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SwSh / Pokédex

Staryu

Back to Pokédex

Staryu

Isle of Armor Pokédex #98 • Star Shape Pokémon

Staryu in the National Pokédex
Staryu sprite

Normal

Shiny Staryu sprite

Shiny

Pokédex entries

Sword

If you visit a beach at the end of summer, you’ll be able to see groups of Staryu lighting up in a steady rhythm.

Shield

Fish Pokémon nibble at it, but Staryu isn’t bothered. Its body regenerates quickly, even if part of it is completely torn off.

Details

Type

Water

Category

Star Shape Pokémon

Height

0.8 m (2'07")

Weight

34.5 kg (76.1 lbs)

National Pokédex

#0120

Pokédex

Armor #98

Staryu in Other Games

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

Min

Max

HP

30

170

264

Attack

45

85

207

Defense

55

103

229

Sp. Atk

70

130

262

Sp. Def

55

103

229

Speed

85

157

295

Total

340

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 Staryu, 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
Isle of Armor #98
EV yield
1 Spe
Catch rate
225
Base Exp.
68
Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
Genderless
Egg cycles
20 cycles
Evolution requirements shown in a compact table or chain view.
Known encounter locations for this Pokémon in this game.
Shield
LocationMethodLevelChanceConditions

Challenge Beach

Wild Pokémon

Coming from Underground10-15100%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle

Challenge Beach

Wild Pokémon

Coming from Underground60100%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60

Training Lowlands

Wild Pokémon

Coming from Underground13-18100%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle

Training Lowlands

Wild Pokémon

Coming from Underground60100%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60

Honeycalm Sea

Max Raid Battles — pool 139 (common beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 139, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Insular Sea

Max Raid Battles — pool 139 (common beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 139, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Stepping-Stone Sea

Max Raid Battles — pool 139 (common beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 139, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Workout Sea

Max Raid Battles — pool 139 (common beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 139, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Stepping-Stone Sea

Max Raid Battles — pool 146 (rare beam)

Max Raid Battle35-4030%

The Isle of Armor Expansion Pass required, Permanent pool 146, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Workout Sea

Max Raid Battles — pool 146 (rare beam)

Max Raid Battle35-4030%

The Isle of Armor Expansion Pass required, Permanent pool 146, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Stepping-Stone Sea

Max Raid Battles — pool 155 (common beam)

Max Raid Battle35-4030%

The Isle of Armor Expansion Pass required, Permanent pool 155, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Workout Sea

Max Raid Battles — pool 155 (common beam)

Max Raid Battle35-4030%

The Isle of Armor Expansion Pass required, Permanent pool 155, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Sword
LocationMethodLevelChanceConditions

Challenge Beach

Wild Pokémon

Coming from Underground10-15100%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle

Challenge Beach

Wild Pokémon

Coming from Underground60100%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60

Training Lowlands

Wild Pokémon

Coming from Underground13-18100%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle

Training Lowlands

Wild Pokémon

Coming from Underground60100%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60

Honeycalm Sea

Max Raid Battles — pool 139 (common beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 139, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Insular Sea

Max Raid Battles — pool 139 (common beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 139, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Stepping-Stone Sea

Max Raid Battles — pool 139 (common beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 139, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Workout Sea

Max Raid Battles — pool 139 (common beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 139, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Stepping-Stone Sea

Max Raid Battles — pool 146 (rare beam)

Max Raid Battle35-4030%

The Isle of Armor Expansion Pass required, Permanent pool 146, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Workout Sea

Max Raid Battles — pool 146 (rare beam)

Max Raid Battle35-4030%

The Isle of Armor Expansion Pass required, Permanent pool 146, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Stepping-Stone Sea

Max Raid Battles — pool 155 (common beam)

Max Raid Battle35-4030%

The Isle of Armor Expansion Pass required, Permanent pool 155, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Workout Sea

Max Raid Battles — pool 155 (common beam)

Max Raid Battle35-4030%

The Isle of Armor Expansion Pass required, Permanent pool 155, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Items this Pokémon may hold when encountered in the wild.
Shield
5%
Sword
5%
Shield
50%
Sword
50%
Listed levels describe learning by leveling up. The Move Reminder can also teach available level-up moves regardless of the current level.
Class
StartTackle

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

Normal4010035
StartHarden

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

Normal--30
4Water Gun

The target is blasted with a forceful shot of water.

Water4010025
8Confuse Ray

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

Ghost-10010
12Rapid Spin

A spin attack that can also eliminate such moves as Bind, Wrap, and Leech Seed. This also raises the user’s Speed stat.

Normal5010040
16Minimize

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

Normal--10
20Swift

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

Normal60-20
24Psybeam

The target is attacked with a peculiar ray. This may also leave the target confused.

Psychic6510020
28Brine

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

Water6510010
32Light Screen

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

Psychic--30
36Power Gem

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

Rock8010020
40Psychic

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

Psychic9010010
44Surf

The user attacks everything around it by swamping its surroundings with a giant wave.

Water9010015
48Recover

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

Normal--10
52Cosmic Power

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

Psychic--20
56Hydro Pump

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

Water110805
Moves this Pokémon can learn from Technical Machines and Technical Records in Pokémon Sword and Shield.
Class
TM14Thunder Wave

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

Electric-9020
TM17Light Screen

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

Psychic--30
TM18Reflect

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

Psychic--20
TM21Rest

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

Psychic--10
TM24Snore

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

Normal5010015
TM25Protect

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM27Icy Wind

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

Ice559515
TM33Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.

Water--5
TM35Hail

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

Ice--10
TM36Whirlpool

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

Water358515
TM39Facade

This attack move doubles its power if the user is poisoned, burned, or paralyzed.

Normal7010020
TM40Swift

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

Normal60-20
TM45Dive

Diving on the first turn, the user floats up and attacks on the next turn.

Water8010010
TM55Brine

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

Water6510010
TM76Round

The user attacks the target with a song. Others can join in the Round to increase the power of the attack.

Normal6010015
TR03Hydro Pump

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

Water110805
TR04Surf

The user attacks everything around it by swamping its surroundings with a giant wave.

Water9010015
TR05Ice Beam

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

Ice9010010
TR06Blizzard

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

Ice110705
TR08Thunderbolt

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

Electric9010015
TR09Thunder

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

Electric1107010
TR11Psychic

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

Psychic9010010
TR16Waterfall

The user charges at the target and may make it flinch.

Water8010015
TR19Tri Attack

The user strikes with a simultaneous three-beam attack. This may also burn, freeze, or paralyze the target.

Normal8010010
TR20Substitute

The user creates a substitute for itself using some of its HP. The substitute serves as the user’s decoy.

Normal--10
TR26Endure

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

Normal--10
TR27Sleep Talk

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

Normal--10
TR44Cosmic Power

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

Psychic--20
TR52Gyro 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
TR63Power Gem

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

Rock8010020
TR70Flash Cannon

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

Steel8010010
TR84Scald

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

Water8010015
TR92Dazzling Gleam

The user damages opposing Pokémon by emitting a powerful flash.

Fairy8010010
Moves this Pokémon can learn from move tutors in this game.
Class
Flip Turn

After making its attack, the user rushes back to switch places with a party Pokémon in waiting.

Water6010020
Individual options, not a guarantee that every four-move combination is legal or eligible for Ranked Battles. Imports require the indicated transfer path; later games use separate HOME movesets.
Class
Attract

If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal-10015
Aurora Beam

The target is hit with a rainbow-colored beam. This may also lower the target’s Attack stat.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Ice6510020
Bubble Beam

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Water6510020
Confide

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--20
Curse

A move that works differently for the Ghost type than for all other types.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Ghost--10
Double Team

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--15
Double-Edge

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal12010015
Gravity

This move enables Flying-type Pokémon or Pokémon with the Levitate Ability to be hit by Ground-type moves. Moves that involve flying can’t be used.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Psychic--5
Headbutt

The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal7010015
Magic Coat

Moves like Leech Seed and moves that inflict status conditions are blocked by a barrier and reflected back to the user of those moves.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Psychic--15
Mimic

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--10
Pain Split

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--20
Psych Up

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--10
Recycle

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--10
Reflect Type

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--15
Rollout

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Rock309020
Skull Bash

The user tucks in its head to raise its Defense stat on the first turn, then rams the target on the next turn.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal13010010
Supersonic

The user generates odd sound waves from its body that confuse the target.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal-5520
Swagger

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal-8515
Take Down

A reckless, full-body charge attack for slamming into the target. This also damages the user a little.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal908520
Teleport

The user switches places with a party Pokémon in waiting, if any. If a wild Pokémon uses this move, it flees.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Psychic--20
Toxic

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Poison-9010
Twister

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Dragon4010020
Water Pulse

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Water6010020
Zap Cannon

The user fires an electric blast like a cannon to inflict damage and cause paralysis.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Electric120505
Ability options available to this Pokémon in this game.

Illuminate

Ability Slot 1

Raises the likelihood of meeting wild Pokémon by illuminating the surroundings.

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 last.

Strengthens moves to 1.3× their power when moving last.

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