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Starmie

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Starmie in Pokémon Black & White

#121 in the National Pokédex • Mysterious Pokémon

Starmie in the National Pokédex
Starmie sprite

Normal

Shiny Starmie sprite

Shiny

Pokédex entries

Pokémon Black

At the center of its body is a red core, which sends mysterious radio signals into the night sky.

Pokémon White

At the center of its body is a red core, which sends mysterious radio signals into the night sky.

Pokémon details

Types

WaterPsychic

Category

Mysterious Pokémon

Height

1.1 m (3'07")

Weight

80 kg (176.4 lbs)

National Pokédex

#0121

Starmie in Other Games

National Dex page

Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

HP

60

230

324

Attack

75

139

273

Defense

85

157

295

Sp. Atk

100

184

328

Sp. Def

85

157

295

Speed

115

211

361

Total

520

Ranges are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

Type-only matchups for Starmie, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
-
EV yield
2 Spe
Catch rate
60
Base Exp.
182

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
Genderless
Egg cycles
20

Evolution requirements shown in a compact table or chain view.
PokémonRequiresEvolution
Staryu

Staryu

#120

Water StoneUse Water Stone
Starmie

Starmie

#121

Known encounter locations for this Pokémon in this game.
Black
LocationMethodLevelChanceConditions

Route 13

Road 13

Surfing in dark spots35-705%

-

Route 13

Road 13

Surfing in dark spots35-704%

-

Route 13

Road 13

Surfing in dark spots35-701%

-

White
LocationMethodLevelChanceConditions

Route 13

Road 13

Surfing in dark spots35-705%

-

Route 13

Road 13

Surfing in dark spots35-704%

-

Route 13

Road 13

Surfing in dark spots35-701%

-

Programmed wild held-item entries. Some species require imports and have no wild Black/White encounter.
Black
5%
White
5%
Black
50%
White
50%

Moves this Pokémon learns naturally by reaching specific levels.
Class
StartWater Gun

The target is blasted with a forceful shot of water.

Water4010025
StartRecover

Restoring its own cells, the user restores its own HP by half of its max HP.

Normal--10
StartSwift

Star-shaped rays are shot at the opposing team. This attack never misses.

Normal60-20
StartRapid Spin

A spin attack that can also eliminate such moves as Bind, Wrap, Leech Seed, and Spikes.

Normal2010040
28Confuse Ray

The target is exposed to a sinister ray that triggers confusion.

Ghost-10010

Moves this Pokémon can learn from Technical Machines and Hidden Machines in Pokémon Black and White.
Class
TM03Psyshock

The user materializes an odd psychic wave to attack the target. This attack does physical damage.

Psychic8010010
TM06Toxic

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Poison-9010
TM07Hail

The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type.

Ice--10
TM10Hidden Power

A unique attack that varies in type and intensity depending on the Pokémon using it.

Varies

30–7010015
TM13Ice Beam

The target is struck with an icy-cold beam of energy. It may also freeze the target solid.

Ice9510010
TM14Blizzard

A howling blizzard is summoned to strike the opposing team. It may also freeze them solid.

Ice120705
TM15Hyper Beam

The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy.

Normal150905
TM16Light Screen

A wondrous wall of light is put up to suppress damage from special attacks for five turns.

Psychic--30
TM17Protect

It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM18Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves.

Water--5
TM19Telekinesis

The user makes the target float with its psychic power. The target is easier to hit for three turns.

Psychic--15
TM21Frustration

A full-power attack that grows more powerful the less the user likes its Trainer.

Normal-10020
TM24Thunderbolt

A strong electric blast is loosed at the target. It may also leave the target with paralysis.

Electric9510015
TM25Thunder

A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis.

Electric1207010
TM27Return

A full-power attack that grows more powerful the more the user likes its Trainer.

Normal-10020
TM29Psychic

The target is hit by a strong telekinetic force. It may also reduce the target’s Sp. Def stat.

Psychic9010010
TM32Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Normal--15
TM33Reflect

A wondrous wall of light is put up to suppress damage from physical attacks for five turns.

Psychic--20
TM42Facade

An attack move that doubles its power if the user is poisoned, burned, or has paralysis.

Normal7010020
TM44Rest

The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem.

Psychic--10
TM48Round

The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.

Normal6010015
TM55Scald

The user shoots boiling hot water at its target. It may also leave the target with a burn.

Water8010015
TM68Giga Impact

The user charges at the target using every bit of its power. The user must rest on the next turn.

Normal150905
TM70Flash

The user flashes a bright light that cuts the target’s accuracy. It can also be used to illuminate caves.

Normal-10020
TM73Thunder Wave

A weak electric charge is launched at the target. It causes paralysis if it hits.

Electric-10020
TM74Gyro Ball

The user tackles the target with a high-speed spin. The slower the user, the greater the damage.

Steel-1005
TM77Psych Up

The user hypnotizes itself into copying any stat change made by the target.

Normal--10
TM85Dream Eater

The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user’s HP.

Psychic10010015
TM86Grass Knot

The user snares the target with grass and trips it. The heavier the target, the greater the damage.

Grass-10020
TM87Swagger

The user enrages and confuses the target. However, it also sharply raises the target’s Attack stat.

Normal-9015
TM90Substitute

The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.

Normal--10
TM91Flash Cannon

The user gathers all its light energy and releases it at once. It may also lower the target’s Sp. Def stat.

Steel8010010
TM92Trick Room

The user creates a bizarre area in which slower Pokémon get to move first for five turns.

Psychic--5
HM03Surf

It swamps the area around the user with a giant wave. It can also be used for crossing water.

Water9510015
HM05Waterfall

The user charges at the target and may make it flinch. It can also be used to climb a waterfall.

Water8010015
HM06Dive

Diving on the first turn, the user floats up and attacks on the second turn. It can be used to dive deep in the ocean.

Water8010010

Learn these before evolving. The source describes the earlier form’s method; egg and Light Ball moves must be retained through evolution. Four-move combinations are not certified by this list.
Class
Acquisition
Bubble Beam

A spray of bubbles is forcefully ejected at the opposing team. It may also lower their Speed stats.

Water6510020

Prior evolution: level-up (Lv. 28)

Camouflage

The user’s type is changed depending on its environment, such as at water’s edge, in grass, or in a cave.

Normal--20

Prior evolution: level-up (Lv. 19)

Cosmic Power

The user absorbs a mystical power from space to raise its Defense and Sp. Def stats.

Psychic--20

Prior evolution: level-up (Lv. 55)

Harden

The user stiffens all the muscles in its body to raise its Defense stat.

Normal--30

Prior evolution: level-up (Lv. 1)

Hydro Pump

The target is blasted by a huge volume of water launched under great pressure.

Water120805

Prior evolution: level-up (Lv. 60)

Minimize

The user compresses its body to make itself look smaller, which sharply raises its evasiveness.

Normal--20

Prior evolution: level-up (Lv. 33)

Power Gem

The user attacks with a ray of light that sparkles as if it were made of gemstones.

Rock7010020

Prior evolution: level-up (Lv. 51)

Reflect Type

The user reflects the target’s type, making it the same type as the target.

Normal--15

Prior evolution: level-up (Lv. 46)

Tackle

A physical attack in which the user charges and slams into the target with its whole body.

Normal5010035

Prior evolution: level-up (Lv. 1)

These require the labeled breeding, transfer, trade or historical distribution route. Historical gifts and Dream World services are no longer ordinary active acquisition sources.
Class
Acquisition
Avalanche

An attack move that inflicts double the damage if the user has been hurt by the target in the same turn.

Ice6010010

PokéTransfer from Generation IV

Brine

If the target’s HP is down to about half, this attack will hit with double the power.

Water6510010

PokéTransfer from Generation IV

Double-Edge

A reckless, life-risking tackle. It also damages the user by a fairly large amount, however.

Normal12010015

Generation III → Pal Park → Generation IV → PokéTransfer

Endure

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Normal--10

PokéTransfer from Generation IV

Gravity

Gravity is intensified for five turns, making moves involving flying unusable and negating Levitate.

Psychic--5

PokéTransfer from Generation IV

Icy Wind

The user attacks with a gust of chilled air. It also reduces the targets’ Speed stat.

Ice559515

PokéTransfer from Generation IV

Magic Coat

A barrier reflects back to the target moves like Leech Seed and moves that damage status.

Psychic--15

PokéTransfer from Generation IV

Mimic

The user copies the target’s last move. The move can be used during battle until the Pokémon is switched out.

Normal--10

Generation III → Pal Park → Generation IV → PokéTransfer

Natural Gift

The user draws power to attack by using its held Berry. The Berry determines its type and power.

Varies

-10015

PokéTransfer from Generation IV

Pain Split

The user adds its HP to the target’s HP, then equally shares the combined HP with the target.

Normal--20

PokéTransfer from Generation IV

Recycle

The user recycles a held item that has been used in battle so it can be used again.

Normal--10

PokéTransfer from Generation IV

Rollout

The user continually rolls into the target over five turns. It becomes stronger each time it hits.

Rock309020

PokéTransfer from Generation IV

Secret Power

The user attacks the target with a secret power. Its added effects vary depending on the user’s environment.

Normal7010020

PokéTransfer from Generation IV

Signal Beam

The user attacks with a sinister beam of light. It may also confuse the target.

Bug7510015

PokéTransfer from Generation IV

Skill Swap

The user employs its psychic power to exchange Abilities with the target.

Psychic--10

PokéTransfer from Generation IV

Sleep Talk

While it is asleep, the user randomly uses one of the moves it knows.

Normal--10

PokéTransfer from Generation IV

Snore

An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.

Normal4010015

PokéTransfer from Generation IV

Trick

The user catches the target off guard and swaps its held item with its own.

Psychic-10010

PokéTransfer from Generation IV

Twister

The user whips up a vicious tornado to tear at the opposing team. It may also make targets flinch.

Dragon4010020

PokéTransfer from Generation IV

Water Pulse

The user attacks the target with a pulsing blast of water. It may also confuse the target.

Water6010020

PokéTransfer from Generation IV

Whirlpool

Traps foes in a violent swirling whirlpool for four to five turns.

Water358515

Gen IV Whirlpool → Diamond/Pearl/Platinum → PokéTransfer

Wonder Room

The user creates a bizarre area in which Pokémon’s Defense and Sp. Def stats are swapped for five turns.

Psychic--10

Trade from Black 2 or White 2

Ability options available to this Pokémon in this game.

Hidden Ability entries show the game’s programmed slots. Obtaining one can require a historical Dream World promotion, a special gift or a trade from Black 2 and White 2. A programmed slot does not establish that the Hidden Ability was officially obtainable in Generation V.

Illuminate

Ability Slot 1

Raises the likelihood of meeting wild Pokémon.

Doubles the wild encounter rate.

Natural Cure

Ability Slot 2

All status problems heal when it switches out.

Cures any major status ailment upon switching out.

Analytic(Hidden Ability)

Boosts move power when the Pokémon moves last.

Strengthens moves to 1.3× their power when moving last.

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