Competitive Information for Starmie [Black/White]

Competitive Pokemon Black/White Movesets and Strategies for Starmie starmie
Base Stats for Starmie

Water / Psychic

Abilities:
Natural CureNatural Cure: This Pokemon has its major status condition cured when it switches out.
,
IlluminateIlluminate: No competitive use.
,
AnalyticAnalytic: This Pokemon's attacks have 1.3x power if it is the last to move in a turn.


Evolutions / Family:
Staryu
Starmie

Weakness Chart for Water/Psychic-type:
Bug
Dark
Dragon
Electric
Fighting
Fire
Flying
Ghost
Grass
2x
2x
  
2x
0.5x
0.5x
  
2x
2x
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
0.5x
  
  
0.5x
  
0.5x
0.5x
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for StarmieVisit Serebii's Pokedex for location, breeding, and other game details about StarmieVisit Bulbapedia for more information about StarmieVisit Pikalytics for competitive usage stats on Starmie

Movesets for Singles


What is a good competitive moveset for Starmie? These builds have been optimized for Pokemon competing in Black/White Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Black/White generation metagame.


Common team mates for Starmie in Pokemon Black/White:

DragoniteGarchompJirachiMagnezonePolitoedKyurem-BlackMamoswineVolcaronaSalamenceXatuToxicroakMienshao


Starmie is a spectacular Water and Psychic-typed Pokemon. Starmie is a frequent Pokemon to see in Generation 5. Starmie is weak to Bug, Dark, Electric, Ghost, and Grass-typed attacks.


Species: Starmie
Item: Life Orb / Leftovers
Ability: Natural Cure
Nature: Timid (+Spe, -Atk)
EVs: 252 SpA / 4 SpD / 252 Spe
Moveset:
- Hydro Pump / Scald
- Thunder / Thunderbolt
- Ice Beam
- Recover

Special Sweeper Starmie (Analytic)

Starmie is an astounding Special Sweeper. It's goal is to take down the opponent's team with high-damaging special attacks. Leftovers are always a great recovery option to ensure Starmie last longer regaining it's it's life every turn. With Natural Cure, Starmie has its major status condition cured when it switches out.

Hydro Pump is a special STAB-boosted 120-base power Water-type move that deals a extensive amount of damage.
Scald is a special STAB-boosted 80-base power Water-type move (30% chance to burn the target).
Thunder is a special 120-base power Electric-type move (30% chance to paralyze. can't miss in rain).
Thunderbolt is a special 95-base power Electric-type move (10% chance to paralyze the target).
Ice Beam is a special 95-base power Ice-type move (10% chance to freeze the target).
Recover is a status move (heals your Starmie by 50% of its max hp).




Species: Starmie
Item: Life Orb
Ability: Analytic
Nature: Modest (+SpA, -Atk)
Nature: Timid (+Spe, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Surf / Scald
- Psychic / Psyshock
- Ice Beam
- Thunderbolt

Special Sweeper Starmie (Analytic)

Starmie is an extraordinary Special Sweeper. It attempts to take down the opponent's team with high-damaging special attacks. With Analytic, Starmie's attacks have 1.3x power if it is the last to move in a turn.

Surf is a special STAB-boosted 95-base power Water-type move (hits adjacent pokemon. double damage on dive).
Scald is a special STAB-boosted 80-base power Water-type move (30% chance to burn the target).
Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Psyshock is a special STAB-boosted 80-base power Psychic-type move (damages target based on defense, not special defense).
Ice Beam is a special 95-base power Ice-type move (10% chance to freeze the target).
Thunderbolt is a special 95-base power Electric-type move (10% chance to paralyze the target).




Species: Starmie
Item: Choice Specs
Ability: Natural Cure
Nature: Timid (+Spe, -Atk)
EVs: 252 SpA / 4 SpD / 252 Spe
Moveset:
- Trick / Thunderbolt
- Rapid Spin
- Ice Beam
- Hydro Pump

Starmie Special Sweeper (Hydrobeam Trickster)

Starmie is a pretty decent Special Sweeper. It tries to take down the opponent's team with high-damaging special attacks. Choice Specs will increase the damage of Starmie's special moves by 1.5x but will lock you into the first move you pick. With Natural Cure, Starmie has its major status condition cured when it switches out. Trick a Spiker (Ferrothorn for example) into receiving Specs. They're locked into a single move and will most likely need to switch. Use that turn to Rapid Spin and clear any hazards on your field. If you need Specs back trick em again, then blast em away with your other Special moves!

Trick is a status move (Starmie switches its held item with the target's).
Thunderbolt is a special 95-base power Electric-type move (10% chance to paralyze the target).
Rapid Spin is a physical 20-base power Normal-type move (frees Starmie from hazards, binding, leech seed).
Ice Beam is a special 95-base power Ice-type move (10% chance to freeze the target).
Hydro Pump is a special STAB-boosted 120-base power Water-type move that deals a huge amount of damage.




Species: Starmie
Item: Life Orb
Ability: Natural Cure
Nature: Quiet (+SpA, -Spe)
EVs: 222 Hp / 88 Def / 200 SpA
Moveset:
- Flash Cannon
- Psychic
- Thunderbolt
- Ice Beam

Starmie Special Tank (Boltbeam Star)

Starmie is a spectacular Special Tank. It is primarily designed to take a considerable amount of hits from special attacks while dealing some decent damage. With Natural Cure, Starmie has its major status condition cured when it switches out.

Flash Cannon is a special 80-base power Steel-type move (10% chance to lower the target's special defense by 1 stage).
Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Thunderbolt is a special 95-base power Electric-type move (10% chance to paralyze the target).
Ice Beam is a special 95-base power Ice-type move (10% chance to freeze the target).




Species: Starmie
Item: Life Orb
Ability: Natural Cure
Nature: Modest (+SpA, -Atk)
EVs: 45 Hp / 240 SpA / 225 Spe
Moveset:
- Scald
- Psychic
- Thunderbolt
- Ice Beam

Starmie Special Sweeper (Boltbeamer)

Starmie is an extraordinary Special Sweeper. It attempts to take down the opponent's team with high-damaging special attacks. With Natural Cure, Starmie has its major status condition cured when it switches out.

Scald is a special STAB-boosted 80-base power Water-type move (30% chance to burn the target).
Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Thunderbolt is a special 95-base power Electric-type move (10% chance to paralyze the target).
Ice Beam is a special 95-base power Ice-type move (10% chance to freeze the target).



Movesets for Doubles


What is a good doubles moveset for Starmie? These builds have been optimized for Black/White Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Black/White generation metagame.


Common team mates for Starmie in Pokemon Black/White:

DragoniteGarchompJirachiMagnezonePolitoedKyurem-BlackMamoswineVolcaronaSalamenceXatuToxicroakMienshao


Species: Starmie
Item: Life Orb
Ability: Analytic
Nature: Modest (+SpA, -Atk)
Nature: Timid (+Spe, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Surf / Scald
- Psychic / Psyshock
- Icy Wind / Ice Beam
- Thunderbolt

Doubles Special Sweeper Starmie (Analytic)

Starmie is a remarkable Special Sweeper. It's goal is to take down the opponent's team with high-damaging special attacks. With Analytic, Starmie's attacks have 1.3x power if it is the last to move in a turn.

Surf is a special STAB-boosted 95-base power Water-type move (hits adjacent pokemon. double damage on dive).
Scald is a special STAB-boosted 80-base power Water-type move (30% chance to burn the target).
Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Psyshock is a special STAB-boosted 80-base power Psychic-type move (damages target based on defense, not special defense).
Icy Wind is a special 55-base power Ice-type move (100% chance to lower the foes speed by 1 stage).
Ice Beam is a special 95-base power Ice-type move (10% chance to freeze the target).
Thunderbolt is a special 95-base power Electric-type move (10% chance to paralyze the target).



Movepool


Wondering what moves can Starmie learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Blizzard
120
70%
5
10% chance to freeze foe(s). Can't miss in hail.
Brine
65
100%
10
Power doubles if the target's HP is 50% or less.
Bubble Beam
65
100%
20
10% chance to lower the target's Speed by 1.
Dream Eater
100
100%
15
User gains 1/2 HP inflicted. Sleeping target only.
Flash Cannon
80
100%
10
10% chance to lower the target's Sp. Def by 1.
Grass Knot
--
100%
20
More power the heavier the target.
Hydro Pump
120
80%
5
No additional effect.
Hyper Beam
150
90%
5
User cannot move next turn.
Ice Beam
95
100%
10
10% chance to freeze the target.
Icy Wind
55
95%
15
100% chance to lower the foe(s) Speed by 1.
Power Gem
70
100%
20
No additional effect.
Psychic
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Psyshock
80
100%
10
Damages target based on Defense, not Sp. Def.
Round
60
100%
15
Power doubles if others used Round this turn.
Scald
80
100%
15
30% chance to burn the target.
Signal Beam
75
100%
15
10% chance to confuse the target.
Snore
40
100%
15
User must be asleep. 30% chance to flinch target.
Surf
95
100%
15
Hits adjacent Pokemon. Double damage on Dive.
Swift
60
--
20
This move does not check accuracy. Hits foes.
Thunder
120
70%
10
30% chance to paralyze. Can't miss in rain.
Thunderbolt
95
100%
15
10% chance to paralyze the target.
Twister
40
100%
20
20% chance to flinch the foe(s).
Water Gun
40
100%
25
No additional effect.
Water Pulse
60
100%
20
20% chance to confuse the target.
Whirlpool
35
85%
15
Traps and damages the target for 4-5 turns.
Avalanche
60
100%
10
Power doubles if user is damaged by the target.
Dive
80
100%
10
Dives underwater turn 1, strikes turn 2.
Double-Edge
120
100%
15
Has 33% recoil.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Giga Impact
150
90%
5
User cannot move next turn.
Gyro Ball
--
100%
5
More power the slower the user than the target.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Rapid Spin
20
100%
40
Frees user from hazards, binding, Leech Seed.
Return
--
100%
20
Max 102 power at maximum Happiness.
Rollout
30
90%
20
Power doubles with each hit. Repeats for 5 turns.
Secret Power
70
100%
20
Effect varies with terrain. (30% chance acc -1)
Tackle
50
100%
35
No additional effect.
Waterfall
80
100%
15
20% chance to flinch the target.
Camouflage
--
--
20
Changes user's type based on terrain. (Ground)
Confuse Ray
--
100%
10
Confuses the target.
Cosmic Power
--
--
20
Raises the user's Defense and Sp. Def by 1.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Flash
--
100%
20
Lowers the target's accuracy by 1.
Gravity
--
--
5
For 5 turns, negates all Ground immunities.
Hail
--
--
10
For 5 turns, hail crashes down.
Harden
--
--
30
Raises the user's Defense by 1.
Light Screen
--
--
30
For 5 turns, special damage to allies is halved.
Magic Coat
--
--
15
Bounces back certain non-damaging moves.
Mimic
--
--
10
The last move the target used replaces this one.
Minimize
--
--
20
Raises the user's evasiveness by 2.
Nightmare
--
100%
15
A sleeping target is hurt by 1/4 max HP per turn.
Pain Split
--
--
20
Shares HP of user and target equally.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Psych Up
--
--
10
Copies the target's current stat stages.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Recover
--
--
10
Heals the user by 50% of its max HP.
Recycle
--
--
10
Restores the item the user last used.
Reflect
--
--
20
For 5 turns, physical damage to allies is halved.
Reflect Type
--
--
15
User becomes the same type as the target.
Refresh
--
--
20
User cures its burn, poison, or paralysis.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Skill Swap
--
--
10
The user and the target trade Abilities.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Swagger
--
90%
15
Raises the target's Attack by 2 and confuses it.
Telekinesis
--
--
15
For 3 turns, target floats but moves can't miss it.
Thunder Wave
--
100%
20
Paralyzes the target.
Toxic
--
90%
10
Badly poisons the target.
Trick
--
100%
10
User switches its held item with the target's.
Trick Room
--
--
5
Goes last. For 5 turns, turn order is reversed.
Wonder Room
--
--
10
For 5 turns, all Defense and Sp. Def stats switch.

Combo List


These are a list of several common move combinations Starmie can perform in Black/White. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive BW Move and Ability Combos for Starmie

Create a build


Have an idea in mind for Starmie that you'd like to test? Customize the IVs, EVs and their Black/White moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



Hooh
This feature is currently in the final stages of development.