Starmie, the Mysterious Pokémon. At the center of its body is a red core that sends mysterious radio signals into the night sky.
Overview
Starmie, one of the original 151, has had one of the most storied careers in all of competitive Pokémon. This is in part thanks to its fantastic movepool. Unlike other generation 1 Pokémon, Starmie hit the ground running with excellent Ice Beam and Thunderbolt coverage, which in addition to Starmie’s excellent Water and Psychic STABs left very few targets safe from Starmie’s assault. The passing generations just further expanded the breadth of Starmie’s coverage, or the utility packed within, with Scald and Psyshock for additional STAB options while gaining Dazzling Gleam and Grass Knot for even further coverage. Offense is not all that Starmie brought to the table either; Water Psychic is a solid defensive typing with valuable Water, Fire, Ice and Fighting resistances, giving Starmie numerous switch in opportunities alongside Recover to keep Starmie healthy and Natural Cure to wipe away any status. Add in utility options with Rapid Spin for Hazard control alongside speed control with Thunder Wave and it becomes easy to see why Starmie has found a place on many teams over the years. All of this is aided by Starmie’s fantastic base 115 Speed, getting the jump on a whole host of threats and still a high benchmark to overcome even after all these years.
However, the stars don’t shine, they burn, and the passing generations have found it harder for Starmie to keep up. For all Starmie’s incredible coverage, base 100 Special Attack has not stood the test of time against the defensive power creep. This means even Super Effective attacks miss OHKOs, especially given how reliant Starmie is on the non-STAB Thunderbolt and Ice Beam for coverage. Starmie lacking any way to boost its Special Attack means it has no way to address its issue outside of Analytic which has rather negative synergy with Starmie due to its high speed. Missing those knockouts is troubling given how frail Starmie is, with its average base 85 defenses let down by a poor base 60 HP. Water Psychic’s laundry list of weaknesses does Starmie no favors in this regard, especially in the current format where Ghost and Dark attackers like Basculegion, Aegislash, Kingambit, Gengar, Meowscarada, Mimikyu and more are everywhere. Starmie’s movepool and the flexibility of the roles it can fulfill would propel most Pokémon to stardom but is held back by Starmie’s lacking base attributes.
Positives
Incredible movepool. Starmie has enough special coverage to hit everything for at least neutral damage and plenty of utility to fulfill a variety of niches.
Base 115 Speed is fantastic, getting the jump on many already fast Pokémon.
Water Psychic typing provides numerous valuable resistances, facilitating Starmie coming in.
Negatives
Water Psychic typing also provides easily exploitable weaknesses that makes Starmie easy to remove.
Defensive utility let down by poor base 60 HP, greatly limiting Starmie’s hit taking ability.
Base 100 Special Attack is quite underwhelming in the current generation, causing Starmie to struggle past bulkier walls and miss knockouts.
Movesets
Starstorm
-Scald
-Thunderbolt
-Ice Beam
-Psyshock
Ability: Natural Cure/Analytic
Item: Colbur Berry
EVs and Nature:
2 HP / 32 SAtk / 32 Spe
Timid Nature
Making the most of Starmie’s insane coverage and high base Speed, this Starmie set acts as a revenge attacker, picking off weakened targets. Scald is the crown jewel for this set, as the impressive 30% Burn rate prevents most physical attackers from switching in freely lest they get crippled for the rest of the match, while the Fire types that are immune to Burn don’t want to eat a Scald at all. Thunderbolt is invaluable coverage for opposing Water types like Basculegion, Primarina, Pelipper, and Gyarados, as well as sturdy Flying Steel walls like Corviknight and Skarmory many of whom have been flourishing thanks to the current scarcity of Electric offense. Ice Beam also provides invaluable coverage, OHKOing Garchomp, while seriously damaging many opposing Water resistant Dragon and Grass types like Hydreigon, Dragapult, and Mega Meganium. Psyshock is secondary STAB, but is valued for allowing Starmie to muscle through weakened Calm Mind sweepers like Primarina and Mega Floette through targeting their unboosted Defense. Ability is up to preference. Natural Cure allows Starmie to safely absorb status such as Hippowdon’s Yawn, Thunderwave from a large variety of sources, Venusaur’s Sleep powder and more. Analytic on the other hand gives Starmie a badly needed power boost against Scarf attackers while also punishing opponents that pivot out to save their weakened attacker, causing newcomer to take more damage than usual.
EVs and Items:
Standard speed attacker array of max Speed and Special Attack is recommended. This set’s job is to get knock outs and investing as much in Special Attack and Speed is ideal. Timid is strongly recommended; while Starmie is known for its power issues, dropping down to Modest has Starmie speed tie with the positive speed natured base 100 crowd, meaning it misses getting the jump on Garchomp and Mega Floette as well as Adamant Sneasler, Gengar, and Mega Lucario. Colbur Berry is recommended as the item, preventing Starmie from being removed by an errant Knock Off as well as avoid the OHKO from Blackglasses Adamant Kingambit’s Sucker Punch, allowing Starmie to potentially remove it or cripple it with Scald. Kasib berry is also a strong option, giving Starmie a much better matchup into (Mega) Gengar as well as survive an unboosted Adaptability Basculegion’s Last Respects. Starmie is missing a lot of the items that give it extra power. If they return, Life Orb would be the most prominent considering it gives the largest boost and more importantly retains Starmie’s move flexibility. Choice Specs does give Starmie the biggest bang for its item slot but is more heavily punished by predictive switching and largely detracts Starmie’s biggest selling point in its flexibility and is underwhelming compared to other Water typed attackers.
Partners:
This Starmie works well with aggressive Pokémon that can knock opponents down to a range that Starmie can deal with. Meowscrada is an excellent example, its Knock Off great at chipping opponents down while potentially removing troublesome berries or Choice Scarf, making it that much easier for Starmie to pick up the knock out. Meowscarada is also great at drawing in Fire types like Mega Charizard Y, Volcarona and Rotom-Heat that Starmie can make full use of its Water STAB against. Mega Charizard X is another good partner, liking Starmie’s advantageous matchups into Garchomp and opposing Water types like Azumarill and Primarina, while capable of tearing holes in most other opponents thanks to its wide Fire-Dragon coverage.
Other Options:
Dazzling Gleam offers incredible coverage, including annihilating Hydreigon and other Dark types but finds itself otherwise redundant with Ice Beam and Psychic
Psychic is noticeably stronger than Psyshock, but lacks the utility Psyshock held.
Thunder Wave allows Starmie to punish faster attackers pivoting in or cripple an attacker that Starmie cannot KO itself for its allies to clean up.
Hydro Pump is Starmie’s strongest STAB option and is useful for picking up knockouts, but the imperfect accuracy can be costly.
If one decides to run a Choice Item, Trick and Flip Turn are highly recommended the former for crippling bulky walls, the latter for scouting and repositioning.
Countering Starmie
While Starmie’s coverage and utility is fantastic, it does not make up for its lacking offenses and flawed durability.
Excepting Psyshock, sponges not weak to Starmie’s varied coverage do incredibly well into it, being able to trade favorably in terms of damage while rarely being bothered by a Scald Burn or Thunder Wave. Mega Floette is a great example, at worst taking 44% from Timid Hydro Pump and able to outlast Starmie with Calm Mind and Draining Kiss or OHKOing with an unboosted Moonblast though Thunder Wave is a damper. Umbreon does even better thanks to not being vulnerable to Psyshock and only taking 37% from Hydro Pump while 2HKOing with Foul Play. Offensive Rotom-Wash is rarely 2HKO’d by Psyshock while OHKOing with Thunderbolt. Galarian-Slowking takes 34-40% from Psyshock while being favored to 2HKO with Sludge Bomb and can certainly outlast Psyshock with Slack Off. Specially Defensive Bellibolt also does well, taking 31-37% from Hydro Pump and solidly 2HKOing with Parabolic Charge or dealing at least 70% with Volt Switch. Hisuian-Goodra easily does the best, with purely offensive sets taking at most 20-23% from Ice Beam while 2HKOing back with Thunderbolt.
While Starmie’s speed may be great, there is no lack of naturally faster attackers that can prey on its frailty, though Thunder Wave does hamstring most of these checks. Even if Starmie was running a Choice Scarf, Kingambit threatens an OHKO with priority Sucker Punch and even with Colbur Berry still does 67-81% to Starmie. Scarf Adaptability Basculegion and Hydreigon both outstrip Starmie and can OHKO with a 0 ally Last Respects and Dark Pulse respectively. Other faster attackers like Mega Gengar, Meowscarada, Dragapult, and Mega Greninja all easily clean up Starmie. Shadow Sneak users like Mimikyu and Ceruledge can also easily pick off a weakened Starmie, dealing 49-61% and 56-67% respectively.
Mega Starmie, the Mysterious Pokémon. Its movements have become more humanlike. Whether it's simply trying to communicate or wants to supplant humanity is unclear.
Overview
After numerous generations without any significant changes, Starmie was overdue for some attention and got it in Legends Z-A. Despite its goofy stretched out appearance, Mega Starmie is funny in more than just looks. After generations as a wide ranging special attacker, Mega Starmie flips the script and becomes a terrifying physical attacker thanks to its base 100 Attack bolstered by Huge Power. Now sporting the same effective attack as Mega Medicham, Mega Starmie solves all the power issues its base form had. Mega Starmie makes the most of its new physical prowess too as Water has been gifted valuable physical utility moves in Aqua Jet and Flip Turn that Mega Starmie can use to fantastic effect. If that wasn’t enough, Mega Starmie also gets Bulk Up to push its power even further beyond. All of this is backed by a fantastic Base 120 Speed stat leaving few non Mega Evolutions that can natively outspeed Mega Starmie.
All this new power does come at a cost. While Water, Psychic and Ice do boast impressive coverage together, Mega Starmie lacks any physical Electric moves that helped make its base form so feared for its coverage. This gap in coverage means that Mega Starmie is far easier to resist through type matchup as opposed to its base form, with Psychic resistant Water types like Mega Gyarados, Hisuian-Samurott and Empoleon able to stave off Mega Starmie. Coverage issues get even worse when considering Mega Starmie wants to utilize its multiple utility Water STABs, further constraining Mega Starmie’s tight moveset. Mega Starmie has not fully escaped its frailty issues either. While base 105 Defenses are certainly solid, that base 60 HP holds Mega Starmie back so much, especially with the numerous Ghost and Dark staples like Basculegion, Kingambit, Aegislash, Mega Gengar, Meowscarada, and Mimikyu able to take advantage. These issues, while damaging, don’t stop Mega Starmie from being a complete monster that demands an answer or will have its hapless opponents seeing stars.
Positives
Base 100 Attack with Huge Power is tied for the second highest available attack in the series, ensuring Mega Starmie hits incredibly hard.
Base 120 Speed is fantastic, making Mega Starmie difficult to outspeed and has Huge Power Aqua Jet for faster targets.
Water Psychic typing provides numerous valuable resistances, facilitating Mega-Starmie coming in.
Negatives
Water Psychic typing also provides easily exploitable weaknesses that making Mega Starmie easy to remove.
Defensive utility let down by poor base 60 HP, greatly limiting Mega Starmie’s hit taking ability.
Struggles against Psychic resistant Water types
Movesets
Earthbound Starman
-Bulk Up
-Liquidation
-Zen Headbutt
-Ice Spinner
Ability: Natural Cure -> Huge Power
Item: Starminite
EVs and Nature:
2 HP / 32 Atk / 32 Spe
Adamant Nature
Bulk Up does a bit to solve some of Mega Starmie’s issues, allowing it to muscle through bulkier Pokémon and making it more difficult to pick off. After a Bulk Up, Mega Starmie cannot be OHKO’d by Kingambit’s Sucker Punch or Kowtow Cleave while limiting the damage opposing priority moves can do like Aegislash’s, Ceruledge’s and Mimikyu’s Shadow Sneaks, and Dragonite’s Extreme Speed. Liquidation is the primary STAB giving Mega Starmie the most killing power out of any of its attacks, on top of the good coverage Water boasts. Zen Headbutt is secondary STAB and while Psychic is not a good offensive type, it does synergize with Water decently well, hitting many opposing Water types for neutral like Primarina, Basculegion, and Rotom-Wash on top of demolishing the Mega Venusaur that normally crushes Water types. Ice Spinner is invaluable coverage into most Grass and Dragon types, especially into threats like Garchomp, Hydreigon and Mega Meganium. Hydreigon especially given Hydreigon otherwise resists both of Mega Starmie’s STABs.
EVs and Items:
Standard array of max Speed and Attack is recommended for Mega Starmie. With Huge Power Pokémon, Attack investment is highly recommended due to the returns for investing in Attack being double what it would be for investing in other stats, to say nothing of Mega Starmie wanting to get knockouts given its relative frailty. Following that logic, Adamant is recommended as the nature, giving Mega Starmie even more power, allowing Mega Starmie to OHKO Basculegion, possibly Max HP Primarina, Mega Dragonite through Multiscale, and guarantee the OHKO on Mega Charizard Y in the sun while unboosted. While boosted, Mega Starmie’s power increases to the point where even resists like Mega Gyarados are 2HKOd. All of this while still being able to outspeed base 102s like Garchomp and Mega Floette. Jolly is still nice, allowing Mega Starmie to outrun base Gengar as well as Modest Mega Gengar, and Mega Lucario as well as speed tying with Jolly Sneasler and Timid Mega Frosslass. As a Mega Evolution, item is locked to the Starminite
Partners:
Allies to cover the Pokémon that Mega Starmie can’t handle are important. Archaludon is a great option for Mega Starmie thanks to its ability to ruin opposing Water types with Thunderbolt as well as handling most Dragon types with Draco Meteor while both targets generally struggle against Archaludon due to its typing. Starmie in turn handles the Ground and Fighting typed attackers that Archaludon struggles with.
Answers to Kingambit and to a lesser extent Scarf Basculegion are also important given how both Pokémon can threaten a OHKO on Starmie while Starmie struggles to OHKO back the former while being outsped by the latter. Hydreigon does well in this regard, threatening Kingambit with Flamethrower and Basculegion with Dark Pulse while not being both by either of their STABs and can form a potent U-Turn/Flip Turn core with Mega Starmie. IronPress Corviknight easily destroys Kingambit, as well as any Grass types Mega Starmie can’t outspeed or OHKO like Meowscarada and Meganium.
Other Options:
Aqua Jet is a priority option that is fantastic at cleaning up weakened targets and threaten normally faster targets.
Flip Turn allows Mega Starmie to punish predicted switches as well as pivot out of poor situations while still making progress.
Double-Edge is Mega Starmie’s best option into Water Dark and Water Psychic types and can even OHKO Mega Gyarados at +1 but the recoil exasperates Mega Starmie’s frailty issues.
Psycho Cut is an alternative STAB option allows Mega Starmie to pick off foes without risking direct contact, but is only limited to Garchomp’s Rough Skin (who you want to Ice Spinner in most cases) and Volcarona’s Flame Body.
Waterfall is an alternative Water STAB option if one wants to fish for Flinches, but Liquidation is preferred for its slightly greater power being important in reaching knock outs.
Doubles and VGC Options
Despite all Mega Starmie’s Huge Power, it has not made quite the same splash in Doubles as it has in Singles. Which is surprising given just how overwhelming Mega Starmie’s offense is. Its STAB Aqua Jet easily OHKOs targets like Mega Delphox, Quiver Dance Volcarona, Scarf Hisuian-Typhlosion, and Aerodactyl out of the rain as well as Scarf Rotom-Heat, and Mega Aerodactyl in it. To say nothing of the sheer power Mega Starmie boasts with its actual STABs that it can gleefully exercise against most targets given its fantastic base 120 Speed. Ultimately it is the shape of the current environment that is holding Mega Starmie back. There is no lack for excellent non-Mega physical attackers that can keep up with Mega Evolutions, especially Kingambit whose Sucker Punch can OHKO Mega Starmie, rendering its superior speed moot and is bulky enough that Mega Starmie cannot OHKO Kingambit in turn. Basculegion being everywhere further complicates matters, as not only is it an offensive check that can remove Mega Starmie, but it is also competing for the same physical Water slot, as does Palafin and to a lesser extent Mega Gyarados. All these physical attackers running around also means that most teams are packing forms of physical damage mitigation, largely in the form of Incineroar’s Intimidate, though Mega Scovillain’s Spicy Spray and Rotom-Wash’s Will-O-Wisp just as difficult to get around. The fact that it is environmental factors holding Mega Starmie back means that significant shifts can have Mega Starmie crash onto the scene in a big way and must be respected all the same.
Neo StarmieMan
-Liquidation
-Zen Headbutt
-Aqua Jet
-Protect
Ability: Natural Cure -> Huge Power
Item: Starminite
EVs and Nature:
2 HP / 32 Atk / 32 Spe
Adamant Nature
Mega Starmie flourishes on Rain teams, the boosts from Rain offsetting any damage mitigation Incineroar might try and enabling truly obscene damage if Incineroar isn't involved at all. Liquidation is favored STAB thanks to the Rain and reliability, pulling off stunts in the Rain such as OHKOing Garchomp, Farigiraf, and rarely Mega Scizor while dealing 83-98% to Kingambit and 68-80% to Max HP/Def Corviknight. Zen Headbutt is secondary STAB, and while Psychic is far from the best coverage option, it is invaluable for Mega Starmie in taking out Mega Venusaur, an otherwise difficult wall for many Rain teams and brutalizes most Water resists in general. Aqua Jet is invaluable priority for picking off low health foes and Focus Sash users like Sneasler as well as helping Mega Starmie play around Kingambit's Sucker Punch. Protect rounds out the set as the best move in Doubles, blocking Fake Out, punishing double up attempts, stalling out opposing Tailwind or Trick Room, screens or non-Rain weather, scouting for moves and more. It is to the point that Pokémon lacking Protect in Doubles are frailer than those with it.
Max Speed and Attack are recommended. Mega Starmie's Job is to hit fast and hit hard. Even with Adamant Nature, fully investing in Mega Starmie's speed allows it to outrun positived natured base 102's like Garchomp and Mega Floette. If going for Jolly Nature Mega Starmie does take a hit in power, but can outrun Mega Floette with only 15 Speed, allowing the remainder to be placed in bulk. The resulting possible 19 HP allows Mega Starmie to survive Mega Floette's Moonblast and turns non Black Glasses Kingambit's Sucker Punch into a very unlikely OHKO. If looking to avoid the OHKO from Kingambit's Sucker Punch completely 22 HP investment is required.
Preferred Partners & Other Options:
The damage multiplication from Rain on Mega Starmie is incredibly hard to pass up and thus Pelipper makes for a solid partner to Mega Starmie. It helps that even Jolly Mega Starmie can OHKO Mega Charizard Y through Sun and Max HP Mega Tyranitar in sand with Liquidation and thus is invaluable in helping win the Weather wars. Rain Dance Sabeleye is also a solid setter, especially given Sableye’s access to Prankster Will-O-Wisp and screens, addressing Mega Starmie’s poor bulk. Archaludon is a staple on Rain teams and mops up the troublesome opposing Water types that Mega Starmie can struggle to break through, while its Dragon STAB makes short work of non-Garchomp Dragon types that trouble non-Ice Spinner Starmie.
Allies that can dissuade Intimidate are invaluable for Mega Starmie. Kingambit is especially recommended given its incredible matchup into opposing Ghost types like Sinistcha, Mega Gengar and Basculegion, all serious threats to Mega Starmie, while Starmie is great at removing the Fire, Ground and Fighting types that threaten Kingambit.
Redirection users should also be considered for Mega Starmie to help out in the matchup against Kingambit and Scarf Basculegion. Snistcha is the most popular redirection user and with Hospitality and Life Dew can keep Mega Starmie around for a long time, while being an answer to Trick Room which shuts down Mega Starmie hard. However, due to the shared Ghost and Dark weaknesses, Kasib and Colbur berries are recommended so that Sinistcha can eat up more than one hit from such attackers, but otherwise, Sinistcha is a natural fit on Rain teams due to loving the reduction to its Fire weakness. Maushold is another redirector who can address Starmie’s bulk with the boosts from Friend Guard, and can help Mega Starmie easily get surprise OHKOs with Helping Hand.
Ice Spinner wrecks Dragon types, especially Garchomp and Dragonite as well as opposing Grass types like Sinistcha and Meowscarada.
Flip Turn is good damage and pivoting all in one move, allowing Mega Starmie to deal serious damage and then get out of dodge to reset a potential Intimidate Drop.
Skill Swap is a cute option to pass Mega Starmie’s absurd ability onto another physical attacker to have them rip an opposing team to shreds, especially Garchomp whose STABs are already hard to resist and Tyranitar, since the resulting Skill Swap will also reestablish Sandstorm, helping Tyranitar when the weather war.
Countering Mega Starmie
While Mega Starmie’s power is nigh peerless, limitations in its coverage and unimpressive bulk do hold it back.
Psychic resistant or immune Water types are a huge issue for Mega Starmie given how they can soak up Mega Starmie’s STABs without much issue and threaten it back especially given how rarely it runs Double-Edge. Mega Gyarados is easily the best, being merely 3HKO’d by Liquidation, even before considering the possibility of Intimidate from its base form and solidly OHKOing with Crunch. Hisuian-Samurott, while frail enough to be 2HKOd by Liquidation, can pivot into any other move (except Double Edge) and OHKO back with Ceaseless Edge, or rip 74-89% of Mega Starmie’s HP off with Sucker Punch. Physically bulky Empoleon is not even always 3HKO’d by Mega Starmie, and can put it to sleep with Yawn, but otherwise struggles to deal direct damage. While not a Water type, Max HP Stamina Archaludon also resists both STABs while avoiding the 3HKO from Ice Spinner and dealing 77-91% with Thunderbolt.
If not running Ice Spinner, the pool of resists expands a bit. Hydreigon is very rarely 2HKOd by Liquidation and threatens a swift OHKO with Dark Pulse. Mega Dragonite is also troublesome, especially with Multscale intact, absorbing any attack and can OHKO with Thunderbolt into Extreme Speed or just outright with Draco Meteor. Hisuian-Goodra also works, being 3HKO’d by any non-Ice Spinner attack while dealing 65-77% to Mega Starmie for a solid 2HKO with Thunderbolt.
Offensively checking Mega Starmie is far easier by comparison as long as the target isn’t weak to Water. Kingambit is nightmarish to Mega Starmie for this very reason, its Black Glasses Sucker Punches OHKOing any Mega Starmie lacking sufficient bulk estimate, while Mega Starmie can never OHKO Kingambit without multiple boosts. Scarf Basculegion is also problematic; while it can’t eat a Zen Headbutt, Aqua Jet does nowhere near enough and with one ally KO’d is more than enough to wreck Mega Starmie with Adaptability Last Respects. Meowscarada naturally outspeeds and resists Aqua Jet while easily OHKOing with Flower Trick. Scarf Rotom-Wash also scoffs at Aqua Jet while OHKOing with Thunderbolt. Aegislash even at max HP takes 61-71% from Liquidation, but otherwise survives if it is healthy, can play mind games with Kings Shield and OHKOs with Poltergeist while dealing 61-71% with Shadow Ball depending on if physical or special. Mega Victreebel also places in Mega Starmie in a lose lose scenario of either getting OHKO’d by Giga Drain, knocking Mega Victreebel (and itself) out due to Innards out with both Giga Drain and Strength Sap ensuring any chip damage from a potential Flip Turn is easily shrugged off. Adamant Spell Tag Mimikyu can OHKO Mega Starmie about 1 in three times with Shadow Claw and is more than capable of finishing Mega Starmie off with a follow up Shadow Sneak, though Starmie can out prioritize the Shadow Sneak with its own Aqua Jet to leave Mimikyu in dire straits.
Status is also a great way to bring Mega Starmie low. Dragapult and Mimikyu with their speed and Disguise respectively can reliably get the burn off./p>
Locations in Games
Red/Blue/Yellow:
Evolve Staryu
Gold/Silver/Crystal:
Evolve Staryu
Ruby/Sapphire/Emerald:
Evolve Staryu
FireRed/LeafGreen:
Evolve Staryu (LeafGreen)
Colosseum/XD:
Snagged from Cipher Admin Snattle in Citadark Isle
Diamond/Pearl/Platinum:
Evolve Staryu
HeartGold/SoulSilver:
Evolve Staryu
Black/White:
Route 13
Black 2/White 2:
Route 13, Undella Town, Humilau City
X/Y:
Route 8 (X)
Omega Ruby/Alpha Sapphire:
Evolve Staryu
Sun/Moon:
Route 7
Ultra Sun/Ultra Moon:
Route 7, Hano Beach
Let's Go, Pikachu!/Let's Go, Eevee!:
Route 18, Route 19, Route 21
Sword/Shield:
Fields of Honor, Challenge Beach
Max Raid Battles: Soothing Wetlands, Challenge Beach, Training Lowlands, Workout Sea, Stepping-Stone Sea, Insular Sea, Honeycalm Sea
Brilliant Diamond/Shining Pearl:
Evolve Staryu
Legends: Arceus:
Not in game
Scarlet/Violet:
Not in game
Legends: Z-A:
Wild Zone 16, Wild Zone 20
Hyperspace Lumiose - Water (4 Star), Psychic (4 Star)

Anime Appearences


