Stats, type matchups, abilities, learnset, current usage, and build context for Starmie in Pokemon Champions.
Current ranked usage data is limited for this entry. Use the full learnset, matchups, and MetaDex tournament page to decide whether it fits your team.
Psychic - status
Raises the user's Speed by 2.
Psychic - status / Priority +2
User and ally swap positions; using again can fail.
Rock - special / 60 BP / 100%
10% chance to raise all stats by 1 (not acc/eva).
Water - physical / 40 BP / 100% / Priority +1
Usually goes first.
Ice - physical / 60 BP / 100% / Priority -4
Power doubles if user is damaged by the target.
Ice - special / 110 BP / 70%
10% chance to freeze foe(s). Can't miss in Snow.
Fighting - status
Raises the user's Attack and Defense by 1.
Electric - special / 50 BP / 90%
70% chance to raise the user's Sp. Atk by 1.
Water - special / 50 BP / 100%
100% chance to lower the target's Attack by 1.
Ghost - status / 100%
Confuses the target.
Psychic - status
Raises the user's Defense and Sp. Def by 1.
Fairy - special / 80 BP / 100%
No additional effect. Hits adjacent foes.
Water - physical / 80 BP / 100%
Dives underwater turn 1, strikes turn 2.
Normal - physical / 120 BP / 100%
Has 33% recoil.
Normal - status / Priority +4
User survives attacks this turn with at least 1 HP.
Psychic - special / 80-120 BP / 100%
User on Psychic Terrain: 1.5x power, hits foes.
Normal - physical / 70-140 BP / 100%
Power doubles if user is burn/poison/paralyzed.
Steel - special / 80 BP / 100%
10% chance to lower the target's Sp. Def by 1.
Water - physical / 60 BP / 100%
User switches out after damaging the target.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Grass - special / 20-120 BP / 100%
More power the heavier the target.
Psychic - status
5 turns: no Ground immunities, 1.67x accuracy.
Steel - physical / 1-150 BP / 100%
More power the slower the user than the target.
Water - special / 110 BP / 80%
No additional effect.
Normal - special / 150 BP / 90%
User cannot move next turn.
Ice - special / 90 BP / 100%
10% chance to freeze the target.
Ice - physical / 80 BP / 100%
Ends the effects of terrain.
Ice - special / 55 BP / 95%
100% chance to lower the foe(s) Speed by 1.
Psychic - status
For 5 turns, special damage to allies is halved.
Water - physical / 85 BP / 100%
20% chance to lower the target's Defense by 1.
Rock - special / 120 BP / 90%
Raises user's Sp. Atk by 1 on turn 1. Hits turn 2.
Normal - status
Raises the user's evasiveness by 2.
Rock - special / 80 BP / 100%
No additional effect.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Psychic - special / 90 BP / 100%
10% chance to lower the target's Sp. Def by 1.
Psychic - physical / 70 BP / 100%
High critical hit ratio.
Psychic - special / 80 BP / 100%
Damages target based on Defense, not Sp. Def.
Water - status
For 5 turns, heavy rain powers Water moves.
Normal - physical / 50 BP / 100%
Free user from hazards/bind/Leech Seed; +1 Spe.
Normal - status
Heals the user by 50% of its max HP.
Psychic - status
For 5 turns, physical damage to allies is halved.
Psychic - status
User sleeps 2 turns and restores HP and status.
Normal - special / 60 BP / 100%
Power doubles if others used Round this turn.
Normal - status
For 5 turns, protects user's party from status.
Water - special / 80 BP / 100%
30% chance to burn the target. Thaws target.
Normal - physical / 200 BP / 100%
Hits adjacent Pokemon. The user faints.
Psychic - status
The user and the target trade Abilities.
Normal - status
User must be asleep. Uses another known move.
Normal - special / 50 BP / 100%
User must be asleep. 30% chance to flinch target.
Normal - status
User takes 1/4 its max HP to put in a substitute.
Water - special / 90 BP / 100%
Hits adjacent Pokemon. Double damage on Dive.
Electric - special / 110 BP / 70%
30% chance to paralyze. Can't miss in rain.
Electric - status / 90%
Paralyzes the target.
Electric - special / 90 BP / 100%
10% chance to paralyze the target.
Normal - special / 80 BP / 100%
20% chance to paralyze or burn or freeze target.
Psychic - status / 100%
User switches its held item with the target's.
Psychic - status / Priority -7
Goes last. For 5 turns, turn order is reversed.
Water - special / 60 BP / 100%
20% chance to confuse the target.
Water - physical / 80 BP / 100%
20% chance to make the target flinch.
Water - special / 35 BP / 85%
Traps and damages the target for 4-5 turns.
Psychic - status
For 5 turns, all Defense and Sp. Def stats switch.
Psychic - physical / 80 BP / 90%
20% chance to make the target flinch.