 | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | ||
| — | Safeguard | — | ∞ | 20 | 0 | Gives the user’s side the Safeguard status for 5 turns. | ||
| — | Rapid Spin | 50 | 100 | 20 | 0 | Removes 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 Dance | — | ∞ | 8 | 0 | Summons rain for 5 turns. | ||
| — | Ancient Power | 60 | 100 | 8 | 0 | Has a 10% chance of boosting the user’s Attack, Defense, Sp. Atk, Sp. Def, and Speed stats by 1 stage. | ||
| — | Whirlpool | 35 | 85 | 16 | 0 | Gives the target the Bound status. This move’s power is doubled if the target has the Submerged status. | ||
| — | Facade | 70 | 100 | 20 | 0 | This 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. | ||
| — | Trick | — | 100 | 12 | 0 | The user and the target swap their held items. | ||
| — | Skill Swap | — | ∞ | 12 | 0 | The user and the target swap their Abilities. | ||
| — | Dive | 80 | 100 | 12 | 0 | The user gains the Submerged status on the turn this move is used, then attacks on the following turn. | ||
| — | Cosmic Power | — | ∞ | 20 | 0 | Boosts the user’s Defense and Sp. Def stats by 1 stage. | ||
| — | Bulk Up | — | ∞ | 20 | 0 | Boosts the user’s Attack and Defense stats by 1 stage. | ||
| — | Water Pulse | 60 | 100 | 20 | 0 | Has a 20% chance of confusing the target. | ||
| — | Gravity | — | ∞ | 8 | 0 | Gives the entire field the Gravity status for 5 turns. | ||
| — | Gyro Ball | — | 100 | 8 | 0 | The lower the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 1 and 150). | ||
| — | Power Gem | 80 | 100 | 20 | 0 | — | ||
| — | Giga Impact | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Avalanche | 60 | 100 | 12 | -4 | This move’s power is doubled if the target has already dealt damage to the user with a move in the same turn. | ||
| — | Flash Cannon | 80 | 100 | 12 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| — | Trick Room | — | ∞ | 8 | -7 | Gives the entire field the Trick Room status for 5 turns. | ||
| — | Grass Knot | — | 100 | 20 | 0 | The heavier the target, the greater this move’s power (ranging between 20 and 120). | ||
| — | Charge Beam | 50 | 90 | 12 | 0 | Has a 70% chance of boosting the user’s Sp. Atk stat by 1 stage. | ||
| — | Wonder Room | — | ∞ | 12 | 0 | Gives the entire field the Wonder Room status for 5 turns. | ||
| — | Psyshock | 80 | 100 | 12 | 0 | This is a special move, but the damage it deals is calculated using the target’s Defense stat. | ||
| — | Round | 60 | 100 | 16 | 0 | If 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 Switch | — | ∞ | 16 | +2 | The 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 Gleam | 80 | 100 | 12 | 0 | — | ||
| — | Expanding Force | 80 | 100 | 12 | 0 | If 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 Beam | 120 | 90 | 12 | 0 | The 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 Water | 50 | 100 | 20 | 0 | Lowers the target’s Attack stat by 1 stage. |