Difference between revisions of "Starmie"

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{{UpToDate|0.35}}{{PokemonBox|121|Water|Psychic||Staryu|Mr. Mime|035|030|60|75|85|100|85|115}}
{{PokémonV2| Version = 0.54.2| Evolution style =
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Define the Pokémon National ID.
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| ID = 121
| KantoDex = 138
| JohtoDex = 154
| SeviiDex = 113


== Information ==
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{{T|Starmie|Water|Psychic}}
Define the Pokémon Type.
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| Type 1 = Water
| Type 2 = Psychic


Starmie, like its pre-evolved form, resembles a sea star. Its main body is violet, but it retains the gold formation on its front. Starmie's red jewel core is larger than {{Pokemon|Staryu}}’s and has developed to resemble a cut precious stone. The major change that took place upon evolution to Starmie was the growing of a second star on its back. This second set of arms is semi-attached, being able to spin 360°.
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| Number of DE = 1


It evolves from {{Pokemon|Staryu}} when exposed to a Water Stone.
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| Number of ED = 1


== Pokédex Entry ==
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The middle section of its body is called the core. It glows in a different color each time it is seen.
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| Number of EL = 0


{{Datatable|Mysterious|1.1|80.0}}
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Define the Evolution Condition for each stage in the same family.


== Special Appearances ==
Syntax:
Starmie is the main [[Pokemon]] used by [[Gym Leader]] {{GL|Misty}}.
Level: {{PokémonV2/EC|Level|Level=##}}
Friendship: {{PokémonV2/EC|Friendship}}
Friendship / Time: {{PokémonV2/EC|Friendship / Time|Time=##}}
Move: {{PokémonV2/EC|Move|Move=##}}
Area: {{PokémonV2/EC|Area|Area=##}}
Time / Level: {{PokémonV2/EC|Time / Level|Time=##|Level=##}}
Item: {{PokémonV2/EC|Item|Item=##}}
Item / Time: {{PokémonV2/EC|Item / Time|Item=##|Time=##}}
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| EC 1 = {{PokémonV2/EC|Item|Item=Water Stone}}
| EC 2 =


{{TUT}}
| EC 3 =
{{TU|Cerulean Gym|54|Misty|[[Gym Leader]] {{GL|Misty}}}}
| EC 4 =
|}


== Locations ==
| EC 5 =  
{{Location|-|N/A}}
| EC 6 =


== Moves ==
| EC 7 =
{{Pokemove}}
| EC 8 =
{{Mop|-|55}}
 
{{Mop|-|105}}
| EC 9 =
{{Mop|-|129}}
| EC 10 =
{{Mop|-|229}}
 
{{Mop|22|109}}
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|}
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Define the Evolution Pokémon ID for each stage in the same family.
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| Current EB =
 
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Define the Pokémon Ability
Syntax: Ability # = {{AbilityV2|Name|<ID>}}
If you do not know their ability ID, then you can type their Names after the equal sign instead of {{AbilityV2|Name|<ID>}}.
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| Ability 1 = {{AbilityV2|Name|35}}
| Ability 2 = {{AbilityV2|Name|30}}
| Hidden Ability = {{AbilityV2|Name|148}}
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Define the Pokémon Basic Stats.
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| HP = 60
| Attack = 75
| Defense = 85
| Special Atk = 100
| Special Def = 85
| Speed = 115
 
| HP1 =
| Attack1 =
| Defense1 =
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| Info = Interestingly Starmie's "back-half" has been depicted several different ways. In the anime Starmie has the appearance of two starfish fused together; while in more modern games the back-half has been shown to spin wildly completely independent of the front-half of the Pokémon. Many fans tend to think of the anime's depiction as the more realistic of the two, considering the rapid spinning would obviously get in the way of any trainer trying to surf on this particular Pokémon. Starmie's core shines in a rainbow of seven colors, some people value this core as a type of jewellery.
 
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| Pokédex Entry = The middle section of its body is called the core. It glows in a different color each time it is seen.
| Species = Mysterious Pokémon
| Height = 1.1
| Weight = 80
 
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Define Special Appearances.
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| Special Appearances =
 
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Define the Location that you can find this pokémon.
For Evolution Pokémon only:
Syntax: Locations = {{LocationV2|Evolve||<Pokémon Name>}}
Syntax: Locations = {{LocationV2|Evolve||{{PokémonListV2|Name|<Pokémon ID>}}}}
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Syntax: Locations = {{LocationV2|Breed||<Pokémon Name>}}
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Syntax: Locations = {{LocationV2|Trade||}}
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| Locations =
{{LocationV2|Evolve||Staryu}}
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Define the moves that the Pokémon Learn.
Syntax: Moves = {{MoveV2|<Level>|<ID>}}
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| Moves =  
{{MoveV2|-|55}}
{{MoveV2|-|229}}
{{MoveV2|-|105}}
{{MoveV2|-|129}}
{{MoveV2|22|109}}
 
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Define the TM/HM moves that the Pokémon Learn.
Syntax: Moves =  {{MoveV2|<TM/HM Number>|<Move ID>}}
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| TM/HM Moves =
{{MoveV2|TM 3|174}}
{{MoveV2|TM 6|92}}
{{MoveV2|TM 7|192}}
{{MoveV2|TM 9|244}}
{{MoveV2|TM 10|237}}
{{MoveV2|TM 13|173}}
{{MoveV2|TM 15|63}}
{{MoveV2|TM 16|196}}
{{MoveV2|TM 17|182}}
{{MoveV2|TM 18|240}}
{{MoveV2|TM 20|203}}
{{MoveV2|TM 21|218}}
{{MoveV2|TM 25|87}}
{{MoveV2|TM 27|216}}
{{MoveV2|TM 29|94}}
{{MoveV2|TM 32|104}}
{{MoveV2|TM 34|207}}
{{MoveV2|TM 35|214}}
{{MoveV2|TM 39|129}}
{{MoveV2|TM 42|138}}
{{MoveV2|TM 43|197}}
{{MoveV2|TM 44|156}}
{{MoveV2|TM 45|213}}
{{MoveV2|TM 50|171}}
{{MoveV2|TM 58|36}}
{{MoveV2|TM 59|38}}
{{MoveV2|TM 60|61}}
{{MoveV2|TM 61|55}}
{{MoveV2|TM 62|58}}
{{MoveV2|TM 67|99}}
{{MoveV2|TM 70|85}}
{{MoveV2|TM 72|100}}
{{MoveV2|TM 73|102}}
{{MoveV2|TM 74|115}}
{{MoveV2|TM 75|117}}
{{MoveV2|TM 79|130}}
{{MoveV2|TM 82|86}}
{{MoveV2|TM 83|149}}
{{MoveV2|TM 86|161}}
{{MoveV2|TM 87|164}}
{{MoveV2|TM 90|352}}
{{MoveV2|TM 92|258}}
{{MoveV2|TM 96|113}}
{{MoveV2|TM 104|263}}
{{MoveV2|TM 105|290}}
{{MoveV2|TM 106|285}}
{{MoveV2|TM 113|362}}
{{MoveV2|TM 123|278}}
{{MoveV2|TM 124|416}}
{{MoveV2|TM 129|360}}
{{MoveV2|TM 131|445}}
{{MoveV2|TM 134|363}}
{{MoveV2|TM 136|447}}
{{MoveV2|TM 139|430}}
{{MoveV2|TM 140|433}}
{{MoveV2|TM 142|473}}
{{MoveV2|TM 149|496}}
{{MoveV2|TM 152|503}}
{{MoveV2|TM 169|605}}
{{MoveV2|TM 170|590}}
{{MoveV2|HM 03|57}}
{{MoveV2|HM 05|148}}
{{MoveV2|HM 06|250}}
{{MoveV2|HM 07|127}}
{{MoveV2|HM 10|291}}
 
<!--
Define the Breeding moves that the Pokémon Learn.
Syntax: Moves =  {{MoveV2||<Move ID>}}
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| Breeding Moves =
 
<!--
Define the Tutoring moves that the Pokémon Learn.
Syntax: Moves =  {{MoveV2||<Move ID>}}
-->
| Tutoring Moves =
 
<!--
Define the Version History of the Pokémon.
Syntax: Version History = {{VersionHistoryV2|<Version>|<Descriptions>}}
-->
| Version History =
{{VersionHistoryV2|0.51.1|Page updated.}}
{{VersionHistoryV2|0.52.0|Pokémon data is now updated to Gen 6.}}
}}

Latest revision as of 05:31, 12 May 2022



Information

Starmie is a Water and Psychic type Pokémon.

Starmie evolves from Staryu when exposed to a Water Stone.

Interestingly Starmie's "back-half" has been depicted several different ways. In the anime Starmie has the appearance of two starfish fused together; while in more modern games the back-half has been shown to spin wildly completely independent of the front-half of the Pokémon. Many fans tend to think of the anime's depiction as the more realistic of the two, considering the rapid spinning would obviously get in the way of any trainer trying to surf on this particular Pokémon. Starmie's core shines in a rainbow of seven colors, some people value this core as a type of jewellery.

Pokédex Entry

The middle section of its body is called the core. It glows in a different color each time it is seen.

Species Height Weight
Mysterious Pokémon 1.1 m 80 Kg


Locations / How to obtain

Edit
Region Location Method
Unknown Unknown Evolve a Staryu


Starmie
Starmie.png
National Dex: #121
Kanto Dex: #138
Johto Dex: #154
Sevii Dex: #113
Type: Water Psychic
Evolution:
Staryu
120MS.png
Starmie
121MS.png
120MS.png
Home
122MS.png
Staryu Mr. Mime
Ability
Illuminate Natural Cure
Analytic
Hidden Ability
Stats
HP
60
Attack
75
Defense
85
Special Atk.
100
Special Def.
85
Speed
115
Total
520

Learnset

By Leveling up

Edit
Level Name Type Category Contest Description PP Power Accuracy Implemented?
- Water Gun Water Special Cute The target is blasted with a forceful shot of water. 25 (Max: 40) 40 100 Yes
- Rapid Spin Normal Physical Cool A spin attack that can also eliminate such moves as Bind, Wrap, Leech Seed, and Spikes. 40 (Max: 64) 20 100 Yes
- Recover Normal Status Smart Restoring its own cells, the user restores its own HP by half of its max HP. 10 (Max: 16) 0 0 Yes
- Swift Normal Special Cool Star-shaped rays are shot at the opposing team. This attack never misses. 20 (Max: 32) 60 0 Yes
22 Confuse Ray Ghost Status Smart The target is exposed to a sinister ray that triggers confusion. 10 (Max: 16) 0 100 Yes


By TM/HM

Edit
TM/HM Name Type Category Contest Description PP Power Accuracy Implemented?
TM 3 Curse None Status Tough A move that works differently for the Ghost type than for all other types. 10 (Max: 16) 0 0 Yes
TM 6 Toxic Poison Status Smart A move that leaves the target badly poisoned. Its poison damage worsens every turn. 10 (Max: 16) 0 90 Yes
TM 7 Zap Cannon Electric Special Cool The user fires an electric blast like a cannon to inflict damage and cause paralysis. 5 (Max: 8) 120 50 Yes
TM 9 Psych Up Normal Status Smart The user hypnotizes itself into copying any stat change made by the target. 10 (Max: 16) 0 0 Yes
TM 10 Hidden Power Normal Special Smart A unique attack that varies in type and intensity depending on the Pokémon using it. 15 (Max: 24) 70 100 Yes
TM 13 Snore Normal Special Cute An attack that can be used only if the user is asleep. The harsh noise may make the target flinch. 15 (Max: 24) 50 100 Yes
TM 15 Hyper Beam Normal Special Cool The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy. 5 (Max: 8) 150 90 Yes
TM 16 Icy Wind Ice Special Beauty The user attacks with a gust of chilled air. It also reduces the targets' Speed stat. 15 (Max: 24) 55 95 Yes
TM 17 Protect Normal Status Cute It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. Has a priority of +3 10 (Max: 16) 0 0 Yes
TM 18 Rain Dance Water Status Tough The user summons a heavy rain that falls for five turns, powering up Water-type moves. 5 (Max: 8) 0 0 Yes
TM 20 Endure Normal Status Tough The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. Has a priority of +3 10 (Max: 16) 0 0 Yes
TM 21 Frustration Normal Physical Cute A full-power attack that grows more powerful the less the user likes its Trainer. 20 (Max: 32) 0 100 Yes
TM 25 Thunder Electric Special Cool A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis. 10 (Max: 16) 110 70 Yes
TM 27 Return Normal Physical Cute A full-power attack that grows more powerful the more the user likes its Trainer. 20 (Max: 32) 0 100 Yes
TM 29 Psychic Psychic Special Smart The target is hit by a strong telekinetic force. It may also reduce the target's Sp.Def stat. 10 (Max: 16) 90 100 Yes
TM 32 Double Team Normal Status Cool By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. 15 (Max: 24) 0 0 Yes
TM 34 Swagger Normal Status Cute The user enrages and confuses the target. However, it also sharply raises the target's Attack stat. 15 (Max: 24) 0 90 Yes
TM 35 Sleep Talk Normal Status Cute While it is asleep, the user randomly uses one of the moves it knows. 10 (Max: 16) 0 0 Yes
TM 39 Swift Normal Special Cool Star-shaped rays are shot at the opposing team. This attack never misses. 20 (Max: 32) 60 0 Yes
TM 42 Dream Eater Psychic Special Smart The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user's HP. 15 (Max: 24) 100 100 Yes
TM 43 Detect Fighting Status Cool It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. Has a priority of +4 5 (Max: 8) 0 0 Yes
TM 44 Rest Psychic Status Cute The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem. 10 (Max: 16) 0 0 Yes
TM 45 Attract Normal Status Cute If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. 15 (Max: 24) 0 100 Yes
TM 50 Nightmare Ghost Status Smart A sleeping target sees a nightmare that inflicts some damage every turn. 15 (Max: 24) 0 100 Yes
TM 58 Take Down Normal Physical Tough A reckless, full-body charge attack for slamming into the target. It also damages the user a little. 20 (Max: 32) 90 85 Yes
TM 59 Double-Edge Normal Physical Tough A reckless, life-risking tackle. It also damages the user by a fairly large amount, however. 15 (Max: 24) 120 100 Yes
TM 60 Bubble Beam Water Special Beauty A spray of bubbles is forcefully ejected at the opposing team. It may also lower their Speed stats. 20 (Max: 32) 65 100 Yes
TM 61 Water Gun Water Special Cute The target is blasted with a forceful shot of water. 25 (Max: 40) 40 100 Yes
TM 62 Ice Beam Ice Special Beauty The target is struck with an icy-cold beam of energy. It may also freeze the target solid. 10 (Max: 16) 90 100 Yes
TM 67 Rage Normal Physical Tough As long as this move is in use, the power of rage raises the Attack stat each time the user is hit in battle. 20 (Max: 32) 20 100 Yes
TM 70 Thunderbolt Electric Special Cool A strong electric blast is loosed at the target. It may also leave the target with paralysis. 15 (Max: 24) 90 100 Yes
TM 72 Teleport Psychic Status Cool Use it to flee from any wild Pokémon. It can also warp to the last Pokémon Center visited. 20 (Max: 32) 0 0 Yes
TM 73 Mimic Normal Status Cute The user copies the target's last move. The move can be used during battle until the Pokémon is switched out. 10 (Max: 16) 0 0 Yes
TM 74 Reflect Psychic Status Smart A wondrous wall is put up to suppress damage from physical attacks for five turns. 20 (Max: 32) 0 0 Yes
TM 75 Bide Normal Physical Tough The user endures attacks for two turns, then strikes back to cause double the damage taken. 'Has a priority of +1 10 (Max: 16) 0 0 Yes
TM 79 Skull Bash Normal Physical Tough The user tucks in its head to raise its Defense in the first turn, then rams the target on the next turn. 10 (Max: 16) 130 100 Yes
TM 82 Thunder Wave Electric Status Cool A weak electric charge is launched at the target. It causes paralysis if it hits. 20 (Max: 32) 0 100 Yes
TM 83 Psywave Psychic Special Smart The target is attacked with an odd psychic wave. The attack varies in intensity. 15 (Max: 24) 0 100 Yes
TM 86 Tri attack Normal Special Beauty The user strikes with a simultaneous three-beam attack. May also burn, freeze, or leave the target with paralysis. 10 (Max: 16) 80 100 Yes
TM 87 Substitute Normal Status Smart The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy. 10 (Max: 16) 0 0 Yes
TM 90 Water Pulse Water Special Beauty The user attacks the target with a pulsing blast of water. It may also confuse the target. 20 (Max: 32) 60 100 Yes
TM 92 Hail Ice Status Beauty The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type. 10 (Max: 16) 0 0 Yes
TM 96 Light Screen Psychic Status Beauty A wondrous wall of light is put up to suppress damage from special attacks for five turns. 30 (Max: 48) 0 0 Yes
TM 104 Facade Normal Physical Cute An attack move that doubles its power if the user is poisoned, burned, or has paralysis. 20 (Max: 32) 70 100 Yes
TM 105 Secret Power Normal Physical Smart The user attacks the target with a secret power. Its additional effects vary depending on the user's environment. 20 (Max: 32) 70 10 No
TM 106 Skill Swap Psychic Status Smart The user employs its psychic power to exchange Abilities with the target. 10 (Max: 16) 0 0 Yes
TM 113 Brine Water Special Smart If the target's HP is down to about half, this attack will hit with double the power. 10 (Max: 16) 65 100 Yes
TM 123 Recycle Normal Status Smart The user recycles a held item that has been used in battle so it can be used again. 10 (Max: 16) 0 0 Yes
TM 124 Giga Impact Normal Physical Beauty The user charges at the target using every bit of its power. The user can't move on the next turn. 5 (Max: 8) 150 90 Yes
TM 129 Gyro Ball Steel Physical Beauty The user tackles the target with a high-speed spin. The slower the user, the greater the damage. 5 (Max: 8) 0 100 Yes
TM 131 Captivate Normal Status Cute If any opposing Pokemon is the opposite gender of the user, it is charmed, which harshly lowers its Sp. Atk stat. 20 (Max: 32) 0 100 Yes
TM 134 Natural Gift Normal Special Smart The user draws power to attack by using its held Berry. The Berry determines the move's type and power. 15 (Max: 24) 0 100 Yes
TM 136 Grass Knot Grass Special Smart The user snares the target with grass and trips it. The heavier the target, the greater the move's power. 20 (Max: 32) 0 100 Yes
TM 139 Flash Cannon Steel Special Smart The user gathers all its light energy and releases it at once. This may also lower the target's Sp. Def stat. 10 (Max: 16) 80 100 Yes
TM 140 Trick Room Psychic Status Cute The user creates a bizarre area in which slower Pokémon get to move first for five turns. Has a priority of -7 5 (Max: 8) 0 0 No
TM 142 Psyshock Psychic Special Beauty The user materializes an odd psychic wave to attack the target. This attack does physical damage. 10 (Max: 16) 80 100 Yes
TM 149 Round Normal Special Beauty The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. 15 (Max: 24) 60 10 No
TM 152 Scald Water Special Cool The user shoots boiling hot water at its target. This may also leave the target with a burn. 15 (Max: 24) 80 100 Yes
TM 169 Dazzling Gleam Fairy Special Cool The user damages opposing Pokémon by emitting a powerful flash. 10 (Max: 16) 80 100 Yes
TM 170 Confide Normal Status Cute The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk. stat. 20 (Max: 32) 0 0 Yes
HM 03 Surf Water Special Beauty It swamps the area around the user with a giant wave. It can also be used for crossing water. 15 (Max: 24) 90 100 Yes
HM 05 Flash Electric Special Beauty The user flashes a bright light with enormous speed at the target. It cuts the user's accuracy though. 15 (Max: 24) 60 100 Yes
HM 06 Whirlpool Water Special Beauty Traps foes in a violent swirling whirlpool for four to five turns. 15 (Max: 24) 35 85 Yes
HM 07 Waterfall Water Physical Tough The user charges at the target and may make it flinch. It can also be used to climb a waterfall. 15 (Max: 24) 80 100 Yes
HM 10 Dive Water Physical Beauty Diving on the first turn, the user floats up and attacks on the next turn. 10 (Max: 16) 80 100 Yes



Version history

Version Changes
0.51.1 Page updated.
0.52.0 Pokémon data is now updated to Gen 6.