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Mega Starmie animated sprite
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Mega Starmie

Mega Ability

Huge Power

This Pokemon's Attack is doubled.

Before Mega: Illuminate / Natural Cure / Analytic

BST 620
SeasonM-6
Format
Battle data is recorded for StarmieMega Starmie has no separate usage table in the Champions source; the statistics below belong to its pre-transformation form.

Base Stats

Stat spread

BST 620
HP
60
Atk
100
Def
105
SpA
130
SpD
105
Spe
120

Type defenses

Type defenses

Mega Starmie takes damage from each attacking type below.

Weak to
Electric2xGrass2xBug2xGhost2xDark2x
Resists
Fire1/2xWater1/2xIce1/2xFighting1/2xPsychic1/2xSteel1/2x
Immune to
None
Damage taken from each attacking type
NormalFireWaterElectricGrassIceFightingPoisonGroundFlyingPsychicBugRockGhostDragonDarkSteelFairy
1x1/2x1/2x2x2x1/2x1/2x1x1x1x1/2x2x1x2x1x2x1/2x1x
Normal1x
Fire1/2x
Water1/2x
Electric2x
Grass2x
Ice1/2x
Fighting1/2x
Poison1x
Ground1x
Flying1x
Psychic1/2x
Bug2x
Rock1x
Ghost2x
Dragon1x
Dark2x
Steel1/2x
Fairy1x

Forms / Mega

Available forms

Base vs Mega

Mega StarmieType unchangedAbility: Illuminate / Natural Cure -> Huge PowerHP +0 / Atk +25 / Def +20 / SpA +30 / SpD +20 / Spe +5

Battle Data

Common choices

Moves

Move usage
10
  1. 1WaterLiquidation58.6%
  2. 2NormalProtect54.8%
  3. 3IceIce Spinner53.5%
  4. 4WaterAqua Jet33.7%

Held Items

Item usage
10
  1. 1Starminite78.6%
  2. 2Life Orb4.6%
  3. 3Focus Sash4.1%
  4. 4Expert Belt2.5%

Nature

Set usage
10
  1. 1AdamantAttack↑Sp. Atk↓33.2%
  2. 2JollySpeed↑Sp. Atk↓27.2%
  3. 3TimidSpeed↑Attack↓15.4%

Abilities

Set usage
3
  1. 1Natural Cure64%
  2. 2Illuminate22.1%
  3. 3Analytic13.9%

Stat Points

Set usage
30
  1. 1HP2Atk32Def0SpA0SpD0Spe3241.9%
  2. 2HP2Atk0Def0SpA32SpD0Spe3213.4%
  3. 3HP0Atk32Def0SpA16SpD0Spe183.4%

Learnable Moves

Move list

MoveTypeCategoryPowerAccuracyPPDescription
Agility--20Raises the user's Speed by 2 stages.
Ally Switch--15The user swaps positions with its ally. Fails if the user is the only Pokemon on its side. This move has a 1/X chance of being successful, where X starts at 1 and triples each time this move is successfully used. X resets to 1 if this move fails or if the user's last move used is not Ally Switch.
Ancient Power601005Has a 10% chance to raise the user's Attack, Defense, Special Attack, Special Defense, and Speed by 1 stage.
Aqua Jet4010020No additional effect.
Avalanche6010010Power doubles if the user was hit by the target this turn.
Blizzard110705Has a 10% chance to freeze the target. If the weather is Snow, this move does not check accuracy.
Bulk Up--20Raises the user's Attack and Defense by 1 stage.
Charge Beam509010Has a 70% chance to raise the user's Special Attack by 1 stage.
Chilling Water5010020Has a 100% chance to lower the target's Attack by 1 stage.
Confuse Ray-10010Causes the target to become confused.
Cosmic Power--20Raises the user's Defense and Special Defense by 1 stage.
Dazzling Gleam8010010No additional effect.
Dive8010010This attack charges on the first turn and executes on the second. On the first turn, the user avoids all attacks other than Surf and Whirlpool but takes double damage from them, and is also unaffected by weather. If the user is holding a Power Herb, the move completes in one turn.
Double-Edge12010015If the target lost HP, the user takes recoil damage equal to 33% the HP lost by the target, rounded half up, but not less than 1 HP.
Endure--10The user will survive attacks made by other Pokemon during this turn with at least 1 HP. This move has a 1/X chance of being successful, where X starts at 1 and triples each time this move is successfully used. X resets to 1 if this move fails, if the user's last move used is not Baneful Bunker, Burning Bulwark, Detect, Endure, King's Shield, Max Guard, Obstruct, Protect, Quick Guard, Silk Trap, Spiky Shield, or Wide Guard, or if it was one of those moves and the user's protection was broken. Fails if the user moves last this turn.
Expanding Force8010010If the current terrain is Psychic Terrain and the user is grounded, this move hits all opposing Pokemon and has its power multiplied by 1.5.
Facade7010020Power doubles if the user is burned, paralyzed, or poisoned. The physical damage halving effect from the user's burn is ignored.
Flash Cannon8010010Has a 10% chance to lower the target's Special Defense by 1 stage.
Flip Turn6010020If this move is successful and the user has not fainted, the user switches out even if it is trapped and is replaced immediately by a selected party member. The user does not switch out if there are no unfainted party members, or if the target switched out using an Eject Button or through the effect of the Emergency Exit or Wimp Out Abilities.
Giga Impact150905If this move is successful, the user must recharge on the following turn and cannot select a move.
Grass Knot-10020This move's power is 20 if the target weighs less than 10 kg, 40 if less than 25 kg, 60 if less than 50 kg, 80 if less than 100 kg, 100 if less than 200 kg, and 120 if greater than or equal to 200 kg.
Gravity--5For 5 turns, the evasiveness of all active Pokemon is multiplied by 0.6. At the time of use, Bounce, Fly, Magnet Rise, Sky Drop, and Telekinesis end immediately for all active Pokemon. During the effect, Bounce, Fly, Flying Press, High Jump Kick, Jump Kick, Magnet Rise, Sky Drop, Splash, and Telekinesis are prevented from being used by all active Pokemon. Ground-type attacks, Spikes, Toxic Spikes, Sticky Web, and the Arena Trap Ability can affect Flying types or Pokemon with the Levitate Ability. Fails if this move is already in effect.
Gyro Ball-1005Power is equal to (25 * target's current Speed / user's current Speed) + 1, rounded down, but not more than 150. If the user's current Speed is 0, this move's power is 1.
Hydro Pump110805No additional effect.
Hyper Beam150905If this move is successful, the user must recharge on the following turn and cannot select a move.
Ice Beam9010010Has a 10% chance to freeze the target.
Ice Spinner8010015Ends the effects of Electric Terrain, Grassy Terrain, Misty Terrain, and Psychic Terrain.
Icy Wind559515Has a 100% chance to lower the target's Speed by 1 stage.
Light Screen--20For 5 turns, the user and its party members take 0.5× damage from special attacks, or 0.66× damage if in a Double Battle. Damage is not reduced further with Aurora Veil. Critical hits ignore this effect. It is removed from the user's side if the user or an ally is successfully hit by Brick Break, Psychic Fangs, or Defog. Lasts for 8 turns if the user is holding Light Clay. Fails if the effect is already active on the user's side.
Liquidation8510010Has a 20% chance to lower the target's Defense by 1 stage.
Meteor Beam1209010This attack charges on the first turn and executes on the second. Raises the user's Special Attack by 1 stage on the first turn. If the user is holding a Power Herb, the move completes in one turn.
Minimize--10Raises the user's evasiveness by 2 stages. Whether or not the user's evasiveness was changed, Body Slam, Dragon Rush, Flying Press, Heat Crash, Heavy Slam, Malicious Moonsault, Steamroller, Stomp, and Supercell Slam will not check accuracy and have their damage doubled if used against the user while it is active.
Power Gem8010020No additional effect.
Protect--5The user is protected from most attacks made by other Pokemon during this turn. This move has a 1/X chance of being successful, where X starts at 1 and triples each time this move is successfully used. X resets to 1 if this move fails, if the user's last move used is not Baneful Bunker, Burning Bulwark, Detect, Endure, King's Shield, Max Guard, Obstruct, Protect, Quick Guard, Silk Trap, Spiky Shield, or Wide Guard, or if it was one of those moves and the user's protection was broken. Fails if the user moves last this turn.
Psychic9010010Has a 10% chance to lower the target's Special Defense by 1 stage.
Psycho Cut7010020Has a higher chance for a critical hit.
Psyshock8010010Deals damage to the target based on its Defense instead of Special Defense.
Rain Dance--5For 5 turns, the weather becomes Rain. The damage of Water-type attacks is multiplied by 1.5 and the damage of Fire-type attacks is multiplied by 0.5 during the effect. Lasts for 8 turns if the user is holding Damp Rock. Fails if the current weather is Rain.
Rapid Spin5010020If this move is successful and the user has not fainted, the effects of Leech Seed and binding moves end for the user, and all hazards are removed from the user's side of the field. Has a 100% chance to raise the user's Speed by 1 stage.
Recover--5The user restores 1/2 of its maximum HP, rounded half up.
Reflect--20For 5 turns, the user and its party members take 0.5× damage from physical attacks, or 0.66× damage if in a Double Battle. Damage is not reduced further with Aurora Veil. Critical hits ignore this effect. It is removed from the user's side if the user or an ally is successfully hit by Brick Break, Psychic Fangs, or Defog. Lasts for 8 turns if the user is holding Light Clay. Fails if the effect is already active on the user's side.
Rest--5The user falls asleep for the next two turns and restores all of its HP, curing itself of any non-volatile status condition in the process. Fails if the user has full HP, is already asleep, or if another effect is preventing sleep.
Round6010015If there are other active Pokemon that chose this move for use this turn, those Pokemon take their turn immediately after the user, in Speed order, and this move's power is 120 for each other user.
Safeguard--20For 5 turns, the user and its party members cannot have non-volatile status conditions or confusion inflicted on them by other Pokemon. Pokemon on the user's side cannot become affected by Yawn but can fall asleep from its effect. It is removed from the user's side if the user or an ally is successfully hit by Defog. Fails if the effect is already active on the user's side.
Scald8010015Has a 30% chance to burn the target. The target thaws out if it is frozen.
Self-Destruct2001005The user faints after using this move, even if this move fails for having no target. This move is prevented from executing if any active Pokemon has the Damp Ability.
Skill Swap--10The user swaps its Ability with the target's Ability. Fails if either the user or the target's Ability is As One, Battle Bond, Comatose, Commander, Disguise, Embody Aspect, Hunger Switch, Ice Face, Illusion, Multitype, Neutralizing Gas, Poison Puppeteer, Power Construct, Protosynthesis, Quark Drive, RKS System, Schooling, Shields Down, Stance Change, Tera Shell, Tera Shift, Teraform Zero, Wonder Guard, Zen Mode, or Zero to Hero.
Sleep Talk--10One of the user's known moves, besides this move, is selected for use at random. Fails if the user is not asleep. The selected move does not have PP deducted from it, and can currently have 0 PP. This move cannot select Assist, Beak Blast, Belch, Bide, Blazing Torque, Celebrate, Chatter, Combat Torque, Copycat, Dynamax Cannon, Focus Punch, Hold Hands, Magical Torque, Me First, Metronome, Mimic, Mirror Move, Nature Power, Noxious Torque, Shell Trap, Sketch, Sleep Talk, Struggle, Uproar, Wicked Torque, or any two-turn move.
Snore5010015Has a 30% chance to make the target flinch. Fails if the user is not asleep.
Substitute--10The user takes 1/4 of its maximum HP, rounded down, and puts it into a substitute to take its place in battle. The substitute is removed once enough damage is inflicted on it, if the user switches out or faints, or if any Pokemon uses Tidy Up. Baton Pass can be used to transfer the substitute to an ally, and the substitute will keep its remaining HP. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat stage changes caused by other Pokemon. Sound-based moves and Pokemon with the Infiltrator Ability ignore substitutes. The user still takes normal damage from weather and status effects while behind its substitute. If the substitute breaks during a multi-hit attack, the user will take damage from any remaining hits. If a substitute is created while the user is trapped by a binding move, the binding effect ends immediately. Fails if the user does not have enough HP remaining to create a substitute without fainting, or if it already has a substitute.
Surf9010015Damage doubles if the target is using Dive.
Thunder1107010Has a 30% chance to paralyze the target. This move can hit a target using Bounce, Fly, or Sky Drop, or is under the effect of Sky Drop. If the weather is Heavy Rain or Rain, this move does not check accuracy. If the weather is Intense Sun or Sun, this move's accuracy is 50%. If this move is used against a Pokemon holding Utility Umbrella, this move's accuracy remains at 70%.
Thunder Wave-9020Paralyzes the target. This move does not ignore type immunity.
Thunderbolt9010015Has a 10% chance to paralyze the target.
Tri Attack8010010Has a 20% chance to either burn, freeze, or paralyze the target.
Trick-10010The user swaps its held item with the target's held item. Fails if both the user and the target have no held item, or if the user is trying to give or take a Blue Orb, Red Orb, Adamant Crystal, Lustrous Globe, Griseous Core, Plate, Drive, Memory, Rusted Sword, Rusted Shield, Booster Energy, or Mask to or from a Kyogre, Groudon, Dialga, Palkia, Giratina, Arceus, Genesect, Silvally, Zacian, Zamazenta, Paradox Pokemon, or Ogerpon, respectively. In this case, Paradox Pokemon include every species with the Protosynthesis and Quark Drive Abilities, except Gouging Fire, Raging Bolt, Iron Boulder, and Iron Crown. The target is immune to this move if it has the Sticky Hold Ability.
Trick Room--5For 5 turns, the Speed of every Pokemon is recalculated for the purposes of determining turn order. During the effect, each Pokemon's Speed is considered to be (10000 - its normal Speed), and if this value is greater than 8191, 8192 is subtracted from it. If this move is used during the effect, the effect ends.
Water Pulse6010020Has a 20% chance to confuse the target.
Waterfall8010015Has a 20% chance to make the target flinch.
Whirlpool358515Prevents the target from switching for four or five turns (seven turns if the user is holding Grip Claw). Causes damage to the target equal to 1/8 of its maximum HP (1/6 if the user is holding Binding Band), rounded down, at the end of each turn during effect. The target can still switch out if it is holding Shed Shell or uses Baton Pass, Flip Turn, Parting Shot, Shed Tail, Teleport, U-turn, or Volt Switch. The effect ends if either the user or the target leaves the field, or if the target uses Mortal Spin, Rapid Spin, or Substitute successfully. This effect is not stackable or reset by using this or another binding move.
Wonder Room--10For 5 turns, all active Pokemon have their Defense and Special Defense stats swapped. Stat stage changes are unaffected. If this move is used during the effect, the effect ends.
Zen Headbutt809015Has a 20% chance to make the target flinch.
Pokémon Champions — Regulation Set M-C
What’s NewSEASON UPDATE / M-C

New Season - Battle Ready