Starmie (GP: 1/2)

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Starmie
QC: 3/3 (Hikari, IronBullet93, dodmen)
GP: 1/2 (Lucina09 + Hollywood)

Overview
########

Starmie is an offensive powerhouse in the UU metagame, boasting an excellent base 115 Speed that allows it to outrun most Pokemon in UU, as well as a decent Special Attack stat backed by Analytic and various coverage options. It also learns the coveted Rapid Spin, a move highly sought after for its ability to remove entry hazards from your side of the field. Natural Cure can be used instead of Analytic to help it absorb status for the team and spin away Toxic Spikes. By virtue of its defensive typing, Starmie also checks the omnipresent Fire- and Fighting-types in UU very well. However, Starmie is fairly frail, even with invested bulk. Its defensive typing is also a double-edged sword, as it is weak to both U-turn and Volt Switch, so opposing Choice Scarf users can easily gain momentum off of it. Starmie can't cover all the threats it needs to with just 4 moveslots, and some walls, such as Umbreon, are simply too bulky for it to break. Nonetheless, Starmie should always be considered for a team that desires entry hazard control.

Offensive Rapid Spin
########
name: Offensive Rapid Spin
move 1: Rapid Spin
move 2: Hydro Pump
move 3: Psyshock / Thunderbolt
move 4: Ice Beam
ability: Analytic / Natural Cure
item: Life Orb
evs: 252 SpA / 4 SpD / 252 Spe
nature: Timid

Moves
========

Rapid Spin is the main reason to use Starmie, as it removes entry hazards on your side of the field while keeping strong offensive pressure. Hydro Pump is a very powerful STAB move that adds to Starmie's capabilities as a wallbreaker. Psyshock hits specially defensive Pokemon such as Blissey and Roserade, and is a powerful STAB attack. Alternatively, Thunderbolt can be used to hit bulky Water-types such as Empoleon. Ice Beam gives Starmie a fighting chance against bulky Grass-types, as well as Dragon-types such as Hydreigon and Haxorus.

Set Details
========

Analytic allows Starmie to punish the many switches it forces. Alternatively, Natural Cure can be used to absorb status problems for the team, especially poison from the Toxic Spikes that Starmie spins away. It has standard EVs and nature for a fast special sweeper, and Life Orb adds to Starmie's already solid offensive capabilities.

Usage Tips
========

As Starmie can be worn down easily, you should try and take out the opponent's entry hazard setter immediately. Starmie's frailty and the Life Orb recoil limit the amount of times it can use Rapid Spin throughout a match. This set makes a great revenge killer because of Starmie's high speed, as well as a great wallbreaker thanks to Analytic boosting its average Special Attack stat. Its vast coverage forces many switches, so take advantage of that if you run Analytic.

Team Options
========

Pokemon weak to Stealth Rock appreciate Starmie's ability to remove entry hazards. Fire-types such as Entei appreciate the removal of entry hazards, and can also defeat the Grass-types that force Starmie out. Late-game cleaners appreciate Starmie's wallbreaking potential. Pokemon such as Mega Beedrill are great choices to finish up the weakened opposing team.

Defensive Rapid Spin
########
name: Defensive Rapid Spin
move 1: Rapid Spin
move 2: Scald
move 3: Recover
move 4: Psyshock / Ice Beam / Thunder Wave
ability: Natural Cure
item: Leftovers
evs: 252 HP / 4 SpA / 252 Spe
nature: Timid

Moves
========

Rapid Spin is the main reason to use Starmie, as it keeps entry hazards off your side of the field. Scald is great for any bulky Water-type because of its 30% burn chance. Recover allows Starmie to use Rapid Spin multiple times throughout the match and promotes its longevity in general. The fourth moveslot can be used for whatever coverage your team desires. Psyshock works as a STAB attack to deal with specially bulky Pokemon, such as Roserade. Ice Beam hits various Pokemon that resist Scald, such as Hydreigon, and gives Starmie a fighting chance against bulky Grass-types such as Chesnaught. Alternatively, Thunder Wave forgoes offensive pressure for greater utility, allowing Starmie to cripple Choice Scarf users such as Hydreigon and Jirachi on the switch.

Set Details
========

Starmie needs full HP investment to maximize its bulk. It also needs maximum Speed and a Timid nature, as a fast Rapid Spin is its main appeal. Alternatively, an EV spread of 252 HP / 56 Def / 200 Spe with a Timid nature outspeeds Infernape and avoids the 2HKO from Choice Scarf Darmanitan's Flare Blitz, allowing Starmie to beat it one-on-one. Natural Cure is a godsend for any defensive Pokemon, allowing Starmie to absorb status problems for the team and preventing opponents from wearing it down via Toxic or Will-O-Wisp. It also removes Starmie's poisoning after it spins away Toxic Spikes. Leftovers let Starmie hang around on the battlefield for longer, making it even more difficult to take down.

Usage Tips
========

Even with invested bulk, Starmie is still somewhat frail, so keep it away from super effective attacks or very strong neutral attacks. Moreover, this set is easily walled because it does not invest in Special Attack and uses a moveslot for Recover. Because of this, bulky spinblockers such as Jellicent give this set a hard time, though thankfully there are few in the UU tier. Starmie also does not like switching into Pokemon that threaten it with U-turn, particularly Darmanitan.

Team Options
========

Pokemon weak to Stealth Rock appreciate Starmie's ability to remove entry hazards. Fire-types such as Entei appreciate the removal of entry hazards and can also defeat the Grass-types that force Starmie out. Spinblockers give this set trouble, so a Dark-type such as Absol or Krookodile are good partners to deal with them. A physical attacker that can break special walls for Starmie is also highly appreciated. The best candidate for the job is Mienshao, which can force out Blissey, Umbreon, Porygon2, and Snorlax with its STAB High Jump Kick.

Other Options
########

Starmie can hold Choice Specs to become a fast, powerful wallbreaker, but Starmie is best utilized as a spinner because of the limited distribution of the move. Choice Scarf makes it a very fast revenge killer, but such a set lacks power. If using a Choice item, Trick works well in order to lock an opposing defensive Pokemon into a single move. Starmie also has access to dual screens and Thunder Wave, but it lacks room for those moves and is better off using its other sets. Reflect Type can be used to soften a hit from checks such as Mega Absol, but the move is very matchup-dependent. Signal Beam is an alternative coverage option to hit Celebi a bit harder, and Dazzling Gleam can be used to hit Dark-types. Dazzling Gleam also sees use against Hydreigon, but Starmie loses to Choice Scarf Hydreigon anyway.

Checks & Counters
########

**Dedicated Walls**: Porygon2 and Umbreon are the two Pokemon that truly wall Starmie. Porygon2's strong mixed bulk allows it to tank Psyshocks that other special walls such as Blissey, Goodra, and Snorlax cannot, and Umbreon is immune to Psyshock.

**Choice Scarf Users**: Pokemon that commonly hold Choice Scarf, such as Krookodile, Hydreigon, and Mienshao, will outspeed Starmie and either revenge kill or KO Starmie before it has a chance to make a move.

**Sucker Punch Users**: Starmie has no priority move and is weak to Sucker Punch. Absol, Honchkrow, and Toxicroak are all good users of the move.

**Bulky Grass-types**: Specially defensive Celebi can tank even an Ice Beam from Starmie and 2HKO it back with Giga Drain. Shaymin can also OHKO it with Seed Flare, but it cannot switch into any of Starmie's moves bar a predicted Rapid Spin, or else it will be in Ice Beam KO range. Generally, Grass-types do well against defensive variants of Starmie, but not as well against offensive variants.

**Faster Pokemon**: Pokemon that naturally outspeed Starmie, such as Noivern and Mega Aerodactyl, can deal serious damage to it very quickly and possibly OHKO it. Noivern does this easily with its Draco Meteor, but Mega Aerodactyl must carry the rare Crunch to reliably beat Starmie 1v1.

**Spinblockers**: Chandelure and Jellicent are two Ghost-types that can block Starmie's Rapid Spin. They can both beat defensive Starmie, but to beat offensive variants, Chandelure must hold Choice Scarf and Jellicent needs Shadow Ball.
 
Last edited:
Not QC, but if you haven't thought of it already, you can probably do a scarf set and then a specs set as well.
 
"Some walls, such as Blissey and Umbreon, are simply too bulky for Starmie to break" don't know why this is in the overview tbh considering Starmie isn't exactly a wallbreaker. " Has a subpar defensive typing" I honestly dont know about this one, on one hand it has weaknesses to both momentum grabbing attacking moves but on the other hand it's typing allows it to be a decent Fighting and Fire spam check. But I'm not QC so at the end of the day it's up to them.
 
King UU I was thinking of those sets, but I'm not sure if they should get sets of their own or just OO mentions. As niche as I think they are, it's all up to QC (or someone better at UU than me).

Kreme I disagree with the first point, as the Offensive Rapid Spin set is used as a wallbreaker. But I do agree that its defensive typing isn't THAT bad, so I'll reword it.
 
King UU I was thinking of those sets, but I'm not sure if they should get sets of their own or just OO mentions. As niche as I think they are, it's all up to QC (or someone better at UU than me).

Kreme I disagree with the first point, as the Offensive Rapid Spin set is used as a wallbreaker. But I do agree that its defensive typing isn't THAT bad, so I'll reword it.
I think they're different + viable enough to have their own sets, but yeah, QC will address it.
 
Alrighty, moving this into QC stage now that OO and C&C are finished. If you're a QC member and believe I should add a set for Choice Scarf and/or Choice Specs, please let me know.
 
You should mention that bulky starmie doesn't like switching into Darmanitan often because it has U-turn
 
Mention that bulky Starmie can run a bulkier spread, for example 252 HP / 56 Def / 200 Spe with a Timid nature, because it outspeeds Infernape and has better chances against Darmanitan.

Offensive Starmie needs Life Orb, I wouldn't even mention Leftovers.

Bulky Waters do not like Analytic + LO Boosted Thunderbolt, and in Specially Defensive Milotic case Psyshock. Starmie can easily put them in the KO range if they switch into the wrong move and it doesn't need Specs to do so.

Specially defensive Celebi is the only set that can tank Analytic Ice Beam without getting 2HKOed by the next one. Also offensive Shaymin always dies to Hydro Pump or Psyshock + Ice Beam, and even Thunderbolt + Ice Beam can be enough to 2HKO depending on rolls / SR. They are both great against bulky Starmie, but they don't like offensive sets, so make sure to mention this.

Jellicent doesn't really need Shadow Ball against Starmie, it doesn't need to 2HKO it to completely shut it down. Talking about bulky Starmie vs Jellicent tho, because offensive can 2HKO depending on the Jelli defensive spread and that's not even factoring Analytic.
 
Mention that bulky Starmie can run a bulkier spread, for example 252 HP / 56 Def / 200 Spe with a Timid nature, because it outspeeds Infernape and has better chances against Darmanitan.

Offensive Starmie needs Life Orb, I wouldn't even mention Leftovers.

Bulky Waters do not like Analytic + LO Boosted Thunderbolt, and in Specially Defensive Milotic case Psyshock. Starmie can easily put them in the KO range if they switch into the wrong move and it doesn't need Specs to do so.

Specially defensive Celebi is the only set that can tank Analytic Ice Beam without getting 2HKOed by the next one. Also offensive Shaymin always dies to Hydro Pump or Psyshock + Ice Beam, and even Thunderbolt + Ice Beam can be enough to 2HKO depending on rolls / SR. They are both great against bulky Starmie, but they don't like offensive sets, so make sure to mention this.

Jellicent doesn't really need Shadow Ball against Starmie, it doesn't need to 2HKO it to completely shut it down. Talking about bulky Starmie vs Jellicent tho, because offensive can 2HKO depending on the Jelli defensive spread and that's not even factoring Analytic.
All changes implemented. Also, judging by your recommendations, it appears Offensive is better than Defensive, so I went and switched the set order.
 
All changes implemented. Also, judging by your recommendations, it appears Offensive is better than Defensive, so I went and switched the set order.

I don't know if it is the best, but it is the set I prefer using, however I'm fine with either one being the first set. Defensive definitely has its perks, like a lot more survivability and more reliable as a spinner, but countering it is much easier because it doesn't hit hard. My recommendations were made because C&C was mostly focused on defensive Starmie.

Anyway, QC 1/3
 
I don't know if it is the best, but it is the set I prefer using, however I'm fine with either one being the first set. Defensive definitely has its perks, like a lot more survivability and more reliable as a spinner, but countering it is much easier because it doesn't hit hard. My recommendations were made because C&C was mostly focused on defensive Starmie.

Anyway, QC 1/3
Thanks! Ready for QC #2.
 
I probably wouldn't even bother with slashing Thunderbolt on the defensive set because most Waters don't take anything from it:

0 SpA Starmie Thunderbolt vs. 252 HP / 0 SpD Suicune: 116-138 (28.7 - 34.1%) -- 1.9% chance to 3HKO after Stealth Rock and Leftovers recovery
0 SpA Starmie Thunderbolt vs. 200 HP / 56+ SpD Vaporeon: 116-138 (25.7 - 30.5%) -- 98.8% chance to 4HKO after Stealth Rock and Leftovers recovery

Replace it with Thunder Wave which can be useful against some things like Hydreigon and possibly Jirachi switchins.

Minor nitpick, this sentence: This Starmie also does not like switching into sweepers that threaten it with U-turn, particularly Darmanitan. I think sweeper is the wrong word so I'd just change it to "does not like switching into U-turn" or something like that.

e: 3/3
 
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Overview
########

Starmie is an offensive powerhouse in the UU metagame, boasting an excellent base 115 Speed that outruns most Pokemon in UU, as well as a decent Special Attack stat backed by Analytic and various coverage options. It also learns the coveted Rapid Spin, a move highly sought after for its ability to remove entry hazards from your side of the field. Natural Cure can be used instead of Analytic to help it absorb status problems for the team, and gives it no trouble in spinning away Toxic Spikes. By virtue of its defensive typing, it also checks the omnipresent Fire- and Fighting-types in UU very well. On the downside However, Starmie is fairly frail, even with invested bulk. Its defensive typing is also a double-edged sword, as it is weak to both U-turn and Volt Switch, so opposing Choice Scarf users can easily gain momentum off of it. Starmie can't cover all the threats it needs to with just 4 moveslots, and some walls, such as Umbreon, are simply too bulky for it to break. Nonetheless, Starmie is a great Pokemon in UU and should always be considered for a team that desires entry hazard control.

Offensive Rapid Spin
########
name: Offensive Rapid Spin
move 1: Rapid Spin
move 2: Hydro Pump
move 3: Psyshock / Thunderbolt
move 4: Ice Beam
ability: Analytic / Natural Cure
item: Life Orb
evs: 252 SpA / 4 SpD / 252 Spe
nature: Timid

Moves
========

Rapid Spin is the main reason to use Starmie, as it removes opposing entry hazards while keeping strong offensive pressure here. Hydro Pump is a very powerful STAB move that adds to Starmie's capabilities as a wallbreaker. Psyshock hits specially defensive Pokemon like Blissey and Roserade, and is a powerful STAB attack outside of that as well. Alternatively, Thunderbolt can be used to hit bulky Water-types such as Empoleon harder. Ice Beam gives Starmie a fighting chance against bulky Grass-types, as well as Dragon-types like Hydreigon and Haxorus. (add period)

Set Details
========

Analytic punishes switch-ins, and as this set forces a lot of switches. Alternatively, Natural Cure can be used to absorb status problems for the team, especially poison from the Toxic Spikes that Starmie spins away. It has standard EVs and nature for a fast special sweeper, and Life Orb adds to Starmie's already solid offensive capabilities, and allows it to get the 2HKO on foes. that it would not otherwise.

Usage Tips
========

As this Starmie can be easily worn down, you should try and take out the opponent's entry hazard setter ASAP. Its frailty and the Life Orb recoil limit the amount of times it can use Rapid Spin throughout a match. This set makes a great revenge killer due to Starmie's high speed, as well as a wallbreaker due to Analytic boosting its average Special Attack stat. Its vast coverage forces many switches, so take advantage of that if you run Analytic.

Team Options
========

Pokemon weak to Stealth Rock appreciate Starmie's ability to remove entry hazards. Fire-types such as Entei are great examples, and they can also defeat the Grass-types that force Starmie out. Late-game cleaners appreciate Starmie's wallbreaking potential. Pokemon such as Mega Beedrill are great choices to finish up the weakened opposing team.

Defensive Rapid Spin
########
name: Defensive Rapid Spin
move 1: Rapid Spin
move 2: Scald
move 3: Recover
move 4: Psyshock / Ice Beam / Thunder Wave
ability: Natural Cure
item: Leftovers
evs: 252 HP / 4 SpA / 252 Spe
nature: Timid

Moves
========

Rapid Spin is the (this should be lowercased) reason to use Starmie, as it keeps entry hazards off your side of the field. Scald is great for any bulky Water-type thanks to its 30% burn chance. Recover allows Starmie to use Rapid Spin multiple times throughout the match, and to promote its longevity in general. The fourth moveslot can be used for whatever coverage your team desires. Psyshock works as a STAB attack to deal with specially bulky Pokemon, such as Roserade. Ice Beam hits various Pokemon that resist Scald, such as Hydreigon, and gives Starmie a fighting chance against bulky Grass-types, like Chesnaught. Alternatively, Thunder Wave forgoes offensive pressure for greater utility, being able to cripple Choice Scarf users like Hydreigon and Jirachi on the switch.

Set Details
========

Starmie needs full HP investment to maximize its bulk. It also needs maximum Speed and a Timid nature, as a fast Rapid Spin is its main appeal. Alternatively, an EV spread of 252 HP / 56 Def / 200 Spe with a Timid nature outspeeds Infernape, and avoids the 2HKO from Choice Scarf Darmanitan's Flare Blitz, allowing Starmie to beat it one-on-one. Natural Cure is a godsend for any defensive Pokemon, allowing Starmie to absorb status problems for the team, and preventing opponents from wearing it down via Toxic or Will-O-Wisp. It also removes Starmie's poisoning after it spins away Toxic Spikes. Leftovers let Starmie hang around on the battlefield for longer, making it even more difficult to take down.

Usage Tips
========

Even with invested bulk, Starmie still is somewhat frail, so keep it away from super effective attacks or very strong neutral attacks. Moreover, this set is easily walled because it does not invest in Special Attack, and uses a moveslot for Recover. Because of this, bulky spinblockers, such as Jellicent, give this set a hard time, though thankfully there are few in the UU tier. This Starmie also does not like switching into Pokemon that threaten it with U-turn, particularly Darmanitan.

Team Options
========

Pokemon weak to Stealth Rock appreciate Starmie's ability to remove entry hazards. Fire-types such as Entei are great examples, and they can also defeat the Grass-types that force Starmie out. Spinblockers give this set trouble, so a Dark-type can deal with them. Absol and Krookodile, for instance, fill this role nicely. A physical attacker that can break special walls for Starmie is also highly appreciated here. The best candidate for the job is Mienshao, who can force out Blissey, Umbreon, Porygon2, (AC) and Snorlax with its STAB High Jump Kick.

Other Options
########

Starmie can hold Choice Specs to become a fast, powerful wallbreaker, but it is typically better off using Rapid Spin. Choice Scarf makes it a very fast revenge killer, but such a set typically lacks power. If using a Choice item, Trick works well alongside them in order to lock an opposing defensive Pokemon into a single move. Starmie also has access to dual screens and Thunder Wave, but lacks room for those moves and is better off using its other sets. Reflect Type can be used to soften a hit from its checks, like Mega Absol, but the move is very matchup-dependent. Signal Beam is an alternative coverage option to hit Celebi a bit harder, and Dazzling Gleam can be used to hit Dark-types harder. Dazzling Gleam also sees use against Hydreigon, but Starmie loses anyway if Hydreigon is holding a Choice Scarf.

Checks & Counters
########

**Dedicated Walls**: Porygon2 and Umbreon are the two Pokemon that truly wall Starmie, as Porygon2's strong mixed bulk allows it to tank Psyshocks that other special walls (i.e. Blissey, Goodra, Snorlax) cannot, and Umbreon is immune to Psyshock by virtue of its Dark-typing. (remove hyphen)

**Choice Scarf Users**: Pokemon who that commonly hold Choice Scarf, such as Krookodile, Hydreigon, (AC) and Mienshao, (RC) will outspeed Starmie and very likely revenge kill it, or even KO it before it has a chance to make a move.

**Users of Sucker Punch**: Starmie has no priority move and is weak to the Dark-type Sucker Punch. Absol, Honchkrow, and Toxicroak are all good users of the move.

**Bulky Grass-types**: Specially defensive Celebi can tank even an Ice Beam from Starmie, and 2HKO it back with a Giga Drain. Shaymin can also check it and OHKO it with Seed Flare, but it cannot switch into any of Starmie's moves bar a predicted Rapid Spin, or else it will be in Ice Beam KO range. Generally, Grass-types do well against defensive variants of Starmie, but not as well against offensive variants.

**Naturally Faster Pokemon**: Pokemon that naturally outspeed Starmie, such as Noivern and Mega Aerodactyl, can deal serious damage to it very quickly and possibly OHKO it. Noivern does this easily with its Draco Meteor, but Mega Aerodactyl must carry the rare Crunch to reliably beat Starmie 1v1.

**Spinblockers**: Chandelure and Jellicent are two Ghost-types who that can block Starmie's Rapid Spin. They can both beat defensive Starmie, but to beat offensive variants, Chandelure must hold Choice Scarf and Jellicent needs Shadow Ball.
 
Last edited:
working over Lucina's check

same colors, different shades for additions and removals, comments are green
Overview
########

Starmie is an offensive powerhouse in the UU metagame, boasting an excellent base 115 Speed that outruns allows it to outrun most Pokemon in UU, as well as a decent Special Attack stat backed by Analytic and various coverage options. It also learns the coveted Rapid Spin, a move highly sought after for its ability to remove entry hazards from your side of the field. Natural Cure can be used instead of Analytic to help it absorb status problems for the team,(RC) and gives it no trouble in spinning spin away Toxic Spikes. By virtue of its defensive typing, it Starmie also checks the omnipresent Fire- and Fighting-types in UU very well. On the downside However, Starmie is fairly frail, even with invested bulk. Its defensive typing is also a double-edged sword, as it is weak to both U-turn and Volt Switch, so opposing Choice Scarf users can easily gain momentum off of it. Starmie can't cover all the threats it needs to with just 4 moveslots, and some walls, such as Umbreon, are simply too bulky for it to break. Nonetheless, Starmie is a great Pokemon in UU and should always be considered for a team that desires entry hazard control. (fluff)

Offensive Rapid Spin
########
name: Offensive Rapid Spin
move 1: Rapid Spin
move 2: Hydro Pump
move 3: Psyshock / Thunderbolt
move 4: Ice Beam
ability: Analytic / Natural Cure
item: Life Orb
evs: 252 SpA / 4 SpD / 252 Spe
nature: Timid

Moves
========

Rapid Spin is the main reason to use Starmie, as it removes opposing (could be confusing like spin removes hazards on the opposing side) entry hazards from your side of the field while keeping strong offensive pressure here. Hydro Pump is a very powerful STAB move that adds to Starmie's capabilities as a wallbreaker. Psyshock hits specially defensive Pokemon like such as Blissey and Roserade, and is a powerful STAB attack outside of that as well. Alternatively, Thunderbolt can be used to hit bulky Water-types such as Empoleon harder. Ice Beam gives Starmie a fighting chance against bulky Grass-types, as well as Dragon-types like such as Hydreigon and Haxorus. (add period)

Set Details
========

Analytic allows Starmie to punish the many switches it forces punishes switch-ins, as this set forces a lot of switches. Alternatively, Natural Cure can be used to absorb status problems for the team, especially poison from the Toxic Spikes that Starmie spins away. It has standard EVs and nature for a fast special sweeper, and Life Orb adds to Starmie's already solid offensive capabilities,(RC) and allows it to get the 2HKO on foes that it would not otherwise. (unless you have specific examples, there's no reason for this)

Usage Tips
========

As this Starmie can be easily worn down easily, you should try and take out the opponent's entry hazard setter ASAP immediately. Its Starmie's frailty and the Life Orb recoil limit the amount of times it can use Rapid Spin throughout a match. This set makes a great revenge killer due to because of Starmie's high speed, as well as a great wallbreaker due to thanks to Analytic boosting its average Special Attack stat. Its vast coverage forces many switches, so take advantage of that if you run Analytic.

Team Options
========

Pokemon weak to Stealth Rock appreciate Starmie's ability to remove entry hazards. Fire-types such as Entei are great examples,(RC) and they appreciate the removal of entry hazards and can also defeat the Grass-types that force Starmie out. Late-game cleaners appreciate Starmie's wallbreaking potential. Pokemon such as Mega Beedrill are great choices to finish up the weakened opposing team.

Defensive Rapid Spin
########
name: Defensive Rapid Spin
move 1: Rapid Spin
move 2: Scald
move 3: Recover
move 4: Psyshock / Ice Beam / Thunder Wave
ability: Natural Cure
item: Leftovers
evs: 252 HP / 4 SpA / 252 Spe
nature: Timid

Moves
========

Rapid Spin is the (this should be lowercased) main reason to use Starmie, as it keeps entry hazards off your side of the field. Scald is great for any bulky Water-type thanks to because of its 30% burn chance. Recover allows Starmie to use Rapid Spin multiple times throughout the match,(RC) and to promote promotes its longevity in general. The fourth moveslot can be used for whatever coverage your team desires. Psyshock works as a STAB attack to deal with specially bulky Pokemon, such as Roserade. Ice Beam hits various Pokemon that resist Scald, such as Hydreigon, and gives Starmie a fighting chance against bulky Grass-types,(RC) like such as Chesnaught. Alternatively, Thunder Wave forgoes offensive pressure for greater utility, being able allowing Starmie to cripple Choice Scarf users like such as Hydreigon and Jirachi on the switch.

Set Details
========

Starmie needs full HP investment to maximize its bulk. It also needs maximum Speed and a Timid nature, as a fast Rapid Spin is its main appeal. Alternatively, an EV spread of 252 HP / 56 Def / 200 Spe with a Timid nature outspeeds Infernape,(RC) and avoids the 2HKO from Choice Scarf Darmanitan's Flare Blitz, allowing Starmie to beat it one-on-one. Natural Cure is a godsend for any defensive Pokemon, allowing Starmie to absorb status problems for the team,(RC) and preventing opponents from wearing it down via Toxic or Will-O-Wisp. It also removes Starmie's poisoning after it spins away Toxic Spikes. Leftovers let Starmie hang around on the battlefield for longer, making it even more difficult to take down.

Usage Tips
========

Even with invested bulk, Starmie still is still somewhat frail, so keep it away from super effective attacks or very strong neutral attacks. Moreover, this set is easily walled because it does not invest in Special Attack,(RC) and uses a moveslot for Recover. Because of this, bulky spinblockers,(RC) such as Jellicent,(RC) give this set a hard time, though thankfully there are few in the UU tier. This Starmie also does not like switching into Pokemon that threaten it with U-turn, particularly Darmanitan.

Team Options
========

Pokemon weak to Stealth Rock appreciate Starmie's ability to remove entry hazards. Fire-types such as Entei are great examples,(RC) and they appreciate the removal of entry hazards and can defeat the Grass-types that force Starmie out. Spinblockers give this set trouble, so a Dark-type such as Absol or Krookodile are good partners to can deal with them. Absol and Krookodile, for instance, fill this role nicely. A physical attacker that can break special walls for Starmie is also highly appreciated here. The best candidate for the job is Mienshao, who which can force out Blissey, Umbreon, Porygon2, (AC) and Snorlax with its STAB High Jump Kick.

Other Options
########

Starmie can hold Choice Specs to become a fast, powerful wallbreaker, but it is typically better off using Rapid Spin. (I'd reword this. It implies that using Rapid Spin is a better way for Starmie to wallbreak than Choice Specs is. You can say "...but Starmie is best utilized as a spinner because of the limited distribution of the move" or something like that) Choice Scarf makes it a very fast revenge killer, but such a set typically lacks power. If using a Choice item, Trick works well alongside them in order to lock an opposing defensive Pokemon into a single move. Starmie also has access to dual screens and Thunder Wave, but it lacks room for those moves and is better off using its other sets. Reflect Type can be used to soften a hit from its checks,(RC) like such as Mega Absol, but the move is very matchup-dependent. Signal Beam is an alternative coverage option to hit Celebi a bit harder, and Dazzling Gleam can be used to hit Dark-types harder. Dazzling Gleam also sees use against Hydreigon, but Starmie loses to Choice Scarf Hydreigon anyway if Hydreigon is holding a Choice Scarf.

Checks & Counters
########

**Dedicated Walls**: Porygon2 and Umbreon are the two Pokemon that truly wall Starmie.(end sentence) as Porygon2's strong mixed bulk allows it to tank Psyshocks that other special walls such as (i.e. Blissey, Goodra, and Snorlax) cannot, and Umbreon is immune to Psyshock by virtue of its Dark-typing.

**Choice Scarf Users**: Pokemon who that commonly hold Choice Scarf, such as Krookodile, Hydreigon, (AC) and Mienshao, will outspeed Starmie and very likely either revenge kill it,(RC) or even KO it Starmie before it has a chance to make a move.

**Users of Sucker Punch Users**: Starmie has no priority move and is weak to the Dark-type Sucker Punch. Absol, Honchkrow, and Toxicroak are all good users of the move.

**Bulky Grass-types**: Specially defensive Celebi can tank even an Ice Beam from Starmie,(RC) and 2HKO it back with a Giga Drain. Shaymin can also check it and OHKO it with Seed Flare, but it cannot switch into any of Starmie's moves bar a predicted Rapid Spin, or else it will be in Ice Beam KO range. Generally, Grass-types do well against defensive variants of Starmie, but not as well against offensive variants.

**Naturally Faster Pokemon**: Pokemon that naturally outspeed Starmie, such as Noivern and Mega Aerodactyl, can deal serious damage to it very quickly and possibly OHKO it. Noivern does this easily with its Draco Meteor, but Mega Aerodactyl must carry the rare Crunch to reliably beat Starmie 1v1.

**Spinblockers**: Chandelure and Jellicent are two Ghost-types who that can block Starmie's Rapid Spin. They can both beat defensive Starmie, but to beat offensive variants, Chandelure must hold Choice Scarf and Jellicent needs Shadow Ball.
GP 1/2
remember when listing examples, such as > like
 
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