Is Starmie good in Pokemon Champions?
- Water/Psychic types
- Base stat total 520
- Weak to Electric, Grass, Bug
Base Stats
Starmie Weaknesses & Resistances
Starmie Weaknesses
Offensive Coverage
STAB vs. all typesHow this Pokémon's STAB attacks land against every defending type.
One tap: Starmie's most-run set against each top meta set, preloaded in the damage calc.
Common Sets
Full configurations that actually appeared together — scouting an unfamiliar opponent? Match their item, the moves they're likely running are here.
Movepool
Sorted by STAB then competitive usage
User switches places with the friendly Pokémon opposite it.
For five turns, slower Pokémon will act before faster Pokémon.
Inflicts regular damage with no additional effect.
Has a chance to lower the target’s Special Defense by one stage.
Inflicts regular damage and can hit Dive users.
Has a chance to lower the target’s Defense by one stage.
User dives underwater, dodging all attacks, and hits next turn.
Inflicts regular damage with no additional effect.
Inflicts damage based on the target’s Defense, not Special Defense.
Has a chance to burn the target.
Has a chance to make the target flinch.
Has a chance to make the target flinch.
Has an increased chance for a critical hit.
Inflicts regular damage with no additional effect.
Has a chance to confuse the target.
Inflicts regular damage with no additional effect.
Prevents the target from leaving battle and inflicts 1/16 its max HP in damage f…
Raises the user’s Speed by two stages.
Raises the user’s Defense and Special Defense by one stage.
Disables moves and immunities that involve flying or levitating for five turns.
Reduces damage from special attacks by 50% for five turns.
Changes the weather to rain for five turns.
Reduces damage from physical attacks by half.
User sleeps for two turns, completely healing itself.
User and target swap abilities.
User and target swap items.
All Pokémon’s Defense and Special Defense are swapped for 5 turns.
Has a chance to lower the target’s Speed by one stage.
Prevents any moves from hitting the user this turn.
Paralyzes the target.
User faints.
User foregoes its next turn to recharge.
User foregoes its next turn to recharge.
User receives 1/3 the damage inflicted in recoil.
Inflicts regular damage with no additional effect.
Has a chance to freeze the target.
Has a chance to paralyze the target.
Has a chance to freeze the target.
Has a chance to paralyze the target.
Inflicts regular damage with no additional effect.
Has a chance to lower the target’s Special Defense by one stage.
Inflicts regular damage with no additional effect.
Has a chance to burn, freeze, or paralyze the target.
Power doubles if user is burned, paralyzed, or poisoned.
Has a chance to raise all of the user’s stats by one stage.
Inflicts double damage if the user takes damage before attacking this turn.
Has double power if it’s used more than once per turn.
Has a chance to raise the user’s Special Attack by one stage.
Frees the user from binding moves, removes Leech Seed, and blows away Spikes.
Has a chance to make the target flinch. Only works if the user is sleeping.
Raises the user’s Attack and Defense by one stage.
Confuses the target.
Prevents the user’s HP from lowering below 1 this turn.
Inflicts more damage to heavier targets, with a maximum of 120 power.
Power raises when the user has lower Speed, up to a maximum of 150.
Raises the user’s evasion by two stages.
Heals the user by half its max HP.
Protects the user’s field from major status ailments and confusion for five turn…
Randomly uses one of the user’s other three moves. Only works if the user is sl…
Transfers 1/4 of the user’s max HP into a doll, protecting the user from further…
Abilities
“By illuminating its surroundings, the Pokémon prevents its accuracy from being lowered.”
Mega Form
Related Pokémon
Other Water / Psychic picks worth scouting