UU Starmie



Starmie

QC:
[3/3] - Hogg / Pearl / Dodmen
GP:[1/1] - The Dutch Plumberjack

[OVERVIEW]
* A premier spinner in UU thanks to its impressive base 115 Speed and offensive prowess
* Two excellent abilities in Natural Cure and Analytic that allow it to bolster its defensive utility or offensive prowess, respectively.
* Starmie provides a good mix of defensive utility and offensive presence.
* A wide array of coverage options in conjunction with Analytic make Starmie a powerful offensive presence and deters Ghost-types from switching in to block Rapid Spin.
* Water/Psychic provides an above average defensive typing but 60 HP and 85 Defense and Special Defense leave its bulk to be desired.
* However, its Psychic typing leaves Starmie vulnerable to common moves such as Pursuit and U-turn.

[SET]
name: Offensive
move 1: Hydro Pump
move 2: Ice Beam
move 3: Thunderbolt / Psyshock
move 4: Rapid Spin / Recover
item: Life Orb
ability: Analytic
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========

* Hydro Pump is the obligatory STAB and is Starmies most powerful attack to spam.
* Ice Beam and Thunderbolt provide excellent neutral coverage and effective ways to hit Hydro Pump resists hard.
* Psyshock o can be used to give Starmie a secondary STAB that can 2HKO Blissey with an Analytic boost. Psychic provides more overall power, as well as being Starmie's best way of damaging Gastrodon.
* Rapid Spin gives Starmie a way to support its team through Starmie removing entry hazards.
* Rapid Spin can be dropped to give Starmie a fourth coverage move or Recover, but this should only be done on teams that have other means of removing entry hazards.

Set Details
========

* Maximum Special Attack and Speed investment with Life Orb maximizes Starmie's offensive presence.
* Analytic allows Starmie to punish switch-ins and faster Pokemon with boosted hits
* A Timid Nature is necessary to out speed Tornadus, Gengar, and other Pokemon below 115 Speed.

Usage Tips
========

* Starmie lacking Recover or Natural Cure is prone to being worn down extremely quickly, so avoid switching into strong hits, even resisted ones.
* Analytic Starmie needs to be played fairly aggressively to do major damage; prediction is necessary to utilize the limited time Starmie has in the game. Use of Volt Switch and U-turn can be used to bring Starmie in for free throughout a match.

Team Options
========

* Offensive Pokemon weak to Stealth Rock such as Mega Aerodactyl, Swellow, and Talonflame appreciate Starmie's ability to reliably remove hazards.
* On more offensive teams, a secondary Water-type such as Keldeo or Feraligatr enjoy Starmie's ability to weaken standard Water-type checks such as Amoonguss and Latias with super effective coverage moves.
* Ground-types such as Nidoqueen, Hippowdon, Swampert, and Krookodile pair well with Starmie to check Electric-types that Starmie typically fears.
* Cobalion specifically can check Scizor and Bisharp, two Pokemon Starmie fears because it is unable to beat most Scizor in a one-on-one scenario, while the latter threatens it with a super effective Sucker Punch.
* Scizor and Gengar are options to deal with troublesome Grass-types like Celebi, Decidueye, and Amoonguss.
* Spike users such as Klefki, Roserade, and Forretress can provide extra passive damage to assist Starmie in picking up an important OHKO or 2HKO.

[SET]
name: Utility
move 1: Scald
move 2: Rapid Spin
move 3: Recover
move 4: Reflect Type / Psyshock
item: Leftovers
ability: Natural Cure
nature: Timid
evs: 252 HP / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

* Scald provides STAB and a chance to cripple opposing Pokemon with a burn.
* Rapid Spin allows Starmie to remove entry hazards.
* Recover is necessary for the longevity of this set.
* Psyshock can hit Keldeo super effectively and provides with a decently strong secondary STAB attack.
* Reflect Type can be used to annoy Scizor and Bisharp.
* Thunder Wave is an option to quickly cripple a threat with Starmie's high Speed.
* Toxic can be used to prevent Starmie from becoming setup bait for Calm Mind Slowbro or Latias, as well as letting it damage Volcanion.
* Psywave is an option of Starmie that allows Starmie to deal consistent damage without relying on its uninvested Special Attack.

Set Details
========

* This set trades power for an increase in bulk, allowing Starmie to become a decent check to the likes of Keldeo and Cobalion.
* Starmie's increased longevity, lets it potentially remove entry hazards multiple times throughout a match.
* Leftovers gives Starmie passive recovery to make Starmie less reliant on Recover.
* Natural Cure stops Starmie from being worn down throughout a match by curing it of status conditions.

Usage Tips
========

* Starmie becomes more passive, so account for threats like Calm Mind Latias, Primarina, and Hydreigon.
* The bulk still leaves something to be desired, so only switch Starmie into Pokemon that it was designed to check, or more passive options like Hippowdown and Forretress.
* Starmie can come in virtually for free on the common Klefki and Forretress to remove entry hazards they set; the most it fears is a Thunder Wave from Klefki, which it can heal instantly via Natural Cure.

Team Options
========

* Pokemon such as Talonflame and Togekiss appreciate Starmie's ability to remove entry hazards multiple times in a match.
* Scizor, Hippowdon, Gliscor, Krookodile, and Bisharp appreciate Starmie being a decent switch-in to Keldeo, and the former can take on annoying Grass- and Electric-types for Starmie.
* Grass- or Electric-types such as Celebi and Raikou make for good partners as well, as they break the bulky Water-types that bulky Starmie struggles to do significant damage to.
* Pursuit users such as Scizor, Bisharp, and Mega Aerodactyl can remove annoying Pokemon like Alakazam and Latias that more easily threaten this set.

[STRATEGY COMMENTS]
Other Options
=============

* Hidden Power Fire can be used to do more impactful damage to Scizor, as even Life Orb boosted-Hydro Pump fails to OHKO most variants of Scizor.
* Signal Beam can be used to deal a significant amount more damage to Celebi, but it will leave Starmie vulnerable to most Dragon-types.
* Sets holding Choice Specs or Scarf and using Trick can throw off potential answers to Starmie, but Starmie is typically most threatening when it has the ability to switch moves freely.
* The combination of Trick and Flame Orb is an option to permanently cripple almost all of Starmie's common switch ins, but it's largely outclassed by other sets, since it takes up valuable move and item slots for Starmie.

Checks and Counters
===================

**Special Walls**: Pokemon with high Special Defense such as Blissey, Mew, and Snorlax can come in and wall Stamie effectively, while the likes of Calm Mind Clefable and Curse Snorlax can render it setup fodder.

**Grass-Types**: Grass-types such as Celebi and Amoonguss can effectively stop Starmie from spamming Hydro Pump and easily shut down the utility set, but they must be wary or switching into Ice Beam.

**Bulky Water-Types**: A non-offensive Starmie is setup bait for Calm Mind Slowbro and Suicune, as well as allowing Primarina to switch in for free, although all Water-types must be wary of Thunderbolt. Gastrodon can effectively wall all of Starmie's coverage moves besides the virtually nonexistent Grass Knot.

**Dragon-Types**: Dragon-types like Latias and Hydreigon can come in for free against bulky Starmie, while offensive Starmie lacks the power to OHKO either of them with Ice Beam without an Analytic boost.

**Faster Pokemon**: Pokemon such as Alakazam, Whimsicott, ans Swellow, as well as fast Choice Scarf users can easily revenge kill both variants of Starmie.

**Mega Aerodactyl**: While Aerodactyl is unable to switch into Starmie safely, it can threaten Starmie with a potential Pursuit, and Stone Edge does upwards of 70% to even bulky Starmie.

**Mega Sharpedo**: With a single Speed boost, Sharpedo threatens to OHKO Starmie with STAB Strong Jaw-boosted Crunch.

**Bisharp**: Starmie without Reflect Type must be wary of Bisharp, as Sucker Punch will destroy it, and even a Knock Off from a burned Bisharp does massive damage. Albeit a relatively niche option, Low Kick can also hit Reflect Type Starmie for 4x super effective damage.

**Scizor**: Bulky variants of Scizor can almost always avoid an OHKO from Hydro Pump from full, and even burned Scizor can do massive damage to Starmie with STAB Bug Bite or U-turn; however, it fairly annoyed by Reflect Type Starmie.
 
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Hogg

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Remember that when you create a set, the first option in every set is going to be what you get when you click import. That means that you always want to make sure that those first options constitute a "set" on their own. In this case they don't, because you have Ice Beam twice. You need to re-order it so that there are no duplicate moves in the first options. (So changing one of the two to Thunderbolt/Ice Beam/Psyshock, for example, would do the trick.)

That said, you should probably trim down the options in general. I'd say Pump and Ice Beam are pretty mandatory in the first and second slots, followed by something to hit Water types (so TBolt/Psychic/Psyshock) in the third. Recover should definitely be a slash over Rapid Spin; 3 attacks + Recover Analytic Starmie is a monster. You can mention running a fourth attack in the set details without making them actual slashes in the fourth slot.

If you re-order things like this, then in the set details keep your info about Pump as your main STAB, Ice Beam for coverage against Grass and Dragon types, then mention that TBolt hits Water types and provides excellent neutral coverage alongside Ice Beam while Psychic provides you with a secondary STAB and is your best option for hitting things like Gastrodon.

On the bulky set, drop Toxic as a slash. You can add a mention in OO that it's an option for bulkier Starmie sets to avoid being setup bait for things like CM Latias and Slowbro, but that other moves will be more useful most of the time.

I'd like to see the C&C section re-ordered a bit. First put special walls (Blissey/Clefable/Mew/Snorlax - they don't need their own slots, and you can mention that Clef/Mew/Lax can often set up in Starmie's face). Then do bulky Grass types like Celebi and Amoongus, though mention that of course they have to watch out for coverage. Then do bulky Water types (Suicune/Slowbro/Prima primarily, although obviously they all have to watch out for TBolt, and then Gastrodon goes here). Then do Bisharp, Scizor, Mega Aero/Sharpedo (no strong feelings on how you order this batch).

Sorry, this sounds like a lot but it's mostly pretty straightforward changes. Get this done and you'll have my 1/3!
 

Pearl

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QC train coming through!

[OVERVIEW]
*Wide movepool and Analytic allow it to punish switch ins - Would probably be more accurate to put this as "wide array of coverage options to punish switch ins" or something similar, but that's just me being nitpicking, so feel free to ignore this.

*Extremely consistently able to remove hazards with Rapid Spin due to high base 115 Speed
*Powerful attacks deter spinblockers from switching in


You should probably consider editing the order the information is displayed here. What I mean is that what makes Starmie a good offensive Rapid Spin user, first and foremost, is its offensive ability, which allows it to scare pretty much every Ghost-type in the tier. The Speed helps this Pokemon a lot, that's for sure, but it wouldn't matter being speedy if Starmie didn't have the power it does. With that said, here's my suggestion:

* Starmie's high base Speed lets it outpace many of UU's most threatening Pokemon, such as Hydreigon, Cobalion, and Keldeo.
*When running an offensive set, Starmie's offensive prowess, courtesy of its ability and coverage options, discourages most Ghost-type Pokemon from switching in on it, which allows it to consistently remove opposing hazards.

Aside from that, I feel like it'd also be better if you emphasized Starmie's abilities more in the overview, dedicating a bullet point to both of them. Something along the lines of "Two amazing abilities in Natural Cure and Analytic, which complement it nicely". All in all, here's how thee overview would look like after the changes:

*paragraph mentioning that starmie is one of the tier's premier rapid spin users and how it's a well rounded pokemon with a good mix of power and defensive utility (similar to what you currently have but slightly more developed)
* high base speed
* good typing but only average bulk :(
* amazing abilities
* excellent coverage options (which discourage ghost-types and many other Pokemon from being brought in on it)
* (maybe a paragraph dedicated to its weakness to dark-type moves a.k.a. pursuit? up to you and the rest of the qc team I guess)

[SET - OFFENSIVE]

Hogg has already mentioned it in his post, so I won't be talking much about it, but your current slashes are all over the place and that's not really convenient. Here's how the set should look like (IMO):

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

Psychic and running 4 attacks should be both be mentioned as alternative options. Recover should only be used on teams that either don't need hazard removal or already have a different Pokemon dedicated to that role, but it is very good in those circumstances. Mention what each coverage move (Psyshock included) hits as well.

Besides that, you've already mentioned how frail offensive Starmie is and that it rarely should be switching in directly onto stuff (ideally), so complement that information with the fact that you can try to bring Starmie in through double switching or U-turn/Volt Switch support. Team Options are perfected as-is. The only thing I'd add is how the Ground-types you've mentioned also set Stealth Rock up for Starmie to capitalize even further on opposing switch ins.

[SET - UTILITY]

Remove the Thunder Wave and Toxic slashes (keep the mention in moves though). If someone else says so then you can keep Thunder Wave slashed, but I believe that with the nerfs to the move, it no longer has a place as a main option. Besides that, slash Reflect Type before Psyshock, since messing up with Bisharp and Scizor is massive for this variant of Starmie. Psyshock is good and all, but aside from getting chip damage on stuff like Decidueye it doesn't actually do that much. Emphasize Natural Cure in set details, mention Pursuit trappers in team options and this should look fine!

[OTHER OPTIONS]

Mention Trick in the bit dedicated to Choice sets and dedicate a bullet point to Trick + Flame Orb, which allows Starmie to cripple pretty much every single one of its common switches but generally isn't worth it due to burn nerfs and taking up one valuable moveslot.

[COUNTERS AND CHECKS]

Implement the changes Hogg suggested and this should be fine. I'll still want to take a look at this after you've implemented everything, since this section in particular is looking very clunky as-is, but yeah.

2/3 after you've implemented every change!
 
Replace the Victini mention with something else in case it gets banned.

Add "Faster Pokemon" or something to Checks & Counters. Choice Scarf user, Swellow, and Whimsicott can all revenge kill Starmie easily. "Dragon Types" like Latias and Hydreigon should have a section too since they come in easily on fat Starmie.

3/3 after that.
 

Lumari

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remove
add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/1
[OVERVIEW]
*Starmie provides a good mix of defensive utility and offensive power presence.
*Starmie is a premier Rapid Spinner spinner in UU thanks to its impressive base 115 Speed and offensive prowess. (AP, also should be the first bullet)
*Two excellent abilities in Natural Cure and Analytic (allow it to do what?)
* A wide array of coverage options in conjunction with Analytic makes Starmie a powerful offensive presence and deters Ghost-types from switching in to block Rapid Spin.
*Water / Psychic (spacing) provides an above average defensive typing, (AC) but 60 base 60 HP and 85 Defense and Special Defense leave exceptional its. bulk to be desired. (AP)
*Powerful Analytic-boosted (AH) coverage deter Ghost types to switch in to block Rapid Spin.
* However, its Psychic typing leaves Starmie vulnerable to common moves such as Pursuit and U-turn.

[SET]
name: Offensive
move 1: Hydro Pump
move 2: Ice Beam
move 3: Thunderbolt / Psyshock
move 4: Rapid Spin / Recover
item: Life Orb
ability: Analytic
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========

*Hydro Pump is the obligatory STAB move (expand this sentence a tad pls)
*Ice Beam and Thunderbolt provide excellent neutral coverage and efefective effective ways to hit Pokemon that resist Hydro Pump resists hard.
*Psyshock or Psychic (give Psychic a sentence of its own, much cleaner than trying to shoehorn it into here when you're mentioning the Blissey 2HKO too) can be used to give Starmie a secondary STAB attack that can 2HKO Blissey with an Analytic boosted Psyshock, as well as being Starmie's best way of damaging Gastrodon.
*Rapid Spin (give this one a bullet of its own too) can be dropped to give Starmie a fourth coverage move or Recover, but this should only be done on teams that have other means of removing entry hazards. (AP)

Set Details
========

*Maximum Special Attack and Speed investment with Life Orb maximizes Starmie's offensive presence. (AP)
*Analytic allows Starmie to punish switch-ins (AH) and faster Pokemon with boosted hits. (AP)
*A Timid nature is necessary to outspeed Tornadus, Gengar, and other Pokemon below base 115 base Speed.

Usage Tips
========

*Starmie lacking Recover or Natural Cure is prone to being worn down extremely quickly, so avoid switching into strong hits, even if they are resisted resisted ones.
*Analytic Starmie needs to be played fairly aggressively to do major damage; (SC) prediction is necessary to utilize the limited time Starmie has in the game. Use of Volt Switch and U-turn can be used to bring Starmie in for free throughout a match. (AP)

Team Options
========

*Offensive Pokemon weak to Stealth Rock such as Mega Aerodactyl, Swellow, and Talonflame appreciate Starmie's ability being able to reliably remove entry hazards.
*On more offensive teams, a secondary Water-type (AH) such as Keldeo or Feraligatr enjoys Starmie's ability to weaken standard Water-type resists checks (or switch-ins or w/e, or Pokemon that resist Water, anything but "resists") such as Amoonguss or and Latias with super effective (RH) coverage moves.
*Ground-types (AH) such as Nidoqueen, Hippowdon, Swampert, or and Krookodile pair well with Starmie to check Electric-types (AH) that Starmie typically fears.
*Cobalion specifically can check Scizor and Bisharp, two Pokemon Starmie fears because Starmie it is unable to beat most Scizor in a 1v1 one-on-one scenario, and Bisharp while the latter threatens Starmie it with a super effective (RH) Sucker Punch.
*Scizor and Gengar are options to deal with troublesome Grass-types (AH) like Celebi, Decidueye, or and Amoonguss.
*Spikers such as Klefki, Roserade, and Forretress can provide extra passive damage via Spikes to assist Starmie in picking up an important OHKO or 2HKO.

[SET]
name: Utility
move 1: Scald
move 2: Rapid Spin
move 3: Recover
move 4: Reflect Type / Psyshock
item: Leftovers
ability: Natural Cure
nature: Timid
evs: 252 HP / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

*Scald provides STAB and a chance to cripple opposing Pokemon with a burns.
*Rapid Spin for removing allows Starmie to remove entry hazards. (AP)
*Recover is necessary for the longevity of this set. (AP)
*Psyshock can hit Keldeo super effectively (RH) along with and provides a decently strong secondary STAB attack.
*Reflect Type can be used to annoy Scizor and Bisharp. (AP)
*Thunder Wave is an option to quickly cripple a threat with Starmie's high Speed. (AP)
*Toxic can be used to prevent Starmie to become from becoming setup bait for Calm Mind Slowbro or Latias, as well as letting it damage Volcanion.
*Psywave is a new an (wdym by "new"?) option of Starmie that allows Starmie to deal consistent damage without relying on its uninvested Special Attack.

Set Details
========

*This set trades power for an increase in bulk, allowing Starmie to become a decent check to the likes of Keldeo and Cobalion. (AP)
*Allows Stamie to increase Starmie's increased longevity (RC) letting lets it potentially remove entry hazards multiple times throughout a match.
*Leftovers gives Starmie passive recovery while Starmie is using other moves than Recover. ("to lessen its reliance on Recover"? current version is too... factual, doesn't really give a reason to run it other than repeat dex info)

Usage Tips
========

*Bulky Starmie has increased bulk but becomes more passive, so account for threats like Calm Mind Latias, Primarina, and Hydreigon.
*The bulk still leaves a something to be desired, so only switch Starmie into Pokemon that it was designed to check or into more passive options foes like Hippowdown or Hippowdon and Forretress.
*Starmie can come in for virtually for free on the common Klefki or and Forretress to remove entry hazards they set; (SC) the most it fears is a Thunder Wave from Klefki, (AC) which it can heal instantly via Natural Cure.

Team Options
========

*Pokemon such as Talonflame and Togekiss will appreciate Starmie being removing Starmie's ability to remove entry hazards multiple times in a match.
*Scizor, Hippowdon, Gliscor, Krookodile, and Bisharp appreciate Starmie being a decent switchin switch-in to Keldeo, while and the former can take on annoying Grass- (AH) and Electric-types (AH) for Starmie. ("former" really doesn't make much sense here)
*Grass- (AH) or Electric-types (AH) such as Celebi or and Raikou make for good partners as well, as they break the bulky waters Water-types that bulky Starmie struggles to do significant damage to without offensive investment.
*Pursuit users such as Scizor, Bisharp, and Mega Aerodactyl can remove annoying Pokemon like Alakazam and Latias that more easily threaten this set.

[STRATEGY COMMENTS]
Other Options
=============

*Hidden Power Fire can be used to do more impactful damage to Scizor, as even Life Orb-boosted (AH) Hydro Pump fails to OHKO most variants of Scizor.
*Signal Beam can be used to deal a significant amount more damage to Celebi, but it will leave Starmie vunerable vulnerable to most Dragon-types. (AH)
*Choice Sets holding Choice Specs or Scarf and using Trick can throw off potential answers to Starmie, but Starmie is typically most threatening when it has the ability to switch moves freely.
*Trick Starmie holding a The combination of Trick and Flame Orb is an option to permanently cripple almost all of Starmie's common switch-ins, (AH) but its it's largely outclassed by other sets, (AC) since Trick and Flame Orb take it takes up valuable move and item slots for Starmie.

Checks and Counters
===================

**Special Walls**: Pokemon with high Special Defense such as Blissey, Mew, and Snorlax can come in and wall Stamie Starmie effectively, while Starmie can become setup bait for the likes of Calm Mind Clefable and Curse Snorlax can render it setup bait.

**Grass-types**: (AH) Grass-types (AH) such as Celebi and Amoonguss can effectively stop Starmie from spamming Hydro Pump and easily shut down Starmie's the utility set, but they must be wary or switching into Ice Beam.

**Bulky Water-types**: (AH) A non-offensive Starmie is setup bait for Calm Mind Slowbro and Suicune, as well as being bait for and allows Primarina to switch in for free, although all Water-types (AH) must be wary of Thunderbolt. Gastrodon can effectively wall all of Starmie's coverage moves besides a the virtually nonexistant nonexistent Grass Knot.

**Dragon-types**: (AH) Dragon-types like Latias and Hydreigon can come in for free against bulky Starmie, while offensive Starmie lacks the power to OHKO either of them with Ice Beam without an Analytic boost.

**Faster Pokemon**: Pokemon such as Alakazam, Whimsicott, or and Swellow, as well as fast Choice Scarf users, (AC) can easily revenge kill both variants of Starmie.

**Mega Aerodactyl**: While Aerodactyl is unable to switch into Starmie safely, it can threaten Starmie with a potential Pursuit, and Stone Edge does upwards of 70% to even bulky Starmie with Stone Edge.

**Mega Sharpedo**: With a single Speed boost, Sharpedo threatens to OHKO Starmie with STAB Strong Jaws Jaw-boosted Crunch.

**Bisharp**: Starmie without Reflect Type must be wary of Bisharp, as Sucker Punch will destroy Starmie it, and a even a Knock Off crippled by a lucky Scald burn from a burned Bisharp does massive damage. Albeit a relatively niche option, (AC) of Low Kick on Bisharp can also hit Reflect Type Starmie for 4x super effective (RH) damage.

**Scizor**: Bulky variants of Scizor can almost always avoid an OHKO from Hydro Pump from full, and even burned Scizor can do massive damage to Starmie with STAB Bug Bite or U-turn; (SC) but however, it is fairly annoyed by Reflect Type Starmie.
 
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