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Starmie

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Starmie in Pokémon Omega Ruby & Alpha Sapphire

#149 in the Omega Ruby and Alpha Sapphire Pokédex • Mysterious Pokémon

Starmie in the National Pokédex
Starmie sprite

Normal

Shiny Starmie sprite

Shiny

Pokédex entries

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.

Pokémon details

Types

WaterPsychic

Category

Mysterious Pokémon

Height

1.1 m (3'07")

Weight

80 kg (176.4 lbs)

National Pokédex

#0121

Pokédex

#149

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
New Hoenn #149
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

#148

Water StoneUse Water Stone
Starmie

Starmie

#149

Evolution

Evolve Staryu using a Water Stone. Staryu is caught by fishing or Surfing on several sea routes.

Items this Pokémon may hold when encountered in the wild.
Alpha Sapphire
5%
Omega Ruby
5%
Alpha Sapphire
50%
Omega Ruby
50%

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

The target is blasted with a forceful shot of water.

Water4010025
StartHydro Pump

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

Water110805
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 Pokémon. 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
40Confuse 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 Omega Ruby and Alpha Sapphire.
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 depending on the Pokémon using it.

Normal6010015
TM13Ice Beam

The target is struck with an icy-cold beam of energy. This may also leave the target frozen.

Ice9010010
TM14Blizzard

A howling blizzard is summoned to strike opposing Pokémon. This may also leave the opposing Pokémon frozen.

Ice110705
TM15Hyper Beam

The target is attacked with a powerful beam. The user can’t move on the next turn.

Normal150905
TM16Light Screen

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

Psychic--30
TM17Protect

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
TM21Frustration

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

Normal-10020
TM24Thunderbolt

A strong electric blast crashes down on the target. This may also leave the target with paralysis.

Electric9010015
TM25Thunder

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

Electric1107010
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. This may also lower 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 reduce 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. This fully restores the user’s HP and heals any status conditions.

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. This 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 can’t move 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 dark caves.

Normal-10020
TM73Thunder Wave

The user launches a weak jolt of electricity that paralyzes the target.

Electric-10020
TM74Gyro Ball

The user tackles the target with a high-speed spin. The slower the user compared to the target, the greater the move’s power.

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 its own HP.

Psychic10010015
TM86Grass Knot

The user snares the target with grass and trips it. The heavier the target, the greater the move’s power.

Grass-10020
TM87Swagger

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

Normal-9015
TM88Sleep Talk

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

Normal--10
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. This 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
TM94Secret Power

An attack whose additional effects depend upon where it was used. Can also be used to make a Secret Base.

Normal7010020
TM99Dazzling Gleam

The user damages opposing Pokémon by emitting a powerful flash.

Fairy8010010
TM100Confide

The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat.

Normal--20
HM03Surf

The user attacks everything around it by swamping its surroundings with a giant wave. This can also be used for crossing water.

Water9010015
HM05Waterfall

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

Water8010015
HM07Dive

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

Water8010010

Moves this Pokémon can learn from move tutors in this game.
Class
Gravity

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

Psychic--5
Icy Wind

The user attacks with a gust of chilled air. This also lowers the opposing Pokémon’s Speed stats.

Ice559515
Magic Coat

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

Psychic--15
Pain Split

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

Normal--20
Recycle

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

Normal--10
Signal Beam

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

Bug7510015
Skill Swap

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

Psychic--10
Snore

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

Normal5010015
Trick

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

Psychic-10010
Water Pulse

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

Water6010020
Wonder Room

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

Psychic--10

Learn before evolving. Some moves must be retained from breeding or a prior stage.
Class
Acquisition source
Brine

If the target’s HP is half or less, this attack will hit with double the power.

Water6510010

Staryu — level up (level 28)

Bubble Beam

A spray of bubbles is forcefully ejected at the target. This may also lower its Speed stat.

Water6510020

Staryu — level up (level 18)

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

Staryu — level up (level 22)

Cosmic Power

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

Psychic--20

Staryu — level up (level 49)

Harden

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

Normal--30

Staryu — level up (level 1)

Minimize

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

Normal--10

Staryu — level up (level 31)

Power Gem

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

Rock8010020

Staryu — level up (level 37)

Psywave

The target is attacked with an odd psychic wave. The attack varies in intensity.

Psychic-10015

Staryu — level up (level 13)

Reflect Type

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

Normal--15

Staryu — level up (level 35)

Tackle

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

Normal5010035

Staryu — level up (level 1)

Transfers, local trades, historical distributions, Sketch and costume changes have separate requirements. These options do not guarantee every four-move combination.
Class
Acquisition source
Avalanche

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

Ice6010010

Generation III–V import via Poké Transporter and Pokémon Bank

Brine

If the target’s HP is half or less, this attack will hit with double the power.

Water6510010

Generation III–V import via Poké Transporter and Pokémon Bank

Brine

If the target’s HP is half or less, this attack will hit with double the power.

Water6510010

Trade from X/Y; retain through local trade and evolution where applicable

Bubble Beam

A spray of bubbles is forcefully ejected at the target. This may also lower its Speed stat.

Water6510020

Generation III–V import via Poké Transporter and Pokémon Bank

Bubble Beam

A spray of bubbles is forcefully ejected at the target. This may also lower its Speed stat.

Water6510020

Trade from X/Y; retain through local trade and evolution where applicable

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

Generation III–V import via Poké Transporter and Pokémon Bank

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

Trade from X/Y; retain through local trade and evolution where applicable

Cosmic Power

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

Psychic--20

Generation III–V import via Poké Transporter and Pokémon Bank

Cosmic Power

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

Psychic--20

Trade from X/Y; retain through local trade and evolution where applicable

Double-Edge

A reckless, life-risking tackle. This also damages the user quite a lot.

Normal12010015

Generation III–V import via Poké Transporter and Pokémon Bank

Endure

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

Normal--10

Generation III–V import via Poké Transporter and Pokémon Bank

Harden

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

Normal--30

Generation III–V import via Poké Transporter and Pokémon Bank

Harden

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

Normal--30

Trade from X/Y; retain through local trade and evolution where applicable

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–V import via Poké Transporter and Pokémon Bank

Minimize

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

Normal--10

Generation III–V import via Poké Transporter and Pokémon Bank

Minimize

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

Normal--10

Trade from X/Y; retain through local trade and evolution where applicable

Natural Gift

The user draws power to attack by using its held Berry. The Berry determines the move’s type and power.

Normal-10015

Generation III–V import via Poké Transporter and Pokémon Bank

Power Gem

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

Rock8010020

Generation III–V import via Poké Transporter and Pokémon Bank

Power Gem

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

Rock8010020

Trade from X/Y; retain through local trade and evolution where applicable

Reflect Type

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

Normal--15

Generation III–V import via Poké Transporter and Pokémon Bank

Reflect Type

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

Normal--15

Trade from X/Y; retain through local trade and evolution where applicable

Rollout

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

Rock309020

Generation III–V import via Poké Transporter and Pokémon Bank

Tackle

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

Normal5010035

Generation III–V import via Poké Transporter and Pokémon Bank

Tackle

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

Normal5010035

Trade from X/Y; retain through local trade and evolution where applicable

Telekinesis

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

Psychic--15

Generation III–V import via Poké Transporter and Pokémon Bank

Twister

The user whips up a vicious tornado to tear at the opposing Pokémon. This may also make them flinch.

Dragon4010020

Generation III–V import via Poké Transporter and Pokémon Bank

Whirlpool

The user traps the target in a violent swirling whirlpool for four to five turns.

Water358515

Generation III–V import via Poké Transporter and Pokémon Bank

Ability options available to this Pokémon in this game.

Illuminate

Ability Slot 1

Raises the likelihood of meeting wild Pokémon.

Doubles the wild encounter rate.

Natural Cure

Ability Slot 2

All status conditions heal when the Pokémon switches out.

Cures any major status ailment upon switching out.

Analytic(Hidden Ability)

Boosts move power when the Pokémon moves after the target.

Strengthens moves to 1.3× their power when moving last.

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