[OVERVIEW]
Starmie is one of the few Pokemon in the tier with access to Rapid Spin, which makes it a neat option for hazard stacking teams. Its decent Special Attack combined with a great movepool and a good ability in Analytic gives it some offensive presence and lets it beat common entry hazard setters such as Landorus-T, Ferrothorn, and Garchomp as well as punish Ghost-types that may attempt to block its Rapid Spin. Starmie's great Speed tier helps its matchup against offensive teams, as it lets it outpace the base 110 Speed tier and even some faster Pokemon like Serperior and Thundurus. Its typing provides it with useful resistances to Water and Fighting, thus letting it act as a great Keldeo check. However, it leaves it vulnerable to common Dark-types like Greninja, Weavile, and Hoopa as well as Electric-types like Tapu Koko and Mega Manectric. Starmie also struggles to find a place on a lot of teams because of Greninja being the superior choice for an offensive Water-type thanks to its higher Speed stat and better ability. Moreover, Starmie's lackluster bulk coupled with Life Orb recoil limits the number of times it can use Rapid Spin throughout a game.
[SET]
name: Offensive Rapid Spin
move 1: Hydro Pump
move 2: Ice Beam / Thunderbolt
move 3: Hidden Power Fire
move 4: Rapid Spin
item: Life Orb
ability: Analytic
nature: Timid
evs: 252 SpA / 4 Def / 252 Spe
[SET COMMENTS]
Moves
========
Hydro Pump is Starmie's strongest STAB move and mandatory due to Starmie's underwhelming Special Attack, even with a Life Orb boost. Ice Beam hits Grass-types that resist Hydro Pump like Tangrowth, Tapu Bulu, and Amoonguss. Thunderbolt also complements Hydro Pump nicely, hitting Water-types such as Keldeo, Tapu Fini, and Mantine. Hidden Power Fire is Starmie's only way of damaging Ferrothorn, which otherwise sets up Spikes on it and threatens to OHKO it with Power Whip. It also does more damage to Mega Scizor than Hydro Pump, thus preventing Defog variants from getting rid of any hazards if Starmie is healthy enough. Rapid Spin is the most important move of the set because it lets Starmie keep entry hazards set by its teammates while supporting hazard-weak Pokemon, especially Stealth Rock-weak ones like Volcarona and Alolan Marowak. Psychic is an option as a decently powerful secondary STAB move that hits Keldeo, Toxapex, Amoonguss, and Mega Venusaur.
Set Details
========
Maximum Special Attack and Speed investment with a Timid nature gives Starmie as much power as possible while also placing it in a nice Speed tier, notably outspeeding Choice Specs Gengar, non-Choice Scarf Keldeo, Mega Charizard Y, and everything below. Life Orb makes up for Starmie's average Special Attack stat, powering up all of its moves in order to deal as much damage as possible. Analytic is a great ability on Starmie because of the coverage it possesses, further punishing the switches it often forces. Alternatively, Waterium Z turns Hydro Pump into Hydro Vortex, a one-time nuke aimed at weakened specially bulky Pokemon like Celesteela and Mew.
Usage Tips
========
Due to Starmie's lacking bulk and vulnerability to all forms of entry hazards, it should only be brought in on weak attackers it doesn't fear or with the aid of VoltTurn support to clear hazards. Its lack of recovery limits the number of times it can come in to use Rapid Spin to clear hazards, so aggressive play is required in order to prevent the opponent from setting them up too often. If entry hazards aren't up on the user's side of the field, Starmie can use its coverage moves and ability to force switches to start punching holes in the opposing team, especially if hazards are up on the opposing side of the field. Analytic will boost Starmie's attacks on Pokemon trying to switch into it, so prediction is required when the opponent has a Water-resistant Pokemon in the back. For example, if Starmie is on the field against a Heatran and the opponent has a Tangrowth that can sponge Hydro Pump, using Ice Beam is a good idea because it is boosted by Analytic, thus netting significant damage on Tangrowth if it switches in.
Team Options
========
Pokemon that are able to set up entry hazards like Ferrothorn, Landorus-T, and Greninja appreciate Starmie's ability to get rid of the hazards set by the opponent while preserving their own, while hazards make it easier for Starmie to punish the switches it forces. Ferrothorn is a notable partner because of its type synergy with Starmie, resisting Electric-type attacks aimed at it. VoltTurn support from the likes of Landorus-T, Assault Vest Magearna, and Tapu Koko lets Starmie preserve its health with safe opportunities to switch in, making it easier for it to clear hazards several times. Starmie invites in a bunch of scary threats whenever it tries to spin, so a solid defensive backbone with Pokemon like Assault Vest Magearna, Tangrowth, and Ferrothorn is appreciated.
[STRATEGY COMMENTS]
Other Options
=============
A bulky set with a spread of 252 HP / 4 Def / 252 Spe and Scald / Recover / Thunder Wave / Rapid Spin turns Starmie into a more durable yet passive Rapid Spin user, which may seem more desirable on less offensive teams, but losing out on the ability to beat most hazard setters one-on-one hinders its niche as a hazard remover. Reflect Type is also an option here instead of Thunder Wave. Icium Z gives Starmie access to Subzero Slammer, turning it into a lure for Assault Vest Tangrowth and Amoonguss, both of which faint to it after switching into Stealth Rock and two layers of Spikes. Nevertheless, this is a very team-specific lure and shouldn't be used unless it's absolutely needed.
Checks and Counters
===================
**Bulky Grass-types**: Despite Ice Beam hitting them super effectively, Starmie's poor Special Attack doesn't let it threaten most bulky Grass-types without prior damage or entry hazards on the field, thus making Pokemon like Assault Vest Tangrowth, Amoongus, and Mega Venusaur reliable answers for it.
**Water-types**: Bulky Water-types like Tapu Fini, Mantine, and Toxapex, as well as offensive ones like Keldeo and Manaphy, don't fear anything from non-Thunderbolt Starmie variants and can easily come in on it without punishment.
**Electric-types**: Offensive Electric-types like Tapu Koko and Mega Manectric outspeed Starmie and threaten it with their STAB moves, even though they are too frail to switch into an Analytic-boosted Hydro Pump. Additionally, more passive Electric-types like Zapdos and Rotom-W can take any hit from it and OHKO back.
**Faster Offensive Pokemon**: Starmie's frailty and typing leave it vulnerable to some major faster threats in the metagame such as Ash-Greninja, Weavile, and Tornadus-T as well as most Choice Scarf users after a couple of rounds of Life Orb recoil like Garchomp, Terrakion, and Nihilego, although it does check the most common one in Keldeo.
**Chansey**: With the highest Special Defense in the tier, Chansey can easily take anything from Starmie and beat it one-on-one. It can't stop it from using Rapid Spin, though.
Starmie is one of the few Pokemon in the tier with access to Rapid Spin, which makes it a neat option for hazard stacking teams. Its decent Special Attack combined with a great movepool and a good ability in Analytic gives it some offensive presence and lets it beat common entry hazard setters such as Landorus-T, Ferrothorn, and Garchomp as well as punish Ghost-types that may attempt to block its Rapid Spin. Starmie's great Speed tier helps its matchup against offensive teams, as it lets it outpace the base 110 Speed tier and even some faster Pokemon like Serperior and Thundurus. Its typing provides it with useful resistances to Water and Fighting, thus letting it act as a great Keldeo check. However, it leaves it vulnerable to common Dark-types like Greninja, Weavile, and Hoopa as well as Electric-types like Tapu Koko and Mega Manectric. Starmie also struggles to find a place on a lot of teams because of Greninja being the superior choice for an offensive Water-type thanks to its higher Speed stat and better ability. Moreover, Starmie's lackluster bulk coupled with Life Orb recoil limits the number of times it can use Rapid Spin throughout a game.
[SET]
name: Offensive Rapid Spin
move 1: Hydro Pump
move 2: Ice Beam / Thunderbolt
move 3: Hidden Power Fire
move 4: Rapid Spin
item: Life Orb
ability: Analytic
nature: Timid
evs: 252 SpA / 4 Def / 252 Spe
[SET COMMENTS]
Moves
========
Hydro Pump is Starmie's strongest STAB move and mandatory due to Starmie's underwhelming Special Attack, even with a Life Orb boost. Ice Beam hits Grass-types that resist Hydro Pump like Tangrowth, Tapu Bulu, and Amoonguss. Thunderbolt also complements Hydro Pump nicely, hitting Water-types such as Keldeo, Tapu Fini, and Mantine. Hidden Power Fire is Starmie's only way of damaging Ferrothorn, which otherwise sets up Spikes on it and threatens to OHKO it with Power Whip. It also does more damage to Mega Scizor than Hydro Pump, thus preventing Defog variants from getting rid of any hazards if Starmie is healthy enough. Rapid Spin is the most important move of the set because it lets Starmie keep entry hazards set by its teammates while supporting hazard-weak Pokemon, especially Stealth Rock-weak ones like Volcarona and Alolan Marowak. Psychic is an option as a decently powerful secondary STAB move that hits Keldeo, Toxapex, Amoonguss, and Mega Venusaur.
Set Details
========
Maximum Special Attack and Speed investment with a Timid nature gives Starmie as much power as possible while also placing it in a nice Speed tier, notably outspeeding Choice Specs Gengar, non-Choice Scarf Keldeo, Mega Charizard Y, and everything below. Life Orb makes up for Starmie's average Special Attack stat, powering up all of its moves in order to deal as much damage as possible. Analytic is a great ability on Starmie because of the coverage it possesses, further punishing the switches it often forces. Alternatively, Waterium Z turns Hydro Pump into Hydro Vortex, a one-time nuke aimed at weakened specially bulky Pokemon like Celesteela and Mew.
Usage Tips
========
Due to Starmie's lacking bulk and vulnerability to all forms of entry hazards, it should only be brought in on weak attackers it doesn't fear or with the aid of VoltTurn support to clear hazards. Its lack of recovery limits the number of times it can come in to use Rapid Spin to clear hazards, so aggressive play is required in order to prevent the opponent from setting them up too often. If entry hazards aren't up on the user's side of the field, Starmie can use its coverage moves and ability to force switches to start punching holes in the opposing team, especially if hazards are up on the opposing side of the field. Analytic will boost Starmie's attacks on Pokemon trying to switch into it, so prediction is required when the opponent has a Water-resistant Pokemon in the back. For example, if Starmie is on the field against a Heatran and the opponent has a Tangrowth that can sponge Hydro Pump, using Ice Beam is a good idea because it is boosted by Analytic, thus netting significant damage on Tangrowth if it switches in.
Team Options
========
Pokemon that are able to set up entry hazards like Ferrothorn, Landorus-T, and Greninja appreciate Starmie's ability to get rid of the hazards set by the opponent while preserving their own, while hazards make it easier for Starmie to punish the switches it forces. Ferrothorn is a notable partner because of its type synergy with Starmie, resisting Electric-type attacks aimed at it. VoltTurn support from the likes of Landorus-T, Assault Vest Magearna, and Tapu Koko lets Starmie preserve its health with safe opportunities to switch in, making it easier for it to clear hazards several times. Starmie invites in a bunch of scary threats whenever it tries to spin, so a solid defensive backbone with Pokemon like Assault Vest Magearna, Tangrowth, and Ferrothorn is appreciated.
[STRATEGY COMMENTS]
Other Options
=============
A bulky set with a spread of 252 HP / 4 Def / 252 Spe and Scald / Recover / Thunder Wave / Rapid Spin turns Starmie into a more durable yet passive Rapid Spin user, which may seem more desirable on less offensive teams, but losing out on the ability to beat most hazard setters one-on-one hinders its niche as a hazard remover. Reflect Type is also an option here instead of Thunder Wave. Icium Z gives Starmie access to Subzero Slammer, turning it into a lure for Assault Vest Tangrowth and Amoonguss, both of which faint to it after switching into Stealth Rock and two layers of Spikes. Nevertheless, this is a very team-specific lure and shouldn't be used unless it's absolutely needed.
Checks and Counters
===================
**Bulky Grass-types**: Despite Ice Beam hitting them super effectively, Starmie's poor Special Attack doesn't let it threaten most bulky Grass-types without prior damage or entry hazards on the field, thus making Pokemon like Assault Vest Tangrowth, Amoongus, and Mega Venusaur reliable answers for it.
**Water-types**: Bulky Water-types like Tapu Fini, Mantine, and Toxapex, as well as offensive ones like Keldeo and Manaphy, don't fear anything from non-Thunderbolt Starmie variants and can easily come in on it without punishment.
**Electric-types**: Offensive Electric-types like Tapu Koko and Mega Manectric outspeed Starmie and threaten it with their STAB moves, even though they are too frail to switch into an Analytic-boosted Hydro Pump. Additionally, more passive Electric-types like Zapdos and Rotom-W can take any hit from it and OHKO back.
**Faster Offensive Pokemon**: Starmie's frailty and typing leave it vulnerable to some major faster threats in the metagame such as Ash-Greninja, Weavile, and Tornadus-T as well as most Choice Scarf users after a couple of rounds of Life Orb recoil like Garchomp, Terrakion, and Nihilego, although it does check the most common one in Keldeo.
**Chansey**: With the highest Special Defense in the tier, Chansey can easily take anything from Starmie and beat it one-on-one. It can't stop it from using Rapid Spin, though.
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