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Pokedex :: Starmie Pokemon
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In-Game

8.1
From 33 votes
Wi-Fi Battle

7.9
From 31 votes
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Starmie

Type:
Water / Psychic
Species:
Mysterious
Catch Rate:
60 (Low)
Height:
3′07″ (1.1 m) (Very Low)
Weight:
176.4 (80.0 kg) (Very Low)
 
 
Ability:
Natural Cure/ Illuminate
Egg Groups:
Water 3
Time to Hatch:
5120 (Very High Speed)
Gender:
Genderless
National Dex
121
Johto Dex
168
Hoenn Dex
144
Sinnoh Dex
-
At the center of its body is a red core, which sends mysterious radio signals into the night sky.

Base Stats

HP:
Attack:
Defense:
Sp. Att:
Sp. Def:
Speed:

Effort points:
2 * Speed
Base Exp.:
207 (Very High)
Happiness:
70 (Very Low)
Growth Rate:
Slow
Color:
Purple

Evolutions


Staryu
Basic

Starmie
Water Stone

Game Version Filter IV
pl
IV
d p
III
ru sa fr lg e
II
g s c st2
I
r b y st
Use this filter to just display the moves from certain games instead of all of them. Your settings are saved as you move through the Pokdex to other Pokemon, and may be saved if you return to this Pokdex at a later date

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.
BugDarkDragonElectricFightingFireFlyingGhostGrassGroundIceNormalPoisonPsychicRockSteelWater
2 2 1 2 0.5 0.5 1 2 (0) 2 1 0.5 1 1 0.5 1 0.5 0.5

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

Starmie Locations
d p ru sa fr lg e
Evolve
Evolves from Staryu
pp Sea
xd
One
Snag from Cipher Admin Snattle in Citadark Isle
co
Trade
Via trading from FireRed, Leaf Green, XD, Ruby, Sapphire or Emerald
Trainer Tips
Below you can find some tips for this Pokemon by trainers who are members of SuperCheats.com. This section is not for asking questions, please make those in the forum or via our submission system. If you would like to make a trainer tip, please submit one.

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Sorting: Top Rated | Newest | Oldest
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
0
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
1
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
0
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
0
Member: Mr. Toon
stamie,timid nature:

ice beam
watrpulse cuases confusion
t-bolt
psychic

start beating everyone!

23 Feb 08 18:16
1
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
1
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
-2