#121
Starmie
121
WATERPSYCHIC
#121.121
Starmie/Starmie
121.121
WATERPSYCHIC

X
HP
ATK
DEF
SP.ATKSP.A
SP.DEFSP.D
SPEEDSPD
TOTALTOT
X
X
60
75
85
100
85
115
520
X

Regular
Natural Cure: Status effect is healed upon switching out.
Illuminate: Wild encounter rate increases.
Hidden
Analytic: Moves have 1.3x power when attacking last.

x2
BUGDARKELECTRICGHOSTGRASS
x2
x1
DRAGONFAIRYFLYINGGROUNDNORMALPOISONROCK
x1
x1/2
FIGHTINGFIREICEPSYCHICSTEELWATER
x1/2

#120
Staryu
120
WATER
WATERSTONE
#121
Starmie
121
WATERPSYCHIC

Classic Mode
Route 17, 34, Ruins of Alph, Seafoam Islands, Vermillion City
Pokemon: 120
Seafoam Islands, Evolve Staryu (Water Stone)
Pokemon: 121
Remix Mode
Route 18, 19, 31, Brine Road, Cinnabar Island, Safari Zone A2, A4, A5, Vermillion City
Pokemon: 120
Evolve Staryu (Water Stone)
Pokemon: 121

LevelLv.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Pre Evo
Brine
Pokemon: 120
WATER
SPECIAL
65
100
-
10
Pokemon: 120
If the target has less than half its max HP remaining, this move has double power.
Pre Evo
Bubble Beam
Pokemon: 120
WATER
SPECIAL
65
100
10
20
Pokemon: 120
Can lower the target's SPEED one stage.
Pre Evo
Camouflage
Pokemon: 120
NORMAL
STATUS
-
-
-
20
Pokemon: 120
User's type changes according to the terrain.
Pre Evo
Cosmic Power
Pokemon: 120
PSYCHIC
STATUS
-
-
-
20
Pokemon: 120
Raises the user's DEF and SP.DEF one stage.
Pre Evo
Gyro Ball
Pokemon: 120
STEEL
PHYSICAL
1
100
-
5
Pokemon: 120
Hits harder the slower the user is to the target, to a maximum power of 150.
Pre Evo
Harden
Pokemon: 120
NORMAL
STATUS
-
-
-
30
Pokemon: 120
Raises the user's DEF one stage.
Pre Evo
Light Screen
Pokemon: 120
PSYCHIC
STATUS
-
-
-
30
Pokemon: 120
For five turns, special attacks deal 1/2 damage to friendly Pokémon, or 1/3 in double battles.
Pre Evo
Minimize
Pokemon: 120
NORMAL
STATUS
-
-
-
10
Pokemon: 120
Raises the user's evasion two stages.
Pre Evo
Power Gem
Pokemon: 120
ROCK
SPECIAL
80
100
-
20
Pokemon: 120
Inflicts regular damage.
Pre Evo
Psychic
Pokemon: 120
PSYCHIC
SPECIAL
90
100
10
10
Pokemon: 120
Can lower the target's SP.DEF one stage.
Pre Evo
Psywave
Pokemon: 120
PSYCHIC
SPECIAL
1
100
-
15
Pokemon: 120
Inflicts typeless damage randomly between 50% and 150% of the user's level.
Pre Evo
Reflect Type
Pokemon: 120
NORMAL
STATUS
-
-
-
15
Pokemon: 120
User's type changes to match the target's.
Pre Evo
Tackle
Pokemon: 120
NORMAL
PHYSICAL
40
100
-
35
Pokemon: 120
Inflicts regular damage.
1
Hydro Pump
X
WATER
SPECIAL
110
80
-
5
X
Inflicts regular damage.
1
Rapid Spin
X
NORMAL
PHYSICAL
20
100
-
40
X
Removes hazards from the field and frees the user from binding effects.
1
Recover
X
NORMAL
STATUS
-
-
-
10
X
Heals the user for half its max HP.
1
Spotlight
X
NORMAL
STATUS
-
-
-
15
X
Only the target can be attacked during the turn. Has +3 move priority.
1
Swift
X
NORMAL
SPECIAL
60
-
-
20
X
Doesn't miss.
1
Water Gun
X
WATER
SPECIAL
40
100
-
25
X
Inflicts regular damage.
40
Confuse Ray
X
GHOST
STATUS
-
100
-
10
X
Confuses the target.

TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Psyshock
X
PSYCHIC
SPECIAL
80
100
-
10
X
Damage calculation uses the target's DEF.
Toxic
X
POISON
STATUS
-
90
-
10
X
Badly poisons the target. Never misses when used by a Poison-type Pokémon.
Hail
X
ICE
STATUS
-
-
-
10
X
For five turns the weather becomes hail, hurting all non-Ice-type Pokémon 1/16th max HP each turn.
Hidden Power
X
NORMAL
SPECIAL
60
100
-
15
X
Power and type are determined by the user's IVs.
Ice Beam
X
ICE
SPECIAL
90
100
10
10
X
Can freeze the target.
Blizzard
X
ICE
SPECIAL
110
70
10
5
X
Can freeze the target. Doesn't miss during hail.
Hyper Beam
X
NORMAL
SPECIAL
150
90
-
5
X
The user can't attack or switch out the turn after this is used.
Light Screen
X
PSYCHIC
STATUS
-
-
-
30
X
For five turns, special attacks deal 1/2 damage to friendly Pokémon, or 1/3 in double battles.
Protect
X
NORMAL
STATUS
-
-
-
10
X
No moves will hit the user this turn. This has a 50% chance to fail the following turn. Has +4 move priority.
Rain Dance
X
WATER
STATUS
-
-
-
5
X
For five turns the weather is rain. All Water-type moves deal 1.5x damage and Fire-type moves deal 0.5x damage.
Telekinesis
X
PSYCHIC
STATUS
-
-
-
15
X
For three turns, all non-KO moves hit the target.
Frustration
X
NORMAL
PHYSICAL
1
100
-
20
X
Power increases with unhappiness up to 102.
Thunderbolt
X
ELECTRIC
SPECIAL
90
100
10
15
X
Can paralyze the target.
Thunder
X
ELECTRIC
SPECIAL
110
70
30
10
X
Can paralyze the target. Doesn't miss during rain, but 50% accurate in sunny weather.
Return
X
NORMAL
PHYSICAL
1
100
-
20
X
Power increases with happiness, up to a maximum of 102.
Psychic
X
PSYCHIC
SPECIAL
90
100
10
10
X
Can lower the target's SP.DEF one stage.
Double Team
X
NORMAL
STATUS
-
-
-
15
X
Raises the user's evasion one stage.
Reflect
X
PSYCHIC
STATUS
-
-
-
20
X
For five turns, physical attacks deal 1/2 damage to friendly Pokémon, or 1/3 in double battles.
Facade
X
NORMAL
PHYSICAL
70
100
-
20
X
If the user is burned, paralyzed, or poisoned, this move has double power.
Rest
X
PSYCHIC
STATUS
-
-
-
10
X
The user falls asleep and regains all of its HP.
Round
X
NORMAL
SPECIAL
60
100
-
15
X
If Round has already been used this turn, this move's power is doubled.
Ally Switch
X
PSYCHIC
STATUS
-
-
-
15
X
User switches position on the field with a friendly Pokémon. Has +2 move priority.
Water Pulse
X
WATER
SPECIAL
60
100
20
20
X
Can confuse the target.
Giga Impact
X
NORMAL
PHYSICAL
150
90
-
5
X
The user can't attack or switch out the turn after this is used.
Thunder Wave
X
ELECTRIC
STATUS
-
90
-
20
X
Paralyzes the target.
Gyro Ball
X
STEEL
PHYSICAL
1
100
-
5
X
Hits harder the slower the user is to the target, to a maximum power of 150.
Psych Up
X
NORMAL
STATUS
-
-
-
10
X
Copies the target's stat changes.
Dream Eater
X
PSYCHIC
SPECIAL
100
100
-
15
X
Drains half the damage inflicted to a sleeping Pokémon to heal the user.
Grass Knot
X
GRASS
SPECIAL
1
100
-
20
X
Power increases with the target's weight to a maximum of 120.
Swagger
X
NORMAL
STATUS
-
85
-
15
X
Raises the target's ATK two stages and then confuses it.
Sleep Talk
X
NORMAL
STATUS
-
-
-
10
X
Randomly use one of the user's other three moves. Fails if awake.
Substitute
X
NORMAL
STATUS
-
-
-
10
X
The user transfers 1/4 max HP into a doll that will take hits instead.
Flash Cannon
X
STEEL
SPECIAL
80
100
10
10
X
Can lower the target's SP.DEF one stage.
Trick Room
X
PSYCHIC
STATUS
-
-
-
5
X
For five turns, slower Pokémon will act before faster Pokémon. Move priority is unaffected.
Moonblast
X
FAIRY
SPECIAL
95
100
30
15
X
Can lower the target's SP.ATK one stage.
Recover
X
NORMAL
STATUS
-
-
-
10
X
Heals the user for half its max HP.
Aqua Jet
X
WATER
PHYSICAL
40
100
-
20
X
Has +1 move priority.
Dazzling Gleam
X
FAIRY
SPECIAL
80
100
-
10
X
Inflicts regular damage.
Scald
X
WATER
SPECIAL
80
100
30
15
X
Can burn the target.

TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Surf
X
WATER
SPECIAL
90
100
-
15
X
If the target is in the first turn of Dive, this move will hit with double power.
Waterfall
X
WATER
PHYSICAL
80
100
20
15
X
Can make the target flinch.
Dive
X
WATER
PHYSICAL
80
100
-
10
X
The user dives underwater for one turn and hits on the second turn.
Teleport
X
PSYCHIC
STATUS
-
-
-
20
X
Does nothing. Wild battles end immediately. Has -6 move priority.
Flash
X
NORMAL
STATUS
-
100
-
20
X
Lowers the target's accuracy one stage.

TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Gravity
X
PSYCHIC
STATUS
-
-
-
5
X
For five turns, all immunities to ground moves are disabled and evasion is lowered two stages.
Rollout
X
ROCK
PHYSICAL
30
90
-
20
X
User is forced to use this move for five turns, doubling in power each time up to 16x.
Signal Beam
X
BUG
SPECIAL
75
100
10
15
X
Can confuse the target.
Swift
X
NORMAL
SPECIAL
60
-
-
20
X
Doesn't miss.
Wonder Room
X
PSYCHIC
STATUS
-
-
-
10
X
For five turns, every Pokémon's DEF and SP.DEF are swapped.

TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Psychic Terrain
multiple sources
PSYCHIC
STATUS
-
-
-
10
multiple sources
For the next 5 turns, all Pokémon on the ground are immune to moves that hit first.

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