| National Dex 121 |
Johto Dex 168 |
Hoenn Dex 144 |
Sinnoh Dex - |
| Strengths and Weaknesses This table shows the strenths and weaknesses of this Pokemon, numbers less than one means the effect of those types of attacks are reduced by that factor, and numbers greater than one are increased by that factor. So for example, if the number is 2, then this Pokemon will incur about twice the damage as normal, 0.5, only half the normal damage. |
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| Level Moves | Currently displaying moves from generation I, II, III, IV, IV. Please use the game version filter above to change this. | |||||||
| Move | Level | Type | Class | Power | Accuracy | PP | Description | Games |
|---|---|---|---|---|---|---|---|---|
| Harden | 1 | normal | none | 0 | 100% | 30 | The user stiffens all the muscles in its body to raise its Defense stat. | I II |
| Rapid Spin | 1 | normal | physical | 20 | 100% | 40 | A spin attack that can also eliminate such moves as Bind, Wrap, Leech Seed, and Spikes. | III IV |
| Recover | 1 | normal | none | 0 | 100% | 10 | A self-healing move. The user restores its own HP by up to half of its max HP. | III IV |
| Swift | 1 | normal | special | 60 | 100% | 20 | Star-shaped rays are shot at the foe. This attack never misses. | III IV |
| Tackle | 1 | normal | physical | 35 | 95% | 35 | A physical attack in which the user charges and slams into the foe with its whole body. | I II |
| Water Gun | 1 | water | special | 40 | 100% | 25 | The foe is blasted with a forceful shot of water. | I II III IV |
| Confuse Ray | 33 | ghost | none | 0 | 100% | 10 | The foe is exposed to a sinister ray that triggers confusion. | III |
| Egg Moves | Currently displaying moves from generation I, II, III, IV, IV. Please use the game version filter above to change this. | ||||||
| Move | Type | Class | Power | Accuracy | PP | Description | Games |
|---|---|---|---|---|---|---|---|
| Aurora Beam | ice | special | 65 | 100% | 20 | The foe is hit with a rainbow-colored beam. It may also lower the target's Attack stat. | g s |
| Barrier | psychic | none | 0 | 100% | 30 | The user throws up a sturdy wall that sharply raises its Defense stat. | g s |
| Supersonic | normal | none | 0 | 55% | 20 | The user generates odd sound waves from its body. It may confuse the target. | g s |
| Tutor Moves | Currently displaying moves from generation I, II, III, IV, IV. Please use the game version filter above to change this. | ||||||
| Move | Type | Class | Power | Accuracy | PP | Description | Games |
|---|---|---|---|---|---|---|---|
| Double-Edge | normal | physical | 120 | 100% | 15 | A reckless, life-risking tackle. It also damages the user by a fairly large amount, however. | fr lg e |
| Dream Eater | psychic | special | 100 | 100% | 15 | An attack that works only on a sleeping foe. It absorbs half the damage caused to heal the user's HP. | fr lg e |
| Endure | normal | none | 0 | 100% | 10 | The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession. | e |
| Ice Beam | ice | special | 95 | 100% | 10 | The foe is struck with an icy-cold beam of energy. It may also freeze the target solid. | c |
| Icy Wind | ice | special | 55 | 95% | 15 | The user attacks with a gust of chilled air. It also lowers the target's Speed stat. | e |
| Mimic | normal | none | 0 | 100% | 10 | The user copies the move last used by the foe. The move can be used for the rest of the battle. | fr lg e |
| Psych Up | normal | none | 0 | 100% | 10 | The user hypnotizes itself into copying any stat change made by the foe. | e |
| Sleep Talk | normal | none | 0 | 100% | 10 | While it is asleep, the user randomly uses one of the moves it knows. | e |
| Snore | normal | special | 40 | 100% | 15 | An attack that can be used only if the user is asleep. The harsh noise may also make the foe flinch. | e |
| Substitute | normal | none | 0 | 100% | 10 | The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. | fr lg e |
| Swagger | normal | none | 0 | 90% | 15 | The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat. | e |
| Swift | normal | special | 60 | 100% | 20 | Star-shaped rays are shot at the foe. This attack never misses. | e |
| Thunder Wave | electric | none | 0 | 100% | 20 | A weak electric charge is launched at the foe. It causes paralysis if it hits. | fr lg e |
| Thunderbolt | electric | special | 95 | 100% | 15 | A strong electric blast is loosed at the foe. It may also leave the foe paralyzed. | c |
| Machine Moves | Currently displaying moves from generation I, II, III, IV, IV. Please use the game version filter above to change this. | |||||||
| Move | TM | Type | Class | Power | Accuracy | PP | Description | Games |
|---|---|---|---|---|---|---|---|---|
| Curse | TM03 | ? | none | 0 | 100% | 10 | A move that works differently for the Ghost type than for all the other types. | II |
| Water Pulse | TM03 | water | special | 60 | 100% | 20 | The user attacks the foe with a pulsing blast of water. It may also confuse the foe. | III IV |
| Toxic | TM06 | poison | none | 0 | 85% | 10 | A move that leaves the target badly poisoned. Its poison damage worsens every turn. | I II III IV |
| Hail | TM07 | ice | none | 0 | 100% | 10 | The user summons a hailstorm lasting five turns. It damages all Pokemon except the Ice type. | III IV |
| Zap Cannon | TM07 | electric | special | 120 | 50% | 5 | The user fires an electric blast like a cannon to inflict damage and cause paralysis. | II |
| Take Down | TM09 | normal | physical | 90 | 85% | 20 | A reckless, full-body charge attack for slamming into the foe. It also damages the user a little. | I |
| Double-Edge | TM10 | normal | physical | 120 | 100% | 15 | A reckless, life-risking tackle. It also damages the user by a fairly large amount, however. | I |
| Hidden Power | TM10 | normal | special | n/a | 100% | 15 | A unique attack that varies in type and intensity depending on the Pokemon using it. | II III IV |
| BubbleBeam | TM11 | water | special | 65 | 100% | 20 | A spray of bubbles is forcefully ejected at the foe. It may also lower the target's Speed stat. | I |
| Water Gun | TM12 | water | special | 40 | 100% | 25 | The foe is blasted with a forceful shot of water. | I |
| Ice Beam | TM13 | ice | special | 95 | 100% | 10 | The foe is struck with an icy-cold beam of energy. It may also freeze the target solid. | I III IV |
| Snore | TM13 | normal | special | 40 | 100% | 15 | An attack that can be used only if the user is asleep. The harsh noise may also make the foe flinch. | II |
| Blizzard | TM14 | ice | special | 120 | 70% | 5 | A howling blizzard is summoned to strike the foe. It may also freeze the target solid. | I II III IV |
| Hyper Beam | TM15 | normal | special | 150 | 90% | 5 | The foe is attacked with a powerful beam. The user must rest on the next turn to regain its energy. | I II III IV |
| Icy Wind | TM16 | ice | special | 55 | 95% | 15 | The user attacks with a gust of chilled air. It also lowers the target's Speed stat. | II |
| Light Screen | TM16 | psychic | none | 0 | 100% | 30 | A wondrous wall of light is put up to suppress damage from special attacks for five turns. | III IV |
| Protect | TM17 | normal | none | 0 | 0% | 10 | It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. | II III IV |
| Rain Dance | TM18 | water | none | 0 | 0% | 5 | The user summons a heavy rain that falls for five turns, powering up Water-type moves. | II III IV |
| Rage | TM20 | normal | physical | 20 | 100% | 20 | While this move is in use, it gains attack power each time the user is hit in battle. | I |
| Frustration | TM21 | normal | physical | n/a | 100% | 20 | A full-power attack that grows more powerful the less the user likes its Trainer. | II III IV |
| Thunderbolt | TM24 | electric | special | 95 | 100% | 15 | A strong electric blast is loosed at the foe. It may also leave the foe paralyzed. | I III IV |
| Thunder | TM25 | electric | special | 120 | 70% | 10 | A wicked thunderbolt is dropped on the foe to inflict damage. It may also leave the target paralyzed. | I II III IV |
| Return | TM27 | normal | physical | n/a | 100% | 20 | A full-power attack that grows more powerful the more the user likes its Trainer. | II III IV |
| Psychic | TM29 | psychic | special | 90 | 100% | 10 | The foe is hit by a strong telekinetic force. It may also reduce the foe's Sp. Def stat. | I II III IV |
| Teleport | TM30 | psychic | none | 0 | 100% | 20 | Use it to flee from any wild Pokemon. It may also be used to warp to the last Poke Center visited. | I |
| Mimic | TM31 | normal | none | 0 | 100% | 10 | The user copies the move last used by the foe. The move can be used for the rest of the battle. | I |
| Double Team | TM32 | normal | none | 0 | 100% | 15 | By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. | I II III IV |
| Reflect | TM33 | psychic | none | 0 | 100% | 20 | A wondrous wall of light is put up to suppress damage from physical attacks for five turns. | I III IV |
| Bide | TM34 | normal | physical | n/a | 100% | 10 | The user endures attacks for two turns, then strikes back to cause double the damage taken. | I |
| Swift | TM39 | normal | special | 60 | 100% | 20 | Star-shaped rays are shot at the foe. This attack never misses. | I II |
| Skull Bash | TM40 | normal | physical | 100 | 100% | 15 | The user tucks in its head to raise its Defense in the first turn, then rams the foe on the next turn. | I |
| Facade | TM42 | normal | physical | 70 | 100% | 20 | An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn. | III IV |
| Secret Power | TM43 | normal | physical | 70 | 100% | 20 | The user attacks with a secret power. Its added effects vary depending on the user's environment. | III IV |
| Rest | TM44 | psychic | none | 0 | 100% | 10 | The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. | I II III IV |
| Attract | TM45 | normal | none | 0 | 100% | 15 | If it is the opposite gender of the user, the foe becomes infatuated and less likely to attack. | II |
| Psywave | TM46 | psychic | special | n/a | 80% | 15 | The foe is attacked with an odd, hot energy wave. The attack varies in intensity. | I |
| Skill Swap | TM48 | psychic | none | 0 | 100% | 10 | The user employs its psychic power to exchange abilities with the foe. | III IV |
| Tri Attack | TM49 | normal | special | 80 | 100% | 10 | The user strikes with a simultaneous three-beam attack. May also paralyze, burn, or freeze the target. | I |
| Nightmare | TM50 | ghost | none | 0 | 100% | 15 | A sleeping foe is shown a nightmare that inflicts some damage every turn. | II |
| Brine | TM55 | water | special | 65 | 100% | 10 | If the foe's HP is down to about half, this attack will hit with double the power. | IV |
| Endure | TM58 (TM20) | normal | none | 0 | 100% | 10 | The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession. | II IV |
| Recycle | TM67 | normal | none | 0 | 100% | 10 | The user recycles a single-use item that has been used in battle so it can be used again. | IV |
| Giga Impact | TM68 | normal | physical | 150 | 90% | 5 | The user charges at the foe using every bit of its power. The user must rest on the next turn. | IV |
| Flash | TM70 (HM05) | normal | none | 0 | 100% | 20 | The user flashes a light that cuts the foe's accuracy. It can also be used to illuminate caves. | I II III IV |
| Avalanche | TM72 | ice | physical | 60 | 100% | 10 | An attack move that inflicts double the damage if the user has been hurt by the foe in the same turn. | IV |
| Thunder Wave | TM73 (TM45) | electric | none | 0 | 100% | 20 | A weak electric charge is launched at the foe. It causes paralysis if it hits. | I IV |
| Gyro Ball | TM74 | steel | physical | n/a | 100% | 5 | The user tackles the foe with a high-speed spin. The slower the user, the greater the damage. | IV |
| Psych Up | TM77 (TM09) | normal | none | 0 | 100% | 10 | The user hypnotizes itself into copying any stat change made by the foe. | II IV |
| Sleep Talk | TM82 (TM35) | normal | none | 0 | 100% | 10 | While it is asleep, the user randomly uses one of the moves it knows. | II IV |
| Natural Gift | TM83 | normal | physical | n/a | 100% | 15 | The user draws power to attack by using its held Berry. The Berry determines its type and power. | IV |
| Dream Eater | TM85 (TM42) | psychic | special | 100 | 100% | 15 | An attack that works only on a sleeping foe. It absorbs half the damage caused to heal the user's HP. | II IV |
| Grass Knot | TM86 | grass | special | n/a | 100% | 20 | The user snares the foe with grass and trips it. The heavier the foe, the greater the damage. | IV |
| Swagger | TM87 (TM34) | normal | none | 0 | 90% | 15 | The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat. | II IV |
| Substitute | TM90 (TM50) | normal | none | 0 | 100% | 10 | The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. | I IV |
| Flash Cannon | TM91 | steel | special | 80 | 100% | 10 | The user gathers all its light energy and releases it at once. It may also lower the foe's Sp. Def stat. | IV |
| Trick Room | TM92 | psychic | none | 0 | 0% | 5 | The user creates a bizarre area in which slower Pokemon get to move first for five turns. | IV |
| Surf | HM03 | water | special | 95 | 100% | 15 | It swamps the entire battlefield with a giant wave. It can also be used for crossing water. | I II III IV |
| Whirlpool | HM06 | water | special | 15 | 70% | 15 | The user traps the foe inside a fast, vicious whirlpool that lasts for two to five turns. | II |
| Waterfall | HM07 | water | physical | 80 | 100% | 15 | The user charges the foe at an awesome speed. It can also be used to climb a waterfall. | II III IV |
| Dive | HM08 | water | physical | 80 | 100% | 10 | A two-turn attack. The user dives underwater on the first turn, then hits on the next turn. | III |
| d p ru sa fr lg e |
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Evolve Evolves from Staryu |
| pp |
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Sea |
| xd |
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One Snag from Cipher Admin Snattle in Citadark Isle |
| co |
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Trade Via trading from FireRed, Leaf Green, XD, Ruby, Sapphire or Emerald |
| Member: bugsteelice I have always wanted a starmie and when I got one I was happy I like to use a special moveset and have it holding wise glasses. Ice beam-for grass types brine-I don't know why but this is my favorite water move maybe it is beacuase it can double it's power and have more then hydro pump? pyshic-great move and same type bonus power gem-good special rock type move rapid speed is bad a attack move of 20 power even if it gets rid of stealh rock etc. that's not worth wasting one of your slots that go for somthing good
15 Jul 09 01:30
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| Member: Dragon F Starmie doesnt always have to be a spinner.It can still own without rapid spin.Just give it surf,thunderbolt,physic,and icebeam as moves and itll still own in the game and in wifi
28 Oct 08 11:34
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| Member: Wesley_Keith Starmie @Leftovers EVs: 236 HP / 56 SAtk / 216 Spd Timid Nature Ability: Natural Cure -Surf -Thunderbolt/Ice Beam -Rapid Spin -Recover Starmie is one of the better Spinners in the game and will save you a lot of trouble from annoying Spikes and Stealth Rock. You need Surf for STAB and can choose whether to use Thunderbolt for enemy Water types or Ice Beam for Grass and Dragons. Thunderbolt is usually preffered since it prevents Gyarados from setting up on you and is supereffective against Skarmory, the most common Spiker.
15 Aug 08 17:24
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Member: Will d (mr ramdom) Starmie should always be a rapid spinner heres mine Nature:Timid Held Item:Shell Bell Surf Ice Beam T-Bolt Rapid Spin
29 Jun 08 11:46
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Member: Mr. Toon stamie,timid nature: ice beam watrpulse cuases confusion t-bolt psychic start beating everyone!
23 Feb 08 18:16
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Member: DemonOfSand Here's the Rapid Spin moveset: Nature:Timid Item:Leftovers Ability:Natural Cure Moves: Ice Beam/Thunderbolt Rapid Spin Recover Surf Here's a Choice Specs moveset as well. Nature:Modest Ability:Natural Cure Item:Choice Specs Moves: Grass Knot/Psychic Ice Beam Thunderbolt Surf/Hydro Pump
23 Dec 07 22:48
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Member: EspeonDude_ Starmie can compete with Donhpan as "The Best Rapid Spinner in the Game." Why? Because it has an excellent base speed and great Special Attack. How would you just love to come in on Skarmory who set up 3 layers of Spikes and a layer of Stealth Rock on you? Well I bet Skarmory won't be happy to see when it switches out to Electivire to take Thunderbolt and get the Motor Drive boost, but instead to see all those Spikes to be spun away.
16 Dec 07 11:49
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