Starmie • Generation VIII Pokédex

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Starmie
Pokédex Page for Starmie

This is the Marriland Pokédex page for Starmie, showing its information and moves in Pokémon Sword & Shield as well as Pokémon Brilliant Diamond & Shining Pearl.

To choose which version to view Starmie's moves and location information from, please use the toggle below, or use the toggles further down in the page.

Starmie

Starmie
Sprite of Starmie in Pokémon HOME

Starmie's Type

WATER
PSYCHIC

Starmie's Pokédex #s

National #
121
Galar #
--
Armor #
99
Crown #
--

Starmie's Base Stats

HP:
60
Attack:
75
Defense:
85
Sp. Atk:
100
Sp. Def:
85
Speed:
115
Total:
520

Misc. Info

Height:
3'7" (1.1m)
Weight:
176.4 lbs. (80 kg)
Gender Ratio:
Egg Groups:
Water 3
EXP At Lv. 100:
1,250,000
EV Yield:
2 Speed
Base EXP:
182
Catch Rate:
60
Base Happiness:
70

Starmie's Abilities

Here are what abilities Starmie can possibly have, along with their effects.
Illuminate
Doubles the encounter rate of wild Pokémon.
Natural Cure
Heals all major status conditions affecting Starmie whenever it switches out of battle.
Analytic
If Starmie moves last, its moves do 30% more damage.

Weaknesses & Resistances

Below is a list of what Starmie's weakness and resistance is to various types.
ELECTRIC
GRASS
BUG
GHOST
DARK
½
FIRE
WATER
ICE
FIGHTING
PSYCHIC
STEEL

Starmie's Evolution Line

Below you'll find a list of all Pokémon Starmie evolves from or into, along with its evolution method.
Staryu
Staryu
starting form
Starmie
Starmie
use Water Stone

Starmie's Moves in Brilliant Diamond & Shining Pearl

Below is a list of all of the moves that Starmie can learn, along with what level it learns the move, the TM or TR number, and what egg moves it can learn, if any. Hover over a move (desktop/laptop) or click the ? button next to the move (mobile/tablet) to find out more about the move.

Level Up Moves

Here are all of the moves Starmie learns via level up. Anything marked "Evo." means it learns it upon evolving. If the level is 1, it can be relearned at a Pokémon Center.
Lv. Move Type Category Power Acc.% PP Target Info
1
Rapid Spin
Does damage and removes entry hazards such as Spikes, Stealth Rock, etc.
NORMAL
PHYSICAL
50 100% 40 One Target
1
Minimize
Raises Starmie's Evasion by two stages. Stomp does double damage.
NORMAL
STATUS
-- -- 10 User
1
Swift
Doesn't miss all nearby enemies.
NORMAL
SPECIAL
60 -- 20 Nearby Enemies
1
Psybeam
Has a 10% chance of confusing the target.
PSYCHIC
SPECIAL
65 100% 20 One Target
1
Brine
Does double damage if the target's HP is 50% or less.
WATER
SPECIAL
65 100% 10 One Target
1
Light Screen
Reduces damage from Special-based moves for 5 turns.
PSYCHIC
STATUS
-- -- 30 User's Field
1
Power Gem
Damages the target.
ROCK
SPECIAL
80 100% 20 One Target
1
Psychic
10% chance of lowering the target's Sp. Def by one stage.
PSYCHIC
SPECIAL
90 100% 10 One Target
1
Surf
Deals extra damage to targets using Dive.
WATER
SPECIAL
90 100% 15 All But Self
1
Recover
Restores half of Starmie's HP.
NORMAL
STATUS
-- -- 10 User
1
Cosmic Power
Raises Starmie's Defense and Special Defense by one stage.
PSYCHIC
STATUS
-- -- 20 User
1
Hydro Pump
Damages the target.
WATER
SPECIAL
110 80% 5 One Target
1
Tackle
Damages the target.
NORMAL
PHYSICAL
40 100% 35 One Target
1
Harden
Raises Starmie's Defense by one stage.
NORMAL
STATUS
-- -- 30 User
1
Water Gun
Damages the target.
WATER
SPECIAL
40 100% 25 One Target
1
Confuse Ray
Confuses the target.
GHOST
STATUS
-- 100% 10 One Target

TM Moves

Here are all of the moves that Starmie can learn via TM (Technical Machine). These moves can be taught an unlimited number of times once the TM is obtained.
TM Move Type Category Power Acc.% PP Target Info
TM08
Hyper Beam
Requires a turn to recharge (unless it misses).
NORMAL
SPECIAL
150 90% 5 One Target
TM09
Giga Impact
Requires a turn to recharge (unless it misses).
NORMAL
PHYSICAL
150 90% 5 One Target
TM14
Thunder Wave
Paralyzes the target.
ELECTRIC
STATUS
-- 90% 20 One Target
TM17
Light Screen
Reduces damage from Special-based moves for 5 turns.
PSYCHIC
STATUS
-- -- 30 User's Field
TM18
Reflect
Reduces damage from Physical-based moves for 5 turns.
PSYCHIC
STATUS
-- -- 20 User's Field
TM21
Rest
Starmie restores its HP to full and falls asleep for two turns.
PSYCHIC
STATUS
-- -- 10 User
TM24
Snore
Can only be used while asleep. 30% chance of making the target flinch.
NORMAL
SPECIAL
50 100% 15 One Target
TM25
Protect
Protects Starmie from attacks for a turn. Low chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
TM27
Icy Wind
100% chance of lowering all nearby enemies' Speed by one stage.
ICE
SPECIAL
55 95% 15 Nearby Enemies
TM33
Rain Dance
Changes the weather to rainy for 5 turns.
WATER
STATUS
-- -- 5 Entire Field
TM35
Hail
Changes the weather to hail for 5 turns.
ICE
STATUS
-- -- 10 Entire Field
TM36
Whirlpool
Traps the target for 2–5 turns; does 1/16 max HP per turn. Deals extra damage to targets using Dive.
WATER
SPECIAL
35 85% 15 One Target
TM39
Facade
Does double damage if Starmie is poisoned, burned, or paralyzed.
NORMAL
PHYSICAL
70 100% 20 One Target
TM40
Swift
Doesn't miss all nearby enemies.
NORMAL
SPECIAL
60 -- 20 Nearby Enemies
TM45
Dive
Can't be hit on the first turn, attacks on the second turn.
WATER
PHYSICAL
80 100% 10 One Target
TM55
Brine
Does double damage if the target's HP is 50% or less.
WATER
SPECIAL
65 100% 10 One Target
TM64
Avalanche
Attacks last; if damaged this turn, hits for double damage.
ICE
PHYSICAL
60 100% 10 One Target
TM69
Psycho Cut
Has a higher critical hit rate. (+1 stage.)
PSYCHIC
PHYSICAL
70 100% 20 One Target
TM70
Trick Room
For the next 5 turns, turn order is reversed, so slower Pokémon go first. (Priority still functions as usual.)
PSYCHIC
STATUS
-- -- 5 Entire Field
TM71
Wonder Room
For the next 5 turns, all Pokémon's Defense and Special Defense stats are swapped.
PSYCHIC
STATUS
-- -- 10 Entire Field
TM76
Round
Deals double damage if Round has already been used and causes any other Pokémon using Round to use it immediately afterward.
NORMAL
SPECIAL
60 100% 15 One Target

TR Moves

Here are all of the moves that Starmie can learn via TR (Technical Record). These moves can be taught only once per TR, but TRs can be obtained in the Wild Area and other locations.
TR Move Type Category Power Acc.% PP Target Info
TR03
Hydro Pump
Damages the target.
WATER
SPECIAL
110 80% 5 One Target
TR04
Surf
Deals extra damage to targets using Dive.
WATER
SPECIAL
90 100% 15 All But Self
TR05
Ice Beam
Has a 10% chance to freeze the target.
ICE
SPECIAL
90 100% 10 One Target
TR06
Blizzard
Has a 10% chance to freeze all nearby enemies. 100% accuracy while it is hailing.
ICE
SPECIAL
110 70% 5 Nearby Enemies
TR08
Thunderbolt
Has a 10% chance to paralyze the target.
ELECTRIC
SPECIAL
90 100% 15 One Target
TR09
Thunder
30% chance of paralyzing the target. 100% accuracy in the rain and 50% accuracy in sunny weather.
ELECTRIC
SPECIAL
110 70% 10 One Target
TR11
Psychic
10% chance of lowering the target's Sp. Def by one stage.
PSYCHIC
SPECIAL
90 100% 10 One Target
TR12
Agility
Raises Starmie's Speed by two stages.
PSYCHIC
STATUS
-- -- 30 User
TR16
Waterfall
Has a 20% chance of causing the target to flinch.
WATER
PHYSICAL
80 100% 15 One Target
TR19
Tri Attack
20% chance of inflicting burn, freeze, or paralysis on the target.
NORMAL
SPECIAL
80 100% 10 One Target
TR20
Substitute
Costs 25% of Starmie's max HP. Sets up a Substitute to block effects and damage.
NORMAL
STATUS
-- -- 10 User
TR25
Psyshock
Psyshock uses the target's Defense stat to calculate damage instead of its Special Defense.
PSYCHIC
SPECIAL
80 100% 10 One Target
TR26
Endure
Will survive any hit with at least 1 HP left this turn. 50% chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
TR27
Sleep Talk
Can only be used while asleep. Uses one of Starmie's moves at random.
NORMAL
STATUS
-- -- 10 User
TR38
Trick
Switches Starmie's held item with the target's.
PSYCHIC
STATUS
-- 100% 10 One Target
TR40
Skill Swap
Swaps Starmie's ability with the target's.
PSYCHIC
STATUS
-- -- 10 One Target
TR44
Cosmic Power
Raises Starmie's Defense and Special Defense by one stage.
PSYCHIC
STATUS
-- -- 20 User
TR52
Gyro Ball
Does more damage based on how much lower Starmie's Speed is compared to the target's.
STEEL
PHYSICAL
varies 100% 5 One Target
TR63
Power Gem
Damages the target.
ROCK
SPECIAL
80 100% 20 One Target
TR70
Flash Cannon
10% chance of lowering the target's Sp. Def by one stage.
STEEL
SPECIAL
80 100% 10 One Target
TR77
Grass Knot
Does more damage depending on how heavy the target is.
GRASS
SPECIAL
varies 100% 20 One Target
TR83
Ally Switch
Switches places with Starmie for the rest of the battle.
PSYCHIC
STATUS
-- -- 15 User
TR84
Scald
Has a 30% chance to burn the target.
WATER
SPECIAL
80 100% 15 One Target
TR92
Dazzling Gleam
Damages all nearby enemies.
FAIRY
SPECIAL
80 100% 10 Nearby Enemies

Move Tutor Moves

Here are all of the moves that Starmie can learn from Move Tutors. Most of these require the Expansion Pass and can be found in the Isle of Armor's Dojo, costing some Armorite Ore to teach. However, there are a few moves that can be taught aside from this.
Move Type Category Power Acc.% PP Target Info
TUTOR
Flip Turn
Forces Starmie to switch out after dealing damage.
WATER
PHYSICAL
60 100% 20 One Target
TUTOR
Expanding Force
If used during Psychic Terrain, Expanding Force does 50% more damage and additionally targets both enemy Pokémon if in a Double Battle instead.
PSYCHIC
SPECIAL
80 100% 10 One Target
TUTOR
Meteor Beam
Raises Starmie's Sp. Atk by one stage. Charges for a turn, attacks on second turn.
ROCK
SPECIAL
120 90% 10 One Target

Level Up Moves

Here are all of the moves Starmie learns via level up. Anything marked "Evo." means it learns it upon evolving. If the level is 1, it can be relearned at a Pokémon Center.
Lv. Move Type Category Power Acc.% PP Target Info
1
Rapid Spin
Does damage and removes entry hazards such as Spikes, Stealth Rock, etc.
NORMAL
PHYSICAL
50 100% 40 One Target
1
Minimize
Raises Starmie's Evasion by two stages. Stomp does double damage.
NORMAL
STATUS
-- -- 10 User
1
Swift
Doesn't miss all nearby enemies.
NORMAL
SPECIAL
60 -- 20 Nearby Enemies
1
Psybeam
Has a 10% chance of confusing the target.
PSYCHIC
SPECIAL
65 100% 20 One Target
1
Brine
Does double damage if the target's HP is 50% or less.
WATER
SPECIAL
65 100% 10 One Target
1
Light Screen
Reduces damage from Special-based moves for 5 turns.
PSYCHIC
STATUS
-- -- 30 User's Field
1
Power Gem
Damages the target.
ROCK
SPECIAL
80 100% 20 One Target
1
Psychic
10% chance of lowering the target's Sp. Def by one stage.
PSYCHIC
SPECIAL
90 100% 10 One Target
1
Surf
Deals extra damage to targets using Dive.
WATER
SPECIAL
90 100% 15 All But Self
1
Recover
Restores half of Starmie's HP.
NORMAL
STATUS
-- -- 10 User
1
Cosmic Power
Raises Starmie's Defense and Special Defense by one stage.
PSYCHIC
STATUS
-- -- 20 User
1
Hydro Pump
Damages the target.
WATER
SPECIAL
110 80% 5 One Target
1
Tackle
Damages the target.
NORMAL
PHYSICAL
40 100% 35 One Target
1
Harden
Raises Starmie's Defense by one stage.
NORMAL
STATUS
-- -- 30 User
1
Water Gun
Damages the target.
WATER
SPECIAL
40 100% 25 One Target
1
Confuse Ray
Confuses the target.
GHOST
STATUS
-- 100% 10 One Target

TM Moves

Here are all of the moves that Starmie can learn via TM (Technical Machine). These moves can be taught once per use of the TM.
TM Move Type Category Power Acc.% PP Target Info
TM03
Water Pulse
Has a 20% chance of confusing the target.
WATER
SPECIAL
60 100% 20 One Target
TM07
Hail
Changes the weather to hail for 5 turns.
ICE
STATUS
-- -- 10 Entire Field
TM13
Ice Beam
Has a 10% chance to freeze the target.
ICE
SPECIAL
90 100% 10 One Target
TM14
Blizzard
Has a 10% chance to freeze all nearby enemies. 100% accuracy while it is hailing.
ICE
SPECIAL
110 70% 5 Nearby Enemies
TM15
Hyper Beam
Requires a turn to recharge (unless it misses).
NORMAL
SPECIAL
150 90% 5 One Target
TM16
Light Screen
Reduces damage from Special-based moves for 5 turns.
PSYCHIC
STATUS
-- -- 30 User's Field
TM17
Protect
Protects Starmie from attacks for a turn. Low chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
TM18
Rain Dance
Changes the weather to rainy for 5 turns.
WATER
STATUS
-- -- 5 Entire Field
TM21
Dazzling Gleam
Damages all nearby enemies.
FAIRY
SPECIAL
80 100% 10 Nearby Enemies
TM24
Thunderbolt
Has a 10% chance to paralyze the target.
ELECTRIC
SPECIAL
90 100% 15 One Target
TM25
Thunder
30% chance of paralyzing the target. 100% accuracy in the rain and 50% accuracy in sunny weather.
ELECTRIC
SPECIAL
110 70% 10 One Target
TM29
Psychic
10% chance of lowering the target's Sp. Def by one stage.
PSYCHIC
SPECIAL
90 100% 10 One Target
TM32
Double Team
Raises Starmie's Evasion by one stage.
NORMAL
STATUS
-- -- 15 User
TM33
Reflect
Reduces damage from Physical-based moves for 5 turns.
PSYCHIC
STATUS
-- -- 20 User's Field
TM42
Facade
Does double damage if Starmie is poisoned, burned, or paralyzed.
NORMAL
PHYSICAL
70 100% 20 One Target
TM44
Rest
Starmie restores its HP to full and falls asleep for two turns.
PSYCHIC
STATUS
-- -- 10 User
TM48
Skill Swap
Swaps Starmie's ability with the target's.
PSYCHIC
STATUS
-- -- 10 One Target
TM49
Scald
Has a 30% chance to burn the target.
WATER
SPECIAL
80 100% 15 One Target
TM55
Brine
Does double damage if the target's HP is 50% or less.
WATER
SPECIAL
65 100% 10 One Target
TM58
Endure
Will survive any hit with at least 1 HP left this turn. 50% chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
TM67
Recycle
If Starmie used a held item previously, it reequips that item.
NORMAL
STATUS
-- -- 10 User
TM68
Giga Impact
Requires a turn to recharge (unless it misses).
NORMAL
PHYSICAL
150 90% 5 One Target
TM70
Flash
Lowers the target's Accuracy by one stage.
NORMAL
STATUS
-- 100% 20 One Target
TM72
Avalanche
Attacks last; if damaged this turn, hits for double damage.
ICE
PHYSICAL
60 100% 10 One Target
TM73
Thunder Wave
Paralyzes the target.
ELECTRIC
STATUS
-- 90% 20 One Target
TM74
Gyro Ball
Does more damage based on how much lower Starmie's Speed is compared to the target's.
STEEL
PHYSICAL
varies 100% 5 One Target
TM77
Psych Up
Copies all stat modifiers on the target.
NORMAL
STATUS
-- -- 10 One Target
TM82
Sleep Talk
Can only be used while asleep. Uses one of Starmie's moves at random.
NORMAL
STATUS
-- -- 10 User
TM85
Dream Eater
Heals Starmie by half the damage dealt. Fails unless foe is asleep.
PSYCHIC
SPECIAL
100 100% 15 One Target
TM86
Grass Knot
Does more damage depending on how heavy the target is.
GRASS
SPECIAL
varies 100% 20 One Target
TM87
Swagger
Raises the target's Attack by two stages and confuses it.
NORMAL
STATUS
-- 85% 15 One Target
TM90
Substitute
Costs 25% of Starmie's max HP. Sets up a Substitute to block effects and damage.
NORMAL
STATUS
-- -- 10 User
TM91
Flash Cannon
10% chance of lowering the target's Sp. Def by one stage.
STEEL
SPECIAL
80 100% 10 One Target
TM92
Trick Room
For the next 5 turns, turn order is reversed, so slower Pokémon go first. (Priority still functions as usual.)
PSYCHIC
STATUS
-- -- 5 Entire Field
TM95
Surf
Deals extra damage to targets using Dive.
WATER
SPECIAL
90 100% 15 All But Self
TM99
Waterfall
Has a 20% chance of causing the target to flinch.
WATER
PHYSICAL
80 100% 15 One Target

Starmie's Detailed Stats

Below you'll find a more detailed table containing Starmie's calculated stats, which are the stats that you actually see displayed in game. These are affected by a variety of things, such as level, Effort Values (EVs), Individual Values (IVs), and Starmie's Nature.

By default, the stats you see in the table below show four different possibilities, all assuming Starmie is level 100: its stats with 0 EVs, 252+ (max) EVs, 0 IVs, and 31 (max) IVs. Nature is not shown by default, so its maximum is 10% higher than shown here, and minium 10% lower.
Stats at
level 100
0 EVs 252+ EVs Base Stat
Min Max Min Max
HP
230 261 293 324 60
Attack
155 186 218 249 75
Defense
175 206 238 269 85
Sp. Atk
205 236 268 299 100
Sp. Def
175 206 238 269 85
Speed
235 266 298 329 115
Total
520

Where to Find Starmie in Brilliant Diamond & Shining Pearl

If you're looking for where to find Starmie, you'll find the various methods listed down below, along with any notes or special locations. This should help you figure out how to get Starmie in Pokémon Sword & Shield. (Currently this does not show most "strong" static encounters or Max Raid Battles.)

Special Ways to Get Starmie

Available in some Max Raid Dens on Isle of Armor (DLC).

Catchable during Dynamax Adventures in Crown Tundra (DLC), level 65.

Getting Starmie By Evolution

Evolves from Staryu by using a Water Stone Water Stone on it.
Location information on where to find Starmie in Pokémon Brilliant Diamond & Shining Pearl will be coming to the Marriland Pokédex in a future update! Thank you for your patience!

Pokédex Entries for Starmie

Generation 8 Pokédex Entries

Sword
This Pokémon has an organ known as its core. The organ glows in seven colors when Starmie is unleashing its potent psychic powers.
Shield
Starmie swims by spinning its body at high speed. As this Pokémon cruises through the ocean, it absorbs tiny plankton.

Generation 7 Pokédex Entries

Sun
Its shining core is thought to receive and transmit enigmatic signals. It has been known to cause headaches in those who approach it.
Moon
Its unusual body shape, reminiscent of abstract art, led local people to spread rumors that this Pokémon may be an invader from outer space.
Ultra Sun
Its sparkling core is called “the gem of the sea.” This core can be made into high-priced accessories that are traded in secret.
Ultra Moon
It rotates its geometrically shaped body to swim through the water. It always seems to be sending out mysterious radio waves.

Generation 6 Pokédex Entries

X
Its central core glows with the seven colors of the rainbow. Some people value the core as a gem.
Y
At the center of its body is a red core, which sends mysterious radio signals into the night sky.
Omega Ruby
Starmie's center section—the core—glows brightly in seven colors. Because of its luminous nature, this Pokémon has been given the nickname “the gem of the sea.”
Alpha Sapphire
Starmie swims through water by spinning its star-shaped body as if it were a propeller on a ship. The core at the center of this Pokémon's body glows in seven colors.

Generation 5 Pokédex Entries

Black White
At the center of its body is a red core, which sends mysterious radio signals into the night sky.
Black 2 White 2
Its core shines in many colors and sends radio signals into space to communicate with something.

Generation 4 Pokédex Entries

Diamond Pearl Platinum
At the center of its body is a red core, which sends mysterious radio signals into the night sky.
HeartGold
The middle section of its body is called the core. It glows in a different color each time it is seen.
SoulSilver
Regardless of the environment it lives in, its body grows to form a symmetrical geometric shape.

Generation 3 Pokédex Entries

Ruby
STARMIE's center section - the core - glows brightly in seven colors. Because of its luminous nature, this POKéMON has been given the nickname “the gem of the sea.”
Sapphire
STARMIE swims through water by spinning its star-shaped body as if it were a propeller on a ship. The core at the center of this POKéMON's body glows in seven colors.
Emerald
People in ancient times imagined that STARMIE were transformed from the reflections of stars that twinkled on gentle waves at night.
FireRed
This POKéMON has a geometric body. Because of its body, the locals suspect that it is an alien creature.
LeafGreen
Its central core glows with the seven colors of the rainbow. Some people value the core as a gem.

Generation 2 Pokédex Entries

Gold
The center section of its body is called the core. It glows in a dif­ferent color each time it is seen.
Silver
Regardless of the environment it lives in, its body grows to form a symmetrical geo­metric shape.
Crystal
It is said that it uses the seven-colored core of its body to send electric waves into outer space.

Generation 1 Pokédex Entries

Red Blue
Its central core glows with the seven colors of the rainbow. Some people value the core as a gem.
Yellow
The center section is named the core. People think it is communicating when it glows in 7 colors.
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