#121 Starmie
General Location Attacks Egg Moves Stats
Gen VIII Dex Gen VII Dex
Let's Go Dex
Gen VI Dex Gen V Dex
Gen IV Dex Gen III Dex Gen II Dex Gen I Dex

Picture
Name Other Names No. Gender Ratio Type
Starmie
Japan: Starmie
スターミー
French: Staross
German: Starmie
Korean: 아쿠스타
National: #121
Johto: #168
Starmie is Genderless
Classification Height Weight Capture Rate Base Egg Steps
Mysterious Pokémon 3'07"
1.1m
176.4lbs
80kg
605,120
Experience Growth Base Happiness Effort Values Earned
1,250,000 Points
Slow
70 60 Hit Points
75 Attack
85 Defense
100 Special Attack
85 Special Defense
115 Speed
Damage Taken
*1 *0.5 *0.5 *2 *2 *0.5 *0.5 *1 *1 *1 *0.5 *2 *1 *2 *1 *2 *0.5
Wild Hold Item Egg Groups
Wild
Stardust - 50%
Star Piece - 5%
Water 3
Evolutionary Chain
Locations
Gold Evolve Staryu
Silver Evolve Staryu
Crystal Evolve Staryu

Generation II Level Up
LevelAttack NameTypeAtt.Acc.PPEffect %
Tackle 35 95 35 --
A NORMAL-type attack. Many Pokémon know this attack right from the start.
Rapid Spin 20 100 40 --
A NORMAL-type attack. By spinning quickly, the user can escape from restraining moves.
Recover -- 100 20 --
Half of the user's maximum HP is restored. Few Pokémon learn this move on their own.
BubbleBeam 65 100 20 10
A WATER-type attack. Has a one-in-ten chance of reducing the target's SPEED.
37 Confuse Ray -- 100 10 --
A sinister flash of light makes the target confused. A special GHOST-type move.
TM & HM Attacks
TM/HM #Attack NameTypeAtt.Acc.PPEffect %
TM03 Curse -- -- 10 --
Raises ATTACK and DEFENSE at the expense of SPEED. It works differently for the GHOST type.
TM06 Toxic -- 85 10 --
A move that badly poisons the target. The amount of poison damage increases every turn.
TM07 Zap Cannon 100 50 5 100
An ELECTRIC-type attack. Inaccurate but is guaranteed to cause paralysis if it hits.
TM09 Psych Up -- 100 10 --
Self-hypnosis move that copies the foe's stats changes, then applies them to the user.
TM10 Hidden Power ?? 100 15 --
A peculiar move that changes type and power depending on the Pokémon using it.
TM13 Snore 40 100 15 30
Has a one-in-three chance of making the target flinch. Can be used only by a sleeping Pokémon.
TM14 Blizzard 120 70 5 10
The strongest ICE-type attack. Has a one-in-ten chance of freezing the target.
TM15 Hyper Beam 150 90 5 --
An extremely powerful attack. The attacker becomes so tired, it has to rest the next turn.
TM16 Icy Wind 55 95 15 100
An ICE-type attack. It is guaranteed to reduce the target's SPEED if it hits.
TM17 Protect -- 100 10 --
Completely foils an opponent's attack. If used consecutively, its success rate decreases.
TM18 Rain Dance -- 90 5 --
Summons rain for five turns. While it is raining, the power of WATER-type moves increases.
TM20 Endure -- 100 10 --
Always leaves the user with at least one HP. Success rate decreases if used repeatedly.
TM21 Frustration ?? 100 20 --
A NORMAL-type attack. The more the user dislikes its trainer, the more powerful the move.
TM25 Thunder 120 70 10 30
Strongest of all ELECTRIC-type attacks. Has a one-in-ten shot at paralyzing the target.
TM27 Return ?? 100 20 --
A NORMAL-type attack. The tamer the user, the more powerful the move.
TM29 Psychic 90 100 10 10
A PSYCHIC-type attack. Has a one-in-ten chance of lowering the target's SPCL.DEF rating.
TM32 Double Team -- 100 15 --
Creates illusionary copies of the user. They disorient the enemy, reducing its accuracy.
TM34 Swagger -- 90 15 100
A move that infuriates and confuses the opponent, but it increases the target's ATTACK.
TM35 Sleep Talk -- 100 10 --
Randomly chooses one of the user's moves. Can be used only by a sleeping Pokémon.
TM39 Swift 60 100 20 --
A NORMAL-type attack. It is highly accurate, so it can be counted on to inflict damage.
TM42 Dream Eater 100 100 15 --
Works only on sleeping Pokémon. Steals the target's HP and adds 50%% of it to the user's HP.
TM44 Rest -- 100 10 --
The user takes a nap to fully restore its HP and recover from any status abnormalities.
TM45 Attract -- 100 15 --
Infatuates targets, making it hard for them to attack foes of the opposite gender.
TM50 Nightmare -- 100 15 --
A move that makes a sleeping target have bad dreams. The victim will steadily lose HP.
HM03 Surf 95 100 15 --
A WATER-type attack. This move is strong and highly accurate.
HM05 Flash -- 70 20 --
Blinds the target with a bright flash of light, reducing the opponent's accuracy.
HM06 Whirlpool 15 70 15 --
Lasts two to five turns. Foe becomes trapped in a vortex, making it impossible to switch.
HM07 Waterfall 80 100 15 --
A WATER-type attack. Hits with a blow packing the power of fish traveling up waterfalls.
Crystal Move Tutor Attacks
Attack NameTypeAtt.Acc.PPEffect %
Thunderbolt 95 100 15 10
An ELECTRIC-type attack. Has a one-in-ten chance of paralyzing the target.
Ice Beam 95 100 10 10
An ICE-type attack. Has a one-in-ten chance of freezing the target solid.
Pre-Evolution Only Moves
Attack NameTypeAtt.Acc.PPEffect % Method
Harden -- 100 30 --
Lv. 1
Raises the user's DEFENSE. Useful when battling physically strong Pokémon.
Water Gun 40 100 25 --
Lv. 7
A WATER-type attack. Stronger than BUBBLE. Many WATER-type Pokémon learn this move.
Swift 60 100 20 --
Lv. 25
A NORMAL-type attack. It is highly accurate, so it can be counted on to inflict damage.
Minimize -- 100 20 --
Lv. 37
Reduces the user's size and makes it harder to hit. Can normally be used up to six times.
Light Screen -- 100 30 --
Lv. 43
Reduces damage from special attacks by about half. A special PSYCHIC-type move.
Hydro Pump 120 80 5 --
Lv. 50
The strongest WATER-type attack. While it is powerful, it may miss the target.
Gen I Only Moves (Details)
Attack NameTypeAtt.Acc.PPEffect %Method
GSY
Water Gun 40 100 25 --Lv. 1Lv. 1
A WATER-type attack. Stronger than BUBBLE. Many WATER-type Pokémon learn this move.
Harden -- 100 30 --Lv. 1Lv. 1
Raises the user's DEFENSE. Useful when battling physically strong Pokémon.
Take Down 90 85 20 -- Gen I TM09
A charging attack. One quarter of the damage it inflicts comes back to hurt the attacker.
Double-Edge 120 100 15 -- Gen I TM10
A charging tackle attack. One quarter of the damage comes back to hurt the attacker.
Water Gun 40 100 25 -- Gen I TM12
A WATER-type attack. Stronger than BUBBLE. Many WATER-type Pokémon learn this move.
Ice Beam 95 100 10 10 Gen I TM13
An ICE-type attack. Has a one-in-ten chance of freezing the target solid.
Rage 20 100 20 -- Gen I TM20
A non-stop attack move. The user's ATTACK power increases every time it sustains damage.
Thunderbolt 95 100 15 10 Gen I TM24
An ELECTRIC-type attack. Has a one-in-ten chance of paralyzing the target.
Teleport -- 100 20 -- Gen I TM30
A special move for instantly escaping from wild Pokémon. Useful in the wild only.
Mimic -- 100 10 -- Gen I TM31
A move for learning one of the opponent's moves, for use during that battle only.
Reflect -- 100 20 -- Gen I TM33
Reduces damage from physical attacks by about half. A special PSYCHIC-type move.
Bide -- 100 10 -- Gen I TM34
The user waits for several turns. At the end, it returns double the damage it received.
Skull Bash 100 100 15 -- Gen I TM40
In the first turn, the attacker tucks its head. The next turn, it head-butts at full steam.
Thunder Wave -- 100 20 -- Gen I TM45
A special move that causes paralysis. The victim has a onein-four chance of immobility.
Psywave ?? 80 15 -- Gen I TM46
A PSYCHIC-type attack of varying intensity. It occasionally inflicts heavy damage.
Tri Attack 80 100 10 20 Gen I TM49
A NORMAL-type attack. A triangular field of energy is created and launched.
Substitute -- 100 10 -- Gen I TM50
Uses 1/4 of the user's maximum HP to create a substitute that takes the opponent's attacks.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 520 60 75 85 100 85 115
Max Stats Lv. 50 120 - 166 80 - 126 90 - 136 105 - 151 90 - 136 120 - 166
Lv. 100 230 - 323 155 - 248 175 - 268 205 - 298 175 - 268 235 - 328

<--- #120
Staryu
#122
Mr. Mime
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