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Misty & Starmie

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Table of Contents

Support Tier 2

Trainer

Pokemon Info

Type Water
Weak Vs Electric
Role Support
Base Potential
Gender Genderless

Pokemon Description

Its sparkling core is called “the gem of the sea.” This core can be made into high-priced accessories that are traded in secret.

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Stats

3★
4★
5★
HP 82
ATK 5
DEF 10
Sp. ATK 7
Sp. DEF 9
Speed 8
HP 542
ATK 115
DEF 179
Sp. ATK 191
Sp. DEF 193
Speed 211
Bulk 569

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Pokemon Analysis

Overview

Starmie's Grid is finally here, and with the increased healing and array of buffs it brought, Starmie has emerged alongside Glalie as one of the game's best backup tanks. A versatile kit, powerful buffs for its team and itself, and even the potential to deal decent damage make Starmie a solid Support and then some. 

Strengths

Strong Support

Starmie has some incredible Bulk for a 3 star Pokemon and her toolkit plays a lot to her strengths.

“X Sp. DEF All” is a definite plus and Healing Hand 2 should be unlocked as soon as possible. However, “Catch Us If You Can!” can be even more beneficial if used correctly. 

Unless there’s a Bulkier Sync Pair on the Team, “Catch Us If You Can!” should only be used on Starmie and as quickly as possible. This way she can avoid taking hits but Heal those that make it through and her more Offensive Teammates can do their job.

Weaknesses

Mixed Bag

It might have been better to have weaker or fewer Offensive Moves if that meant more Support functionality or Enemy Debuffing.

Team Synergy

2x Strike 1x Support

Starmie is enough of a Support that the rest of the Team should be more focused on dealing as much Damage as possible.

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Moves

Type Water
Category
Power
49 / 58
Accuracy 100
Target An opponent
Cost
Has a very small chance of lowering the target’s Speed.
Category
Power
0 / 0
Accuracy 0
Target All allies
Uses 2
Sharply raises the Sp. Def of all allied sync pairs.
Category
Power
0 / 0
Accuracy 0
Target An ally
Uses 2
Sharply raises an ally’s evasiveness. Makes an ally gradually heal itself.
Type Water
Category
Power
125 / 150
Accuracy 80
Target An opponent
Cost
No additional effect.

Sync Move

Type Water
Category
Power
200 / 240
Accuracy -
Target An opponent
Effect Tag -

The more the user’s Sp. Def has been raised, the greater the power of this move.

Passive Skills

Healing Hand 2

Has a moderate chance of removing all status conditions of all allied sync pairs after the Pokémon uses a move.

Sync Grid

Link to Sync Grid Planner Tool
Icon Bonus Sync Orb Cost Energy Cost Req Sync Level Grid Pos (X,Y)
HP +10 5 0 (1,1)
HP +20 60 5 (-2,2)
HP +20 60 5 (-2,-2)
HP +20 60 5 (-3,3)
Sp. Atk +5 5 0 (1,-1)
Sp. Atk +5 5 0 (-1,-1)
Sp. Atk +5 24 2 (1,-3)
Sp. Atk +5 24 2 (1,3)
Sp. Atk +5 24 2 (-3,-3)
Sp. Atk +10 48 4 (3,5)
Sp. Atk +10 48 4 2 (-1,5)
Sp. Atk +10 48 4 2 (1,-7)
Sp. Atk +10 48 4 (1,5)
Speed +5 5 0 (0,2)
Speed +10 36 3 (3,7)
Speed +10 48 4 (1,-5)
Defense +5 5 0 (0,-2)
Defense +5 24 2 (-1,3)
Defense +5 24 2 (-1,-3)
Defense +20 96 8 3 (-1,7)
Sp. Def +5 5 0 (-1,1)
Sp. Def +20 96 8 2 (-1,-5)
Tomboyish Mermaid Bubble Beam : Power +25 60 5 3 (0,6)
Tomboyish Mermaid Bubble Beam : Power +25 60 5 3 (0,-6)
Bubble Beam : Move Gauge Refresh 3 - Has a moderately good chance of charging the user’s move gauge by one when a move is successful. 72 6 2 (3,9)
X Sp. Def All : MP Refresh 3 - Has a moderately good chance of restoring one MP of the move used if the move is successful. 84 7 (3,-7)
X Sp. Def All : Selfless - Makes opponents target the user for a short time when a move is successful in a pinch. 60 5 2 (3,-9)
Catch Us If You Can! : MP Refresh 3 - Has a moderately good chance of restoring one MP of the move used if the move is successful. 84 7 2 (-3,-5)
Catch Us If You Can! : Friendly Care 1 - When a move targeting an allied sync pair (excluding field effects) is successful, restores the HP of the allied sync pair affected by the move. 120 10 3 (-3,-7)
Hydro Pump : Move Gauge Refresh 3 - Has a moderately good chance of charging the user’s move gauge by one when a move is successful. 72 6 (3,-5)
Hydro Pump : Mind Swell 4 - Has a good chance of raising the user’s Sp. Atk when the user’s Pokémon uses a move. 84 7 3 (2,10)
Superduper Effective 5 - Powers up moves that are super effective. 84 7 3 (1,9)
Agile Entry 1 - Raises the user’s evasiveness when the Pokémon enters a battle. 96 8 2 (-3,5)
Blind Spot - The more the user’s evasiveness has been raised, the more it powers up sync moves. 96 8 3 (-1,-7)
Ridicure 2 - Has a moderate chance of restoring the user’s HP when an opponent’s attack move targeting the user misses. 120 10 3 (-3,7)
Revenge Boost 2 - Has a moderate chance of charging the user’s move gauge by one when the user is hit by an attack move. 96 8 3 (1,-9)
Smart Cookie - The more the user’s Sp. Def has been raised, the more it powers up moves. 84 7 2 (1,7)
Starting Node 0 0 (0,0)
Hydro Pump : Accuracy +15 120 10 3 (2,-10)
Bubble Beam : Power +4 24 2 (2,6)
Bubble Beam : Power +4 24 2 2 (-2,6)
Bubble Beam : Power +4 24 2 (2,4)
Bubble Beam : Power +4 24 2 2 (2,8)
Bubble Beam : Power +4 24 2 (-2,4)
Hydro Pump : Power +4 36 3 (2,-6)
Hydro Pump : Power +4 36 3 (-2,-4)
Hydro Pump : Power +4 36 3 (2,-4)
Hydro Pump : Power +4 36 3 2 (2,-8)
Hydro Pump : Power +4 36 3 2 (-2,-6)