Pokédex › Mega Starmie
Mega Starmie — Stats & Moves (Pokémon Champions)
WaterPsychic Abilities: Illuminate
Pokémon Champions data at Lv50 with the game's fixed 32 IVs. Best counters to Mega Starmie / Calculate damage with Mega Starmie / Calculate damage against Mega Starmie
Base stats and actual values (Lv50)
| Stat | Base | 0 pts | 32 pts | 32 pts, +nature |
|---|---|---|---|---|
| HP | 135 | 167 | — | |
| Attack | 120 | 152 | 167 | |
| Defense | 125 | 157 | 172 | |
| Sp. Atk | 150 | 182 | 200 | |
| Sp. Def | 125 | 157 | 172 | |
| Speed | 140 | 172 | 189 |
Champions uses stat points instead of EVs: each point adds +1, max 32 per stat, 66 total. Nature multiplies after points are added (verified in-game).
Type matchups (defense)
| 2x weak | ElectricGrassBugGhostDark |
|---|---|
| resists (1/2) | FireWaterIceFightingPsychicSteel |
Learnset (62 moves)
| Move | Type | Cat. | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|---|
| Self-Destruct | Normal | Physical | 200 | 100 | 8 | User faints. |
| Giga Impact | Normal | Physical | 150 | 90 | 8 | User foregoes its next turn to recharge. |
| Double-Edge | Normal | Physical | 120 | 100 | 16 | User receives 1/3 the damage inflicted in recoil. |
| Facade | Normal | Physical | 70 | 100 | 20 | Power doubles if user is burned, paralyzed, or poisoned. |
| Rapid Spin | Normal | Physical | 50 | 100 | 20 | Frees the user from binding moves, removes Leech Seed, and blows away Spikes. |
| Hyper Beam | Normal | Special | 150 | 90 | 8 | User foregoes its next turn to recharge. |
| Tri Attack | Normal | Special | 80 | 100 | 12 | Has a chance to burn, freeze, or paralyze the target. |
| Round | Normal | Special | 60 | 100 | 16 | Has double power if it’s used more than once per turn. |
| Snore | Normal | Special | 50 | 100 | 16 | Has a chance to make the target flinch. Only works if the user is sleeping. |
| Safeguard | Normal | Status | — | — | 20 | Protects the user’s field from major status ailments and confusion for five turns. |
| Sleep Talk | Normal | Status | — | — | 12 | Randomly uses one of the user’s other three moves. Only works if the user is sleeping. |
| Endure | Normal | Status | — | — | 12 | Prevents the user’s HP from lowering below 1 this turn. |
| Protect | Normal | Status | — | — | 8 | Prevents any moves from hitting the user this turn. |
| Substitute | Normal | Status | — | — | 12 | Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks. |
| Minimize | Normal | Status | — | — | 12 | Raises the user’s evasion by two stages. |
| Recover | Normal | Status | — | — | 8 | Heals the user by half its max HP. |
| Thunder | Electric | Special | 110 | 70 | 12 | Has a chance to paralyze the target. |
| Grass Knot | Grass | Special | — | 100 | 20 | Inflicts more damage to heavier targets, with a maximum of 120 power. |
| Liquidation | Water | Physical | 85 | 100 | 12 | Has a chance to lower the target’s Defense by one stage. |
| Dive | Water | Physical | 80 | 100 | 12 | User dives underwater, dodging all attacks, and hits next turn. |
| Waterfall | Water | Physical | 80 | 100 | 16 | Has a chance to make the target flinch. |
| Flip Turn | Water | Physical | 60 | 100 | 20 | Inflicts regular damage with no additional effect. |
| Aqua Jet | Water | Physical | 40 | 100 | 20 | Inflicts regular damage with no additional effect. |
| Hydro Pump | Water | Special | 110 | 80 | 8 | Inflicts regular damage with no additional effect. |
| Surf | Water | Special | 90 | 100 | 16 | Inflicts regular damage and can hit Dive users. |
| Scald | Water | Special | 80 | 100 | 16 | Has a chance to burn the target. |
| Water Pulse | Water | Special | 60 | 100 | 20 | Has a chance to confuse the target. |
| Chilling Water | Water | Special | 50 | 100 | 20 | |
| Whirlpool | Water | Special | 35 | 85 | 16 | Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns. |
| Rain Dance | Water | Status | — | — | 8 | Changes the weather to rain for five turns. |
| Thunderbolt | Electric | Special | 90 | 100 | 16 | Has a chance to paralyze the target. |
| Charge Beam | Electric | Special | 50 | 90 | 12 | Has a chance to raise the user’s Special Attack by one stage. |
| Thunder Wave | Electric | Status | — | 90 | 20 | Paralyzes the target. |
| Meteor Beam | Rock | Special | 120 | 90 | 12 | Inflicts regular damage with no additional effect. |
| Power Gem | Rock | Special | 80 | 100 | 20 | Inflicts regular damage with no additional effect. |
| Ancient Power | Rock | Special | 60 | 100 | 8 | Has a chance to raise all of the user’s stats by one stage. |
| Ice Spinner | Ice | Physical | 80 | 100 | 16 | |
| Avalanche | Ice | Physical | 60 | 100 | 12 | Inflicts double damage if the user takes damage before attacking this turn. |
| Blizzard | Ice | Special | 110 | 70 | 8 | Has a chance to freeze the target. |
| Ice Beam | Ice | Special | 90 | 100 | 12 | Has a chance to freeze the target. |
| Icy Wind | Ice | Special | 55 | 95 | 16 | Has a chance to lower the target’s Speed by one stage. |
| Bulk Up | Fighting | Status | — | — | 20 | Raises the user’s Attack and Defense by one stage. |
| Zen Headbutt | Psychic | Physical | 80 | 90 | 16 | Has a chance to make the target flinch. |
| Psycho Cut | Psychic | Physical | 70 | 100 | 20 | Has an increased chance for a critical hit. |
| Psychic | Psychic | Special | 90 | 100 | 12 | Has a chance to lower the target’s Special Defense by one stage. |
| Expanding Force | Psychic | Special | 80 | 100 | 12 | Inflicts regular damage with no additional effect. |
| Psyshock | Psychic | Special | 80 | 100 | 12 | Inflicts damage based on the target’s Defense, not Special Defense. |
| Ally Switch | Psychic | Status | — | — | 16 | User switches places with the friendly Pokémon opposite it. |
| Wonder Room | Psychic | Status | — | — | 12 | All Pokémon’s Defense and Special Defense are swapped for 5 turns. |
| Trick Room | Psychic | Status | — | — | 8 | For five turns, slower Pokémon will act before faster Pokémon. |
| Gravity | Psychic | Status | — | — | 8 | Disables moves and immunities that involve flying or levitating for five turns. |
| Cosmic Power | Psychic | Status | — | — | 20 | Raises the user’s Defense and Special Defense by one stage. |
| Skill Swap | Psychic | Status | — | — | 12 | User and target swap abilities. |
| Trick | Psychic | Status | — | 100 | 12 | User and target swap items. |
| Rest | Psychic | Status | — | — | 8 | User sleeps for two turns, completely healing itself. |
| Reflect | Psychic | Status | — | — | 20 | Reduces damage from physical attacks by half. |
| Light Screen | Psychic | Status | — | — | 20 | Reduces damage from special attacks by 50% for five turns. |
| Agility | Psychic | Status | — | — | 20 | Raises the user’s Speed by two stages. |
| Confuse Ray | Ghost | Status | — | 100 | 12 | Confuses the target. |
| Gyro Ball | Steel | Physical | — | 100 | 8 | Power raises when the user has lower Speed, up to a maximum of 150. |
| Flash Cannon | Steel | Special | 80 | 100 | 12 | Has a chance to lower the target’s Special Defense by one stage. |
| Dazzling Gleam | Fairy | Special | 80 | 100 | 12 | Inflicts regular damage with no additional effect. |