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Starmie   

DP RSE & FRLG GSC RBY
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MethodNameEffectTypePPPwrAcc
TM/HM Blizzard Has a 10% chance to freeze the target. Ice 5 120 70%
Inherited Bubblebeam Has a 10% chance to lower the target's Speed by 1 stage. Water 20 65 100%
Inherited Camouflage The user's type changes according to the current terrain. It becomes Grass-type in tall grass and very tall grass (as well as in puddles and very shallow water), Water-type while surfing on or diving under any body of water, Rock-type while inside any caves (including Shoal Cave) or on any rocky terrain, Ground-type on beach and desert sands, and Normal-type everywhere else. The user will always become Normal-type during link battles. Normal 20 N/A N/A
Level-Up Confuse Ray Confuses the target. Ghost 10 N/A 100%
Inherited Cosmic Power Raises the user's Defense and Special Defense by 1 stage each. Psychic 20 N/A N/A
TM/HM Dive On the first turn, the user dives underwater, becoming uncontrollable, and evades all attacks except for Surf and Whirlpool, which have doubled power; the user may also be hit underwater if it was previously targeted by Lock-On or Mind Reader. On the second turn, the user attacks. Water 10 60 100%
TM/HM Double Team Raises the user's Evasion by 1 stage. Normal 15 N/A N/A
Tutored Double-edge The user receives 1/3 recoil damage. Normal 15 120 100%
Tutored Dream Eater Restores the user's HP by 1/2 of the damage inflicted on the target but only works on a sleeping target. Psychic 15 100 100%
Tutored Endure Almost always goes first. The user is left with at least 1 HP following any attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. Normal 10 N/A N/A
TM/HM Facade Power doubles if the user is inflicted with burn, paralysis or poison. Normal 20 70 100%
TM/HM Flash Lowers the target's Accuracy by 1 stage. Normal 20 N/A 70%
TM/HM Frustration Power increases as user's happiness decreases; maximum 102 BP. Normal 20 Var BP 100%
TM/HM Hail Cancels all other weather moves. For 5 turns: each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it is an Ice-type, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. Ice 10 N/A N/A
Inherited Harden Raises the user's Defense by 1 stage. Normal 30 N/A N/A
TM/HM Hidden Power Varies in power and type depending on the user's IVs; maximum 70 BP. Will run off the user's Attack or Special Attack depending on type. Normal 15 Var BP 100%
Inherited Hydro Pump Damages the target. Water 5 120 80%
TM/HM Hyper Beam The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. Normal 5 150 90%
TM/HM Ice Beam Has a 10% chance to freeze the target. Ice 10 95 100%
Tutored Icy Wind Lowers the target's Speed by 1 stage. Ice 15 55 95%
TM/HM Light Screen All Pokemon in the user's party receive 1/2 damage from Special attacks for 5 turns. Light Screen will be removed from the user's field if an opponent's Pokemon uses Brick Break. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3. Psychic 30 N/A N/A
Tutored Mimic This move is temporarily replaced by the target's last move; the replacement move will have 5 PP and become part of the user's moveset until the user switches out or the battle ends. Mimic copies attacks even if they miss or the user has immunity toward their type; it cannot copy itself, Struggle, Transform, Sketch, Metronome or moves that the user already knows, and it will fail if the target has yet to use a move. Normal 10 N/A 100%
Inherited Minimize Raises the user's Evasion by 1 stage; however, Stomp retains its normal accuracy and gains doubled power against Minimized Pokemon. Normal 20 N/A N/A
Tutored Nightmare This move only works on a sleeping target; as long as the target remains asleep and in battle, 1/4 of its max HP is sapped after each turn. Ghost 15 N/A 100%
TM/HM Protect Almost always goes first. The user is protected from all attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. Normal 10 N/A N/A
Tutored Psych Up The user copies all six of the target's current stat modifiers. Normal 10 N/A N/A
TM/HM Psychic Has a 10% chance to lower the target's Special Defense by 1 stage. Psychic 10 90 100%
TM/HM Rain Dance Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder becomes 100% accurate, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is decreased from 1/2 to 1/4 of the user's max HP. Water 5 N/A N/A
Level-Up Rapid Spin Removes Spikes and Leech Seed from the user's side of the field; also frees the user from Bind, Clamp, Fire Spin, Sand Tomb, Whirlpool and Wrap. These effects do not occur if the move misses or is used against Ghost-type Pokemon. Normal 40 20 100%
Level-Up Recover Restores 1/2 of the user's max HP. Normal 20 N/A N/A
TM/HM Reflect All Pokemon in the user's party receive 1/2 damage from Physical attacks for 5 turns. Reflect will be removed from the user's field if an opponent's Pokemon uses Brick Break. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3. Psychic 20 N/A N/A
Other Method Refresh The user recovers from burn, poison and paralysis. Normal 20 N/A N/A
TM/HM Rest The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns. Pokemon who have Early Bird will wake up one turn early. Psychic 10 N/A N/A
TM/HM Return Power increases as user's happiness increases; maximum 102 BP. Normal 20 Var BP 100%
TM/HM Secret Power This move has a 30% chance to inflict a side effect depending on the battle's current terrain. The target may be put to sleep in any type of grass (or in puddles and very shallow water), its Attack may be lowered by 1 stage while surfing on river or ocean water, its Defense may be lowered by 1 stage while diving underwater, its Speed may be lowered by 1 stage while surfing on pond water, its Accuracy may be lowered by 1 stage on beach and desert sand, it may flinch in caves, it may become confused on rocky outdoor terrain, it may be poisoned on ashy terrain and it may become paralyzed everywhere else (including link battles). Normal 20 70 100%
TM/HM Skill Swap The user exchanges abilities with the target; does not work if Wonder Guard is the ability of either the user or the target. Psychic 10 N/A 100%
Tutored Sleep Talk Does nothing if the user is awake. If the user asleep, it randomly performs one of its attacks. Rest will fail if it is selected. Sleep Talk's generated attacks do not cost PP, but it cannot generate moves with 0 PP, itself, Assist, Bide, Disabled attacks, Focus Punch, Metronome, Mirror Move, Uproar, or attacks with a charge-up turn like Fly or Skull Bash. (Moves with a recharge turn like Hyper Beam can be generated.) Normal 10 Copy N/A
Tutored Snore Has a 30% chance to make the target flinch; fails if user is awake. Normal 15 40 100%
Tutored Substitute The user takes one-fourth of its maximum HP to create a substitute; this move fails if the user does not have enough HP for this. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat modifiers caused by other Pokemon. The user is still affected by Tickle, Hail, Sandstorm and Attract from behind its Substitute. If a Substitute breaks from a hit during a multistrike move such as Fury Attack, the user takes damage from the remaining strikes. Normal 10 N/A N/A
TM/HM Surf Power doubles against a target who is in the middle of using Dive. Water 15 95 100%
Tutored Swagger Confuses the target and raises its Attack by 2 stages. Normal 15 N/A 90%
Level-Up Swift Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. Normal 20 60 100%
Inherited Tackle Damages the target. Normal 35 35 95%
TM/HM Thunder Has a 30% chance to paralyze the target. Has 50% accuracy during Sunny Day and 100% accuracy during Rain Dance. Also has normal accuracy against mid-air Pokemon have used Fly or Bounce. Electric 10 120 70%
Tutored Thunder Wave Paralyzes the target. Electric 20 N/A 100%
TM/HM Thunderbolt Has a 10% chance to paralyze the target. Electric 15 95 100%
TM/HM Toxic The target is badly poisoned, with the damage caused by poison doubling after each turn. Toxic poisoning will remain with the Pokemon during the battle even after switching out. Poison 10 N/A 85%
Level-Up Water Gun Damages the target. Water 25 40 100%
TM/HM Water Pulse Has a 20% chance to confuse the target. Water 20 60 100%
TM/HM Waterfall Damages the target. Water 15 80 100%

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