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Staryu Line
Staryu
Staryu RBY
Type Water
Abilities N/A
Gender Ratio N/A
Catch Rate 225 (29.4%)
Evolution Use of Water Stone
Starmie
Starmie RBY
Type Water/Psychic
Abilities N/A
Gender Ratio N/A
Catch Rate 60 (7.8%)

In all generation 1 games, Staryu can be caught through fishing with the Super Rod in the following locations: Route 19, Route 20, Route 21, Seafoam Islands and Cinnabar Island. In Red and Blue, it can also be found in the Seafoam Islands as a cave encounter. This is changed in Yellow to be a surfing encounter and now can also be fished up in Pallet Town and Vermilion Harbour, with various degrees of rarity in across its potential locations. Water Stones can be purchased from the Celadon Department Store

Starmie... the jewel of the sea. This mysterious Starfish has been a force to be reckoned with in every generation that has come and gone. But this is generation one and Psychic-Types are king. While this powerful Water-Type may come a bit late in comparison to its Psychic-Type competition, and is slower and less powerful than Alakazam, it shines brightly due to its superior bulk and movepool. So when you fish up this dull brown starfish, rejoice, as you have gotten your hands on one of the most powerful Pokémon in Kanto.

Important Matchups Edit

  • Gym #3 - Lt. Surge (Vermilion City, Electric-type): If you've put off fighting him for this long, I question why but Starmie, if leveled to be on par with the rest of your team at this point, should easily drown both Voltorb and Pikachu with Surf without much opposition. Raichu puts up somewhat of a fight, being able to take one Surf if Starmie is at level 35, but Thunderbolt is only looking to 3HKO in response. Enjoy your Thunderbolt TM, I heard Starmie makes a pretty good user of it.
  • Gym #4 - Erika (Celadon City, Grass-type): Literally just click Psychic 4 times, Tangela will take two, or throw an Ice Beam in its direction and Psychic the Poison-Types, again why did you delay this so much?
  • Gym #5 - Koga (Fuchsia City, Poison-type): The two Koffing should be shut down with Psychic in an instant. Muk could actually be a pest through Minimize as it has barely enough bulk to stomach a Psychic and Sludge is a likely 4HKO on a level 40 Starmie, nothing potion support can't handle however. Wheezing is in a similar boat, but Self-Destruct is a 2HKO in retaliation, which makes the risk of a critical hit somewhat unappealing.
  • Fighting Dojo (Saffron City, Fighting-type): One word: Psychic.
  • Rival (Silph Co.): Starmie's insane coverage options shines here, allowing for almost total domination depending on what starter you picked. Pidgeot is 2HKO'd by either half of the boltbeam combo, with its STAB options doing around 10% to a level 42 Starmie. Growlithe does nothing here, getting washed away by Surf. Thunderbolt has a small chance to OHKO his Gyarados and Starmie is on average 3-4HKO'd by Dragon Rage. If Starmie has Ice Beam, Exeggcute is mostly irrelevant as it is a 2HKO while it lacks a damaging move, just be cautious of Hypnosis. While Alakazam is a slower affair due to its high special stat, it lacks a way to deal neutral damage, doing around 10% with Psybeam while being 3HKO'd by Surf. In regards to his starter, Charizard is effortlessly deposed of with Surf, scoring a 2HKO in comparison to Slash's 3HKO. Blastoise struggles to do anything close to relevant damage with Bite due to Dark not being a thing yet while Thunderbolt is a potential 2HKO. Lastly, Venusaur is actually somewhat threatening due to gen 1's shoddy programming as the 100% crit rate of Razor Leaf makes it a 2HKO on Starmie. However it is a Poison-Type Pokémon that is slower than Starmie, spam that TM29 and watch it fall.
  • Giovanni (Silph Co., Ground-type): Nidorino is blown up by Psychic, marking the beginning of the climax of Starmie's supremacy over Team Rocket. Kangaskhan is not that impressive either, outside of murdering Starmie (and most things that don't resist Normal) with a critical comet punch string (requiring all five hits) and is promptly 2HKO'd by Surf. Rhyhorn... you have a Water-Type, just use Surf already. Nidoqueen cannot 4HKO Starmie with any of its options, although Body Slam's Paralysis chance might be a nuisance, but then Surf and Psychic 2HKO.
  • Gym #6 - Sabrina (Saffron City, Psychic-type): Starmie defeats Kadabra with comfort, 3HKOing with Surf in exchange with Psychic's 6HKO, just be careful of Disable, even if your own Psychic does slightly more than her's. The main threat posed by Mr. Mime is Light Screen as its Confusion does pitiful amounts of damage to Starmie, getting 3HKO'd by Surf without the screen, and even then it still loses. Venomoth is surprisingly resilient to a level 40 Starmie's Psychic, not being OHKO'd despite the weakness. However its main form of retaliation is Stun Spore followed by Leech Life, of which the former is more threatening. Alakazam seems scary given that Surf is only a 4HKO at equal levels, but then it reveals Psybeam and the threat goes out the window, rivaling Kadabra's damage output at a 6HKO. Psywave might do something wacky though, so be on your toes.
  • Gym #7 - Blaine (Cinnabar Island, Fire-type): Surf easily OHKOs both Growlithe and Ponyta before they can respond, which is nice in the case of the later due to Fire Spin and how trapping moves function in the first generation. Rapidash is able to withstand a non-critical surf from a level 45 Starmie, but struggles in terms of it's own damage output, even with Fire Spin. Arcanine is somehow less threatening, still being 2HKO'd by Surf but only being able to 4HKO with Take Down, not even having Fire Spin to restrict Starmie's assault.
  • Gym #8 - Giovanni (Viridian City, Ground-type): Surf obliterates Rhyhorn and Rhydon without trouble, OHKOing both before they can try anything. Dugtrio might have been threatening had it not been at level 42 due to it having a higher base speed than Starmie and the 100 power STAB Dig at its disposal, but as it stands, both this and Slash are only 4HKOs in contrast to Surf being a OHKO. Nidoqueen is 2HKO'd by either of Starmie's STAB options and the main threat it poses is the paralysis chance of Body Slam. It is a similar story with Nidoking, except that Thrash is even less threatening as it cannot paralyze.
  • Rival (Route 22, pre-Elite Four): If it is unevolved Starmie is slaughtering it through its STAB options (Growlithe and Rhyhorn) or 2HKOing it with Blizzard before Solarbeam can even fire once to do the same (Exeggcute). Pidgeot and Gyarados both still struggle to harm Starmie, with their best options being Quick Attack (6HKO at level 45) and Dragon Rage (Starmie can take 3) respectively. Meanwhile Thunderbolt 2HKOs both at worst. Alakazam is a slow and potentially dangerous affair due to its higher level and access to STAB Psychic, which 4HKOs despites the the resistance, matching Surf. Healing will be required if you intend to take this on due to Alakazam's higher speed stat. In terms of his starter, Charizard and Blastoise are pretty much the same as they were back in Silph Co., although styling on Charizard with Blizzard as a result of Fire not resisting Ice yet is a new option, albeit less efficient than using Surf. Avoid Venusaur however, due to its high level Psychic is only a 3HKO, while Razor Leaf has a extremely high chance to OHKO.
  • Elite Four Lorelei (Indigo Plateau, Ice-type): Dewgong and Cloyster are not threats in the slightest to a level 55 Starmie, struggling to deal damage while being 2HKO'd by Thunderbolt. Jynx is similar, being 3HKO'd by Surf, while merely 6HKOing with Body Slam, although potential paralysis could make Cloyster more threatening due to Clamp. Slowbro sounds dangerous due to Amnesia, which quickly nerfs Starmie's kill power against it, given that Thunderbolt is a 2HKO before it is used. However as its best response is Water Gun, which even at +2 struggles to do more than 12%, Starmie is free to fight it out if needed. Lapras can 5HKO Starmie with all of its offensive options, additionally the combination of Body Slam and Confuse Ray can be infuriating due to allowing Lapras to pull off the parafusion combo. However it is 3HKO'd by Thunderbolt, meaning that with time and patience, Starmie should win.
  • Elite Four Bruno (Indigo Plateau, Fighting-type): Use Surf twice and Psychic twice, suddenly all he has left is Machamp, which is 2HKO'd by Psychic. It struggles to hurt you due to having literally only Fissure to hit Psychics neutrally, which backfires due to it not working on faster targets in this generation.
  • Elite Four Agatha (Indigo Plateau, Poison-type): Starmie 2HKOs the level 56 Gengar at level 55 with Psychic. However the worst it can do is put you to sleep and do about 15% per turn with Dream Eater, Starmie happens to be faster to boot. Just be wary of Night Shade however, given it is a 4HKO. Golbat is also 2HKO'd, and its best form of combating Starmie is Confuse Ray, given Wing Attack's pitiful power in gen 1. Her Haunter is an inferior version of her first Gengar, what applied there works here. Arbok's Bite is a 6HKO on Starmie, while Psychic once more 2HKOs, however Glare and Screech can make this more complicated. Her second Gengar is almost identical to the first one and her Haunter, except it swapped Hypnosis for Toxic, effectively invalidating one of its options, Starmie is now working with a potential 2HKO and has just enough HP to tank 3 Night Shades on average.
  • Elite Four Lance (Indigo Plateau, Dragon-type): Gyarados is 2HKO'd by Thunderbolt from Starmie while its Hyper Beam has a slight shot at a 2HKO, it is advised to heal on the recharge turn, since all of his Pokémon carry this move and if any of them manage to off Starmie with it, they skip the recharge turn. Both of his Dragonair have a 3HKO with Hyper Beam on Starmie, however Ice Beam puts them down in two hits. Aerodactyl is the same as the Dragonair duo, except this is one of the few Pokémon in this generation that is faster than Starmie, heal if you've taken damage prior on the first turn. Surf 2HKOs, so be careful, particularly if it lands Supersonic. Now for the big one, Dragonite. Its Hyper Beam will kill on a critical hit, and Agility can result in horror due to its power. However Ice Beam/Blizzard 2HKOs, so this is doable, just risky.
  • Champion Rival (Indigo Plateau): Pidgeot finally has a good Flying-type move to use, unfortunately Sky Attack has a charge turn attached to it, leaving it open for Starmie to 2HKO it with either Thunderbolt or its Ice move of choice. At level 60, Starmie can 4HKO his Alakazam with Surf, being able to shrug off Psychic's potential 5HKO in response. Rhydon is a joke, instantly capsizing to Surf before anything of interest can occur. In terms of his variable non-starter options, Exeggutor is a joke, even if it tanky. Stomp can 5HKO Starmie but the starfish deals with it quicker with Ice Beam. Arcanine is more threatening, with Take Down being a 4HKO. However super effective Surf is a 2HKO back. Finally Gyarados is pretty much the same as Lance's, expect Hyper Beam is probably 2HKOing. In regards to his starter, avoid Venusaur for the same reason as last time, it's really high level and Razor Leaf has a 100% critical rate. However at level 60 Starmie has a extremely high chance of surviving one from full, but it is not certain to 2HKO in response. The other two are easy pickings, albeit Blastoise will take awhile as it is only 3HKO'd by Thunderbolt and he has healing items.
  • Post-Game: Mewtwo is too strong for Starmie to handle, taking little damage from any of Starmie's attacks while 4HKOing with Psychic. It can even recover off the damage, but Thunder Wave may be of utility here to help catch it, if Starmie has room for it (likely only if Thunderbolt went to an actual Electric-Type)

  • Gym #3 - Lt. Surge (Vermilion City, Electric-type): He only has one Pokémon this time around. Unfortunately it is a level 28 Raichu with STAB Thunderbolt and Mega Kick, so delaying this fight is more understandable than it was in the paired versions. At Level 35, Starmie 2HKOs Raichu with Psychic, although Thunderbolt has a minute chance to do the same, making critical hits a potential for concern.
  • Gym #4 - Erika (Celadon City, Grass-type): Weepinbell and Gloom are literally one psychic away from obliteration each, Starmie cares not for your puny Grass-Types. Tangela is now 2HKO'd by Ice Beam due to its higher level and Bind is still frustrating, although it might just spam Mega Drain due to type advantage.
  • Gym #5 - Koga (Fuchsia City, Poison-type): Starmie wins against the Venonats regardless of level, due to their low offensive presence, particularly given that the level 48 one wants to 5HKO a level 35 Starmie with Double Edge. At level 40, Starmie is able to 2HKO all three of them, with the level 44 one being a potential OHKO. While his Venomoth is only 3HKO'd by Psychic due to its high level, its own damage output is less than stellar, looking for a 5HKO with Leech Life. Just be careful with not letting Toxic damage rack up.
  • Fighting Dojo (Saffron City, Fighting-type): One word: Psychic.
  • Rival (Silph Co.): Sandslash poses little threat to Starmie, as even though Slash is a coinflip on being a 3HKO, Surf obliterates it before it can attack. The main threat that Kadabra has to Starmie is Disable, but even then Psychic is a 5HKO in contrast to its Psybeam 10HKO. Surf 2HKOs most of the time if he decides to not make this a slow fight. Magneton would be a threat to Starmie had it an Electric attack not named Thundershock, which 4HKOs in contrast to Surf's 3HKO. Ninetails is similarly underwhelming, the worst it can do is Roar Starmie out into a Grass-type but then Ember does so little to Starmie it's sad. Surf 2HKOs it at level 40, regardless of Ninetales' actual level. Cloyster's main threat is Clamp, which is still not impressive given that Starmie can 2HKO it with Thunderbolt. In regards to his starter, Vaporeon is a slow affair given that Thunderbolt is only a potential 3HKO. However it lacks much in the way of damage in exchange with Bite only being a 7HKO at equal levels. Flareon just loses due to type disadvantage, its only saving grace is the combination of its high special letting it live a Surf and Fire Spin. Jolteon is a threat, and not due to Thundershock, which is a 4HKO in contrast to Surf's potential 3HKO. Its high speed in combination with Pin Missile can lead to some hilariously bad times for Starmie if it scores a crit on the first of a five hit string, the ensuing chain of critical hits will 2HKO Starmie. As a final point, all three of them have Quick Attack, so be careful at low health.
  • Giovanni (Silph Co., Ground-type): Nidorino is blown up by Psychic, marking the beginning of the climax of Starmie's supremacy over Team Rocket. Rhyhorn... you have a Water-Type, just use Surf already. Nidoqueen cannot 4HKO Starmie with any of its options, although Body Slam's Paralysis chance might be a nuisance, but then Surf and Psychic 2HKO. Newcomer Persian is aiming for a 6HKO with Bite, meanwhile Surf 2HKOs in exchange.
  • Gym #6 - Sabrina (Saffron City, Psychic-type): Her Abra is a joke, given that has no attacking moves. Flash might be a nuisance however, given that at Level 45, Starmie can only 3HKO with Surf. Kadabra is actually somewhat threatening due to its high level, scoring a 5HKO with Psychic against Starmie's Surf being a 4HKO. In regards to Alakazam, both it and Starmie are working at a chance for a 4HKO, however it's faster and more likely to get the rolls needed to obtain the knock out first, avoid unless Starmie is level 46 or higher in order to get the advantage in terms of damage output.
  • Gym #7 - Blaine (Cinnabar Island, Fire-type): At level 47 Starmie can 2HKO Ninetales with Surf, meanwhile its Flamethrower is a potential 6HKO. Rapidash is slightly more threatening due to Take Down being a 4HKO and having access to Fire Spin, although Surf is still a 2HKO. Arcanine is actually somewhat of a challenge due to its high level making Take Down a potential 3HKO, but Surf has a decent chance to 2HKO.
  • Gym #8 - Giovanni (Viridian City, Ground-type): Dugtrio can 3HKO Starmie with Earthquake or Dig, while Starmie has a decent chance to flat out OHKO it with Surf at equal levels, just be careful of Fissure, given it is faster than you. Persian's Slash hurts, with a chance to 2HKO a level 50 Starmie, meanwhile Surf is only scoring a 3HKO back, best reserved for a Rock or Ghost-Type Pokémon. Nidoqueen hits hard with Thunder, obtaining a 2HKO on Starmie, however it is slower and is 2HKO'd by surf, barring crits or paralysis Starmie should win. It's the same story with Nidoking, just be careful of Thunder's 30% chance of paralysis. Lastly Rhydon is a joke, just use Surf and be done with it.
  • Rival (Route 22, pre-Elite Four): Sandslash is a joke, only able to 3HKO with Slash. Meanwhile, at level 48 Starmie has an extremely high chance to OHKO with Surf beforehand. Exeggcute is pretty much the same as it was in the paired games, Solarbeam is nasty but it should not be getting it off. Kadabra 6HKOs Starmie with Psychic, and promptly is 3/4HKO'd by Starmie, not much threatening here. All three of his replacements for the eeveelutions are the same as they were at Silph Co. only at a higher level. Flareon and Vaporeon are pretty much the same as last time, both struggle to harm it and the later has lost Quick Attack to pick off a weakened Starmie. Avoid Jolteon not only because Pin Missile is still nasty to deal with, additionally it now has Thunder, which hits like a nuclear bomb effortlessly OHKOing Starmie.
  • Elite Four Lorelei (Indigo Plateau, Ice-type): Starmie, at level 55 3HKOs Dewgong with Thunderbolt and it struggles to do much in return. However Rest may drag the fight out. Cloyster is pretty much the same as with its variant in the paired versions, going down in two Thunderbolts. Slowbro is now a legitimate problem as it actually has competent attacking options to abuse Amnesia with. Thunderbolt is a still a 2HKO without it using it however. Jynx fits the same bill as Cloyster and Dewgong, what applied in the paired versions work here. Lastly, Lapras can only 5HKO with any of its attacking options and Starmie beats it down with three or four Thunderbolt.
  • Elite Four Bruno (Indigo Plateau, Fighting-type): Both of his two Onix are effortlessly drenched through plentiful usage of Surf, no issue here, quickly OHKOing both of them. In terms of his actual Fighting-types, Hitmonchan struggles to do damage, with Thunderpunch being a 5HKO in exchange to the instant OHKO of Psychic. Hitmonlee does significantly better, with Mega Kick scoring a 4HKO, not that it matters since both hitmons are broken down with ease through Psychic. Machamp actually can withstand a Psychic from Starmie, but Strength can only 4HKO in response.
  • Elite Four Agatha (Indigo Plateau, Poison-type): Her lead Gengar is paradoxically both less and more threatening than in the paired versions. Substitute lets it dodge potentially lethal Psychics and Mega Drain provides recovery, even if it is only a 4HKO in contrast to Psychic's 2HKO. However the loss of Night Shade means it lacks a easy way to quickly damage Starmie. Golbat is still unthreatening in every single way, however Toxic can be dangerous in the long term, Psychic still 2HKOs though. Her Haunter loses the only threatening option it had against Starmie as Lick is ineffective against Psychic-types in this generation, an easy 2HKO. Arbok is now somewhat dangerous able to employ the Glare and Wrap combination, which can quickly bring Starmie down a peg if you are not careful. However Psychic still 2HKOs it. The lead Gengar, despite its high level falls short for a number of reasons despite having Hypnosis due to its offensive options being Psychic and Dream Eater. Starmie handles it with ease, bringing it down with 2 or 3 Psychics.
  • Elite Four Lance (Indigo Plateau, Dragon-type): Starmie beats Gyarados 1v1 at equal levels, 2HKOing with Thunderbolt in contrast to Hyper Beam's 3HKO. Still is a good idea to heal on the recharge time before finishing it off though, keeping Starmie healthy is the best defense against his stronger Pokémon potentially scoring critical hits. His first Dragonair that he sends out against Starmie has Thunderbolt, which 3HKOs. However the main threat on offer here is Thunder Wave, butchering Starmie's speed stat, even though Ice Beam 2HKOs in response. The second Dragonair is more of the same on first glance, except lacking Thunderbolt forces it to 3HKO with Hyper Beam, but the deadly Parawrap combo that the two can deploy means that any Paralysis inflicted prior should be healed asap. In regards to his Aerodactyl, it is faster than Starmie naturally, and Surf is only a 2HKO. On the flip side, Hyper Beam is a 3HKO, not enjoyable, particularly if it lands a critical, but nowhere near impossible. Dragonite is evenly matched with Starmie in terms of offensive firepower, with Ice Beam and Thunder/Hyper Beam being 2HKOs, making critical hits lethal on both sides. However Dragonite is not the fastest Pokémon to exist, and not much can outspeed Starmie.
  • Champion Rival (Indigo Plateau): Sandslash can only 3HKO a level 58 Starmie with Earthquake while Surf 2HKOs in response. Alakazam presents a tricker fight as while Starmie beats it in terms of sheer damage output, with Surf being a 4HKO in comparison to Psychic's possible 5, Recover and Kinesis can stall out the battle, and a special drop can be the difference between victory and defeat. By contrast Exeggutor is a joke, barely able to 4HKO Starmie between Leech Seed and Stomp. Meanwhile Ice Beam will do the same without the potential for failure, just be careful about the health drain and switch out afterwards. The most annoying thing about Ninetails is the combination of Confuse Ray and Fire Spin, however it fails to really get anywhere before being 2HKO'd by Surf. Likewise, Cloyster mainly annoys Starmie with Clamp, but Thunderbolt quickly puts it in its place, scoring a 3HKO. Magneton is actually threatening through the combination of Thunderbolt and Thunder Wave, with its high special stat making Thunderbolt a likely OHKO, and limiting Surf to a 4HKO, avoid. In regards to his potential starters, Flareon is essentially the same as last time, although its high level makes Surf a 3HKO, but Flamethrower is not doing much back. Vaporeon still lacks a real way to do significant damage to Starmie, but Thunderbolt takes a while to bring it down, and Jolteon again annihilates Starmie with its Electric STAB of choice (Thunder/Thunderbolt) or Pin Missile. The later two have Quick Attack again as well, so watch out if Starmie is heavily weakened against Vaporeon.
  • Post-Game: Mewtwo is too strong for Starmie to handle, taking little damage from any of Starmie's attacks while 4HKOing with Psychic. It can even recover off the damage, but Thunder Wave may be of utility here to help catch it, if Starmie has room for it (likely only if Thunderbolt went to an actual Electric-Type)

Moves Edit

Staryu's level up movepool, as with most Pokémon in this generation, is not that impressive. At the lowest level it can be when caught, Staryu will know Tackle and Water Gun. At level 22, your Pokémon will learn Harden, needless to say this should be dumped at the first chance you have to remove it. Recover at level 27 is godly, given Starmie's superior bulk and defensive typing over Alakazam and how good the move is on that, although Potions do make it a bit redundant. At Level 32, Staryu gets Swift, which is a decently powered Normal-Type move that would be okay if Starmie didn't have a good TM movepool. Minimize at level 37 can be used to make the AI's life a misery, although they have unlimited usage of their moves in this generation, so making the foe struggle to death is not happening. Next is Light Screen at Level 42, which can be useful as a team support option, and then finally Hydro Pump at level 47 is the line's strongest STAB move, although the low power points of the move may make it unappealing in comparison to Surf. Unfortunately, Starmie does not get anything through Level up, as with the majority of other Pokémon that evolve with a stone.

In terms of Technical Machines, Starmie has a decent selection to pick from. Access to Surf is nice for STAB and the common nature of Ground and Rock-Type Pokémon. Psychic with STAB is insanely powerful in generation 1, and this should go on Starmie without a moment's hesitation. As a Water-Type Pokémon, Starmie naturally gets access to Ice Beam and Blizzard, with the later being the better option due to its 90% hit rate in this generation. Rather uniquely (except not because Gyarados and Lapras also get it) Starmie has access to Electric-Type coverage in Thunderbolt and Thunder, creating the devastating Boltbeam combo. If you feel like playing more of a support role with Starmie, it has access to Thunder Wave, Toxic and Reflect while Mimic might be fun to mess around with.

Recommended Moveset: Surf, Psychic, Blizzard/Ice Beam, Thunderbolt/Random support move

Recommended Teammates Edit

  • Grass-Types: Starmie's main struggles come in its weakness to Electric and Grass-Type moves, with the threat of eternal critical Razor Leaf weighing down on it. As such, picking up one of the many common Grass-Type Pokémon that exist within Kanto is a benefit to its long-term survivability. Starmie in response handles Fire-Types that threaten all of them with its STAB options, can knock out Flying-Types through its coverage options and help the many part Poison-Type Pokémon with their Psychic weakness.
  • Ground-Types: While they share a weakness to Grass with Starmie, the starfish is able to competently deal with most Grass-Types due to their secondary Poison-Typing, leaving them vulnerable to Psychic. Starmie additionally patches up their Water weakness and low special defence in exchange for their supremacy over Electric-Types.
  • Flying-Types: When paired with a Ground-Type Pokémon, Starmie is forced to bear the brunt of many Grass-Type Pokémon due to the common Poison subtyping leaving them weak to STAB Psychic. However against the bulkier Grass-types, and the few who are not weak to Psychic, it can be advised to bring a Flying-Type along despite the shared Electric weakness. Starmie manhandles the Rock and Fighting-Types that can target its airborne allies typings to hit hard in response for the garden control. Additionally Thunderbolt lets it smash through the Water/Ice-type Pokémon that can also threaten Flying-types.

Other Edit

Staryu's stats Edit

Stat Range
At Lv. 50 At Lv. 100
HP: 30
90 - 137 170 - 264
Attack: 45
45 - 106 85 - 207
Defense: 55
54 - 117 103 - 229
Special: 70
67 - 134 130 - 262
Speed: 85
81 - 150 157 - 295
Total: 285   Other Pokémon with this total  
  • Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.
  • Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.


Starmie's stats Edit

Stat Range
At Lv. 50 At Lv. 100
HP: 60
120 - 167 230 - 324
Attack: 75
72 - 139 139 - 273
Defense: 85
81 - 150 157 - 295
Special: 100
94 - 167 184 - 328
Speed: 115
108 - 183 211 - 361
Total: 435   Other Pokémon with this total  
  • Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.
  • Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.



Staryu Line Ratings
Availability
4.5 Stars
Matchups
5 Stars
Movepool
5 Stars
Survivability
4 Stars
Type Usefulness
5 Stars
Team Role
4 Stars
Offensive Utility
5 Stars
Defensive Utility
4 Stars
Tankiness
4 Stars
Fun Factor
5 Stars


Overall
5 Stars
  • At what point in the game should I be evolved? By the time you get it, Staryu is already underwhelming, and therefore should be evolved as soon as possible, given that most of Starmie's best options come from TMs. However delaying until level 27 is a viable option in order to pick up Recover before slapping the Water Stone on it. Have it evolved before its first major fight regardless.
  • How good is the Staryu line in a Nuzlocke? Utterly broken. Water and Psychic are extremely powerful types in gen 1 Kanto, and Starmie wields them both. Add in high speed and special with abusable STAB options and this would be a top tier pick by itself. Throw in access to Boltbeam and Recover atop a godly typing and decent defensive stats and this is a Pokémon that breaks Kanto as hard as Alakazam does, if not even more.
  • Weaknesses: Bug, Electric and Grass
  • Resistances: Fighting, Fire, Ice, Psychic, Water
  • Immunities: Ghost (courtesy of bad programming)
  • Neutralities: Dragon, Flying, Ground, Normal, Rock and Poison

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