ADV Starmie
[OVERVIEW]
Starmie is a formidable late-game threat and a reliable Rapid Spin user thanks to its blazing Speed, powerful Hydro Pump, and useful coverage. The only common threats that can outspeed it are Jolly Dugtrio, Jolteon, and Aerodactyl. Starmie's presence forces faster-paced teams to carry revenge killers or checks that can withstand two hits, while slower teams are forced on the back foot as Starmie removes their Spikes on a forced switch to a passive special wall. This cements Starmie's placement on Toxic, Sandstorm, and Spikes (TSS) teams as a spinner and late-game cleaner.
Thanks to Recover and Natural Cure, Starmie can also run a bulky Rapid Spin set to repeatedly remove Spikes throughout the game. Starmie's main competitors as a spinner -- Claydol and Forretress -- struggle against status, residual damage, and Skarmory, although Starmie still dislikes Toxic. A bulky Starmie can also check common Pokemon such as offensive Swampert, Metagross, Cloyster, Breloom, Moltres, and Charizard. Additionally, Starmie can pair with other Natural Cure users like Blissey and Celebi to absorb status, pressuring status-reliant walls like Milotic, Swampert, and Blissey.
Starmie is held back by its inability to play offense and defense simultaneously. Offensive variants cannot switch directly into attacks; are easily revenge killed by Aerodactyl and Jolly Dugtrio; must land the imperfectly accurate Hydro Pump against dangerous foes such as Magneton, Metagross, Tyranitar, and Swampert; and struggle to muscle through defensive answers such as Snorlax, Celebi, Jirachi, and especially Blissey without sand and Spikes. On the other hand, defensive Starmie is quite passive and setup fodder for Pokemon such as Celebi, Snorlax, Suicune, Heracross, Substitute + Calm Mind Jirachi, and Taunt + Dragon Dance Gyarados. Starmie's bulk and defensive typing are poor, forcing even bulky variants to use Recover often, and it is easily put into KO range of Pursuit Tyranitar’s Crunch and Cloyster’s Explosion through chip damage like sand and Spikes. Starmie's competition as a spinner in Claydol and Forretress have much higher bulk and utility; both are immune to sand and Claydol is immune to Spikes. Starmie is also vulnerable to mind games against teams with Gengar and Toxic + Protect Skarmory, which can spinblock while Toxic wears it down.
[SET]
name: Offensive
move 1: Hydro Pump
move 2: Ice Beam
move 3: Thunderbolt
move 4: Rapid Spin / Psychic / Recover
item: Leftovers
ability: Natural Cure
nature: Timid
evs: 4 HP / 252 SpA / 252 Spe
[SET COMMENTS]
Set Description
=========
Hydro Pump is a must despite its unreliability, as it can potentially OHKO Claydol, can OHKO Tyranitar that don't invest heavily in bulk, has a chance to 2HKO Forretress, and always 2HKOes Gengar. With Spikes, Starmie becomes even harder to check, wearing down defensive Jirachi; threatening a 2HKO on Metagross and a 3HKO on Snorlax; and guaranteeing a OHKO on Tyranitar. Ice Beam hits Salamence, Zapdos, and Venusaur hard while forcing Celebi to repeatedly use Recover, whereas Thunderbolt nails Skarmory and Water-types like Milotic, Suicune, Gyarados, Vaporeon, and opposing Starmie.
Starmie has multiple options for its last move. Rapid Spin works as an emergency removal for Spikes on a forced switch. It is also quite effective in faster paced games such as those against Jolteon Spikes, as Starmie only needs to spin once. Since this Starmie is offensive, do not expect it to spin multiple times. Additionally, it can't afford to be spinblocked, as Gengar will take Hydro Pump and potentially KO back with Thunderbolt. Psychic is a nice option for Gengar and Venusaur as well as Fighting-types such as Heracross, Hariyama, and Breloom. Specifically, it can KO specially bulky Gengar with some prior damage and gives Starmie reason to switch into Gengar's Ice Punch, Taunt, or Will-O-Wisp. It also lets Starmie threaten an OHKO on Breloom and chipped Heracross without bulk investment and a 2HKO on bulky Heracross and Hariyama. Recover negates chip damage if the team already has a spinner or does not value Psychic's coverage. It allows Starmie to absorb status with Natural Cure and repeatedly force out Moltres, mixed Salamence, and Charizard. Starmie can also drop one of its coverage moves to run both Recover and Rapid Spin to give it more reliability as a spinner. It switches into Blissey early-game, as it doesn't give up momentum and shrugs off Blissey's attacks barring Thunderbolt. Offensive Starmie almost always have maximum Speed to outpace everything up to Salac Berry-boosted Swampert. Starmie can run a Modest nature to OHKO maximum HP Tyranitar and more likely 2HKO Skarmory. This is often done if using Starmie without Spikes or alongside support for removing Gengar.
Starmie should be brought in only at opportune moments such as predicted switches, when a Pokemon faints, or resisted moves from something it threatens out, like Moltres, Gengar, or Claydol. Beware of trying to use it to check Skarmory and Forretress early-game, especially if Skarmory has Toxic and Protect or Forretress has Hidden Power Bug; this often leads to a situation where one layer of Spikes is still up and Starmie is too low on HP to perform properly.
Team Options
========
Starmie needs specific support to cleave through teams. First and foremost, Tyranitar's sand helps make residual damage stick for easier sweeping, and Starmie can threaten out sand-immune Rock- and Ground-types with Hydro Pump and 2HKO most Steel-types bar defensive Jirachi and Registeel. Tyranitar is also a fantastic switch-in to Blissey, Snorlax, and defensive Jirachi without Hidden Power Fighting or Toxic. It can also use Focus Punch on Swampert and Metagross, weakening them for Starmie's Hydro Pump. Other strong attackers can fill this niche as well, such as Metagross, Focus Punch Swampert, and Snorlax.
Another way to use Starmie is to control the Spikes game: keep up more Spikes than the opponent. Good Spikes users include Skarmory and Forretress, although Cloyster and Smeargle are niche options for faster paced teams. Skarmory is the most common choice thanks to its defensive utility. Gengar is also nice on these teams, as it is the best spinblocker and can help remove special walls with Explosion or use Taunt + Will-O-Wisp to prevent them from healing. Another option to keep the Spikes advantage is to use Claydol alongside Starmie, which frees Starmie up to run Psychic or Recover, provides a Rock resistance, and threatens special walls with Explosion. Due to Starmie's defensive liabilities, it commonly prefers defensive teammates on Spikes teams, such as strong special walls like Blissey and Jirachi and good physical walls such as Swampert, defensive Metagross, and Flygon. These options often make up the core of common Toxic, Sandstorm, and Spikes (TSS) teams alongside Tyranitar, Gengar, and Skarmory.
To further support Starmie, Explosion users like Gengar, Weezing, and Regice can lure in Blissey and often weaken it enough so that Dugtrio or residual damage can finish it off. Even without Explosion, Dugtrio is a fantastic partner with a good Blissey lure like Baton Pass Zapdos; Beat Up Dugtrio can easily remove it, defensive Jirachi, and Celebi. Additionally, other staples of special offense such as Calm Mind + Baton Pass Celebi, offensive Swampert, mixed Metagross, Calm Mind Jirachi, Calm Mind Suicune, and Dragon Dance + Hidden Power Grass Tyranitar weaken special checks for a Starmie sweep. Calm Mind + Baton Pass Celebi is particularly synergetic, as it can pass Calm Mind to Starmie to more easily muscle past its checks.
Strong Fighting-types like Hariyama, Heracross, Breloom, Machamp, and Medicham are especially good alongside Starmie, as they help punch through bulky Normal-types like Blissey and Snorlax. They work especially well alongside Recover + Rapid Spin Starmie, as they can repeatedly fire off Focus Punch into Toxic + Protect Skarmory, while Starmie beats Drill Peck versions. Starmie is also a nice check to Salamence, a common Fighting answer.
[SET]
name: Defensive
move 1: Rapid Spin
move 2: Recover
move 3: Surf
move 4: Thunder Wave / Psychic / Thunderbolt / Ice Beam
item: Leftovers
ability: Natural Cure
nature: Timid
evs: 252 HP / 40 SpA / 216 Spe
[SET COMMENTS]
Set Description
=========
Defensive Starmie is one of OU's three consistent spinners and checks many dangerous threats with its speed, Recover, and Water / Psychic typing.
With maximum HP investment and Recover, Starmie is bulky enough to repeatedly remove Spikes. Running 40 Special Attack EVs guarantees a 2HKO on maximum HP Tyranitar with Surf, while 216 Speed EVs with a Timid nature beat Gengar, only falling short of opposing Starmie, Salac Berry-boosted Swampert, and Raikou. In the last moveslot, Starmie has several options. The most prominent of these is Thunder Wave; Thunder Wave paralyzes dangerous setup threats not bothered by Starmie's weak Surf, like Dragon Dance Salamence, Dragon Dance Gyarados without Taunt, and Calm Mind Jirachi. It also cripples bulky Pokemon like Toxic + Protect Skarmory and slows down Speed-reliant Pokemon like Zapdos and Gengar, making them easier to revenge kill if they KO Starmie and weaker in general. For other options, Psychic is fantastic against Gengar trying to spinblock and Fighting-types. Thunderbolt assists Starmie against Gyarados, Cloyster, and Skarmory. Ice Beam allows Starmie to be a strong Salamence, Flygon, and Breloom answer while being less passive against Zapdos and defensive Celebi. The best coverage choice generally depends on the team's major weaknesses, whereas Thunder Wave is the best for general purposes.
Defensive Starmie generally competes with Claydol, as Forretress typically requires Pursuit support to handle Gengar. In comparison to Claydol, Starmie is easily chipped by sand and Spikes, lacks a Rock resistance, cannot directly remove threats such as Celebi, Suicune, and Salamence with Explosion, and struggles against Toxic Skarmory without Refresh. On the other hand, Starmie has good speed control, stronger coverage, Natural Cure, and Recover while beating all non-Toxic variants of Skarmory. These traits allow Starmie to survive throughout the game and even PP stall with its large amount of PP. Since Starmie is easily chipped by sand and Spikes, it is very vulnerable to Pursuit Tyranitar. Starmie isn't especially bulky either, often being forced into Recover loops against the various threats it checks with some chip damage, making it harder to spin should it be too cavalier with its health early-game.
Starmie can run 32 Special Defense EVs to avoid an OHKO after sand damage from Pursuit Tyranitar. Additionally, Starmie can forgo the extra Special Attack EVs for maximum Speed investment to outrun Salac Berry-boosted Endeavor Swampert instead of spamming Recover as it uses Endeavor. Starmie can also run considerably less Speed depending on the team's needs, such as 176 Speed EVs to outrun Adamant Dugtrio; 136 Speed EVs for Salamence, Zapdos, and Charizard; 56 Speed EVs for Moltres; or even a Bold nature with heavy Defense investment to better check physical Tyranitar, Metagross, Swampert, and Aerodactyl. Starmie should run a minimum of 16 Speed EVs to outspeed Pokemon like Heracross and Suicune. How Starmie is played changes with different Speed investment; slower Starmie sets often are played similarly to Milotic, whereas faster Starmie sets are better against Spikes teams due to outspeeding Gengar.
Team Options
========
Defensive Starmie typically fits on balanced teams that need Spikes removal and can afford its passivity. Due to Starmie's ability to defeat Spikes users other than Toxic + Protect Skarmory and Hidden Power Bug Forretress, Starmie teams typically beat Skarmory down with threats such as mixed Tyranitar and Salamence with Fire Blast instead of using Magneton. However, to afford Starmie's passivity, it commonly needs to be paired with strong physical and special switch-ins. Physically defensive Metagross with Protect can handle Snorlax and most Jirachi while generally tanking boosted threats such as Dragon Dance Tyranitar, Dragon Dance Salamence, and Dragon Dance Gyarados, whereas Blissey or specially defensive Celebi deals with Suicune along with forming status pivots with Starmie for stalling out Milotic and defensive Jirachi. Pursuit Tyranitar can remove Gengar once Starmie has paralyzed it. Balanced teams struggle with Heracross and commonly carry Salamence or Gengar to switch into Megahorn. Starmie also fits well alongside Fighting-types like Medicham and especially well with those with Guts such as Hariyama, Heracross, and Machamp, as they can beat Toxic + Protect Skarmory and repeatedly fire off Focus Punch for free because such Skarmory will typically lack Drill Peck.
Starmie can also pair with general Toxic, Sandstorm, and Spikes teammates such as Tyranitar, Swampert, Gengar, Blissey, and Skarmory; however, make sure that the team isn't too passive due to lacking a strong cleaner. These types of teams sometimes run Dugtrio for removing foes weakened by Spikes in longer games and prominent Starmie answers such as Calm Mind Celebi, Pursuit Tyranitar, and even paralyzed Blissey and Jirachi. Dugtrio can also trap Heracross, the one Fighting-type Starmie struggles against, and Starmie deals with Pokemon immune to Ground for Dugtrio such as Salamence, Gyarados, Charizard, and Moltres.
As a niche option, defensive Starmie can work on paralysis focused teams with Pokemon such as Porygon2, defensive Jirachi, Thunder Wave Zapdos, and Snorlax. These types of teams commonly struggle with Spikes and benefit from the unique array of Pokemon Starmie can check, such as Moltres, Charizard, Swampert, and Metagross. However, Starmie should not be the only check to these Pokemon, as it can be easily overwhelmed. Still, this allows them to use more offensive lures to Skarmory, such as Choice Band Metagross and Guts Hariyama, Heracross, and Machamp. In addition, slow and powerful Pokemon such as Marowak, Substitute Tyranitar, Curse Swampert, and Rhydon fit well here. Marowak is especially nice, as it can provide a passable Rock resistance while heavily threatening most of the metagame.
[STRATEGY COMMENTS]
Other Options
=============
Offensive Starmie has other niche options for its last moveslot. Hidden Power Grass guarantees a 2HKO on Swampert without having to use Hydro Pump while also hitting the rare Lanturn. Surf can be run alongside Hydro Pump to accurately hit Pokemon that will KO Starmie if Hydro Pump misses, such as weakened Metagross, Magneton, or Aerodactyl. Thunder over Thunderbolt can be used to hit Skarmory much harder and 2HKO Milotic in sand, which will otherwise stall out Starmie with Toxic and Recover, but beware of its low accuracy. It also generally hits Electric-weak threats like Skarmory much harder than Thunderbolt. On the defensive set, the most prominent alternative option is Toxic. Its forced damage is sometimes more valuable than Thunder Wave, helping beat Swampert more easily and eventually forcing Blissey out. However, Skarmory, Gengar, and Forretress are immune to it, making Toxic Starmie worse as a spinner. Starmie also has access to both Reflect and Light Screen, which can assist teammates and let it withstand Explosion or Pursuit from Tyranitar. However, Starmie can only fit one screen without getting too passive.
Checks and Counters
===================
**Special Walls**: Even offensive Starmie will make little progress against special walls like Blissey, Snorlax, defensive Jirachi, specially defensive Celebi, and even Regice and Registeel. Blissey is the best Starmie counter. Snorlax and Regice are less bulky but can take multiple hits and respond with powerful attacks. Jirachi and Celebi can heal and 2HKO back with Electric-type coverage or Hidden Power Grass. However, Celebi needs to be careful, as Ice Beam forces repeated Recover uses. Registeel takes little damage from anything Starmie can do. While these Pokemon wall the defensive set easily, they allow Starmie to spin for free, while some such as Blissey and Registeel are quite passive and invite in dangerous physical Pokemon like Tyranitar, Metagross, Snorlax, and Fighting-types.
**Bulky Electric-types**: Jolteon, Zapdos, Lanturn, and Raikou can tank a hit from offensive Starmie and easily remove both variants with Thunderbolt. Jolteon outspeeds all Starmie variants, whereas Raikou can Speed tie with Starmie. Both are bulky enough to take one hit after three Spikes layers, while Raikou can sometimes take Hydro Pump twice from full HP. Lanturn easily takes on Starmie's coverage. Zapdos is the only prominent Starmie check immune to Spikes, but it can't outspeed offensive Starmie; bulky sets can take Ice Beam twice, while offensive sets can take any attack once and remove Starmie.
**Revenge Killers**: Offensive Starmie's damage output often makes switching in quite hard, but upon sacrificing a Pokemon, a healthy or faster check can switch in and remove Starmie. Jolly Dugtrio and Aerodactyl only need a small amount of chip damage to remove Starmie without bulk investment, whereas Swampert and Metagross can survive Hydro Pump at reasonable health and hit hard in return. In desperate situations, maximum HP Tyranitar can take Timid offensive Starmie's Hydro Pump and hit hard with Hidden Power Bug or OHKO back with Crunch.
**Ghost-types**: Ghost-types like Gengar and Dusclops can spinblock Starmie. Gengar can also hit Starmie hard with Thunderbolt, OHKOing offensive Starmie if Gengar has significant Special Attack investment. However, both Starmie sets can greatly threaten Gengar; if Gengar switches in on anything but Rapid Spin, it will be KOed by the ensuing Hydro Pump or Psychic from offensive Starmie, whereas the defensive set can cripple it with Thunder Wave or hit it with Psychic. Dusclops is rare but is much bulkier than Gengar, not weak to Psychic, and able to retaliate with Shadow Ball.
**Setup Sweepers**: Setup Pokemon that can shrug off status and Surf can use defensive Starmie as setup fodder. Examples include Calm Mind + Rest Suicune, Calm Mind + Baton Pass Celebi, Curse Snorlax, Taunt or Rest + Dragon Dance Gyarados if Starmie lacks Thunderbolt, and Substitute + Calm Mind Jirachi. These Pokemon, especially Calm Mind Jirachi, Curse Snorlax, and Calm Mind + RestTalk Suicune, often heavily threaten teams Starmie finds itself on.
**Water-type Checks**: Defensive Starmie can do little damage to bulky Water answers such as Milotic and Celebi and is completely walled by Vaporeon. Against offensive Starmie, these checks can bait out a weaker coverage move like Thunderbolt or Ice Beam to switch into a teammate that can't take Hydro Pump twice.
**Dark-types**: Pursuit Tyranitar can KO defensive Starmie after some damage and is commonly found on teams with Forretress lacking Hidden Power Bug, but it is 2HKOed by Surf and takes heavy damage from offensive Starmie's Hydro Pump. Umbreon can more reliably Pursuit trap Starmie thanks to its high special bulk and Toxic, but it cannot KO a healthy Starmie with Pursuit. It is also exploited by much of the metagame.
**Heracross**: Heracross can easily OHKO Starmie and only needs a small amount of bulk to take any Psychic. Heracross can also set up Substitute and Swords Dance on defensive Starmie, while Guts Heracross does not mind taking Thunder Wave to become even more powerful.
[CREDITS]
- Written by: [[johnnyg2, 57904]]
- Earlier version by: [[danilo, 88470], [Bughouse, 52547]]
- Quality checked by: [[vapicuno, 5454], [Mikmer, 511989]]
- Grammar checked by: [[CryoGyro, 331519], [P Squared, 168392]]
[OVERVIEW]
Starmie is a formidable late-game threat and a reliable Rapid Spin user thanks to its blazing Speed, powerful Hydro Pump, and useful coverage. The only common threats that can outspeed it are Jolly Dugtrio, Jolteon, and Aerodactyl. Starmie's presence forces faster-paced teams to carry revenge killers or checks that can withstand two hits, while slower teams are forced on the back foot as Starmie removes their Spikes on a forced switch to a passive special wall. This cements Starmie's placement on Toxic, Sandstorm, and Spikes (TSS) teams as a spinner and late-game cleaner.
Thanks to Recover and Natural Cure, Starmie can also run a bulky Rapid Spin set to repeatedly remove Spikes throughout the game. Starmie's main competitors as a spinner -- Claydol and Forretress -- struggle against status, residual damage, and Skarmory, although Starmie still dislikes Toxic. A bulky Starmie can also check common Pokemon such as offensive Swampert, Metagross, Cloyster, Breloom, Moltres, and Charizard. Additionally, Starmie can pair with other Natural Cure users like Blissey and Celebi to absorb status, pressuring status-reliant walls like Milotic, Swampert, and Blissey.
Starmie is held back by its inability to play offense and defense simultaneously. Offensive variants cannot switch directly into attacks; are easily revenge killed by Aerodactyl and Jolly Dugtrio; must land the imperfectly accurate Hydro Pump against dangerous foes such as Magneton, Metagross, Tyranitar, and Swampert; and struggle to muscle through defensive answers such as Snorlax, Celebi, Jirachi, and especially Blissey without sand and Spikes. On the other hand, defensive Starmie is quite passive and setup fodder for Pokemon such as Celebi, Snorlax, Suicune, Heracross, Substitute + Calm Mind Jirachi, and Taunt + Dragon Dance Gyarados. Starmie's bulk and defensive typing are poor, forcing even bulky variants to use Recover often, and it is easily put into KO range of Pursuit Tyranitar’s Crunch and Cloyster’s Explosion through chip damage like sand and Spikes. Starmie's competition as a spinner in Claydol and Forretress have much higher bulk and utility; both are immune to sand and Claydol is immune to Spikes. Starmie is also vulnerable to mind games against teams with Gengar and Toxic + Protect Skarmory, which can spinblock while Toxic wears it down.
[SET]
name: Offensive
move 1: Hydro Pump
move 2: Ice Beam
move 3: Thunderbolt
move 4: Rapid Spin / Psychic / Recover
item: Leftovers
ability: Natural Cure
nature: Timid
evs: 4 HP / 252 SpA / 252 Spe
[SET COMMENTS]
Set Description
=========
Hydro Pump is a must despite its unreliability, as it can potentially OHKO Claydol, can OHKO Tyranitar that don't invest heavily in bulk, has a chance to 2HKO Forretress, and always 2HKOes Gengar. With Spikes, Starmie becomes even harder to check, wearing down defensive Jirachi; threatening a 2HKO on Metagross and a 3HKO on Snorlax; and guaranteeing a OHKO on Tyranitar. Ice Beam hits Salamence, Zapdos, and Venusaur hard while forcing Celebi to repeatedly use Recover, whereas Thunderbolt nails Skarmory and Water-types like Milotic, Suicune, Gyarados, Vaporeon, and opposing Starmie.
Starmie has multiple options for its last move. Rapid Spin works as an emergency removal for Spikes on a forced switch. It is also quite effective in faster paced games such as those against Jolteon Spikes, as Starmie only needs to spin once. Since this Starmie is offensive, do not expect it to spin multiple times. Additionally, it can't afford to be spinblocked, as Gengar will take Hydro Pump and potentially KO back with Thunderbolt. Psychic is a nice option for Gengar and Venusaur as well as Fighting-types such as Heracross, Hariyama, and Breloom. Specifically, it can KO specially bulky Gengar with some prior damage and gives Starmie reason to switch into Gengar's Ice Punch, Taunt, or Will-O-Wisp. It also lets Starmie threaten an OHKO on Breloom and chipped Heracross without bulk investment and a 2HKO on bulky Heracross and Hariyama. Recover negates chip damage if the team already has a spinner or does not value Psychic's coverage. It allows Starmie to absorb status with Natural Cure and repeatedly force out Moltres, mixed Salamence, and Charizard. Starmie can also drop one of its coverage moves to run both Recover and Rapid Spin to give it more reliability as a spinner. It switches into Blissey early-game, as it doesn't give up momentum and shrugs off Blissey's attacks barring Thunderbolt. Offensive Starmie almost always have maximum Speed to outpace everything up to Salac Berry-boosted Swampert. Starmie can run a Modest nature to OHKO maximum HP Tyranitar and more likely 2HKO Skarmory. This is often done if using Starmie without Spikes or alongside support for removing Gengar.
Starmie should be brought in only at opportune moments such as predicted switches, when a Pokemon faints, or resisted moves from something it threatens out, like Moltres, Gengar, or Claydol. Beware of trying to use it to check Skarmory and Forretress early-game, especially if Skarmory has Toxic and Protect or Forretress has Hidden Power Bug; this often leads to a situation where one layer of Spikes is still up and Starmie is too low on HP to perform properly.
Team Options
========
Starmie needs specific support to cleave through teams. First and foremost, Tyranitar's sand helps make residual damage stick for easier sweeping, and Starmie can threaten out sand-immune Rock- and Ground-types with Hydro Pump and 2HKO most Steel-types bar defensive Jirachi and Registeel. Tyranitar is also a fantastic switch-in to Blissey, Snorlax, and defensive Jirachi without Hidden Power Fighting or Toxic. It can also use Focus Punch on Swampert and Metagross, weakening them for Starmie's Hydro Pump. Other strong attackers can fill this niche as well, such as Metagross, Focus Punch Swampert, and Snorlax.
Another way to use Starmie is to control the Spikes game: keep up more Spikes than the opponent. Good Spikes users include Skarmory and Forretress, although Cloyster and Smeargle are niche options for faster paced teams. Skarmory is the most common choice thanks to its defensive utility. Gengar is also nice on these teams, as it is the best spinblocker and can help remove special walls with Explosion or use Taunt + Will-O-Wisp to prevent them from healing. Another option to keep the Spikes advantage is to use Claydol alongside Starmie, which frees Starmie up to run Psychic or Recover, provides a Rock resistance, and threatens special walls with Explosion. Due to Starmie's defensive liabilities, it commonly prefers defensive teammates on Spikes teams, such as strong special walls like Blissey and Jirachi and good physical walls such as Swampert, defensive Metagross, and Flygon. These options often make up the core of common Toxic, Sandstorm, and Spikes (TSS) teams alongside Tyranitar, Gengar, and Skarmory.
To further support Starmie, Explosion users like Gengar, Weezing, and Regice can lure in Blissey and often weaken it enough so that Dugtrio or residual damage can finish it off. Even without Explosion, Dugtrio is a fantastic partner with a good Blissey lure like Baton Pass Zapdos; Beat Up Dugtrio can easily remove it, defensive Jirachi, and Celebi. Additionally, other staples of special offense such as Calm Mind + Baton Pass Celebi, offensive Swampert, mixed Metagross, Calm Mind Jirachi, Calm Mind Suicune, and Dragon Dance + Hidden Power Grass Tyranitar weaken special checks for a Starmie sweep. Calm Mind + Baton Pass Celebi is particularly synergetic, as it can pass Calm Mind to Starmie to more easily muscle past its checks.
Strong Fighting-types like Hariyama, Heracross, Breloom, Machamp, and Medicham are especially good alongside Starmie, as they help punch through bulky Normal-types like Blissey and Snorlax. They work especially well alongside Recover + Rapid Spin Starmie, as they can repeatedly fire off Focus Punch into Toxic + Protect Skarmory, while Starmie beats Drill Peck versions. Starmie is also a nice check to Salamence, a common Fighting answer.
[SET]
name: Defensive
move 1: Rapid Spin
move 2: Recover
move 3: Surf
move 4: Thunder Wave / Psychic / Thunderbolt / Ice Beam
item: Leftovers
ability: Natural Cure
nature: Timid
evs: 252 HP / 40 SpA / 216 Spe
[SET COMMENTS]
Set Description
=========
Defensive Starmie is one of OU's three consistent spinners and checks many dangerous threats with its speed, Recover, and Water / Psychic typing.
With maximum HP investment and Recover, Starmie is bulky enough to repeatedly remove Spikes. Running 40 Special Attack EVs guarantees a 2HKO on maximum HP Tyranitar with Surf, while 216 Speed EVs with a Timid nature beat Gengar, only falling short of opposing Starmie, Salac Berry-boosted Swampert, and Raikou. In the last moveslot, Starmie has several options. The most prominent of these is Thunder Wave; Thunder Wave paralyzes dangerous setup threats not bothered by Starmie's weak Surf, like Dragon Dance Salamence, Dragon Dance Gyarados without Taunt, and Calm Mind Jirachi. It also cripples bulky Pokemon like Toxic + Protect Skarmory and slows down Speed-reliant Pokemon like Zapdos and Gengar, making them easier to revenge kill if they KO Starmie and weaker in general. For other options, Psychic is fantastic against Gengar trying to spinblock and Fighting-types. Thunderbolt assists Starmie against Gyarados, Cloyster, and Skarmory. Ice Beam allows Starmie to be a strong Salamence, Flygon, and Breloom answer while being less passive against Zapdos and defensive Celebi. The best coverage choice generally depends on the team's major weaknesses, whereas Thunder Wave is the best for general purposes.
Defensive Starmie generally competes with Claydol, as Forretress typically requires Pursuit support to handle Gengar. In comparison to Claydol, Starmie is easily chipped by sand and Spikes, lacks a Rock resistance, cannot directly remove threats such as Celebi, Suicune, and Salamence with Explosion, and struggles against Toxic Skarmory without Refresh. On the other hand, Starmie has good speed control, stronger coverage, Natural Cure, and Recover while beating all non-Toxic variants of Skarmory. These traits allow Starmie to survive throughout the game and even PP stall with its large amount of PP. Since Starmie is easily chipped by sand and Spikes, it is very vulnerable to Pursuit Tyranitar. Starmie isn't especially bulky either, often being forced into Recover loops against the various threats it checks with some chip damage, making it harder to spin should it be too cavalier with its health early-game.
Starmie can run 32 Special Defense EVs to avoid an OHKO after sand damage from Pursuit Tyranitar. Additionally, Starmie can forgo the extra Special Attack EVs for maximum Speed investment to outrun Salac Berry-boosted Endeavor Swampert instead of spamming Recover as it uses Endeavor. Starmie can also run considerably less Speed depending on the team's needs, such as 176 Speed EVs to outrun Adamant Dugtrio; 136 Speed EVs for Salamence, Zapdos, and Charizard; 56 Speed EVs for Moltres; or even a Bold nature with heavy Defense investment to better check physical Tyranitar, Metagross, Swampert, and Aerodactyl. Starmie should run a minimum of 16 Speed EVs to outspeed Pokemon like Heracross and Suicune. How Starmie is played changes with different Speed investment; slower Starmie sets often are played similarly to Milotic, whereas faster Starmie sets are better against Spikes teams due to outspeeding Gengar.
Team Options
========
Defensive Starmie typically fits on balanced teams that need Spikes removal and can afford its passivity. Due to Starmie's ability to defeat Spikes users other than Toxic + Protect Skarmory and Hidden Power Bug Forretress, Starmie teams typically beat Skarmory down with threats such as mixed Tyranitar and Salamence with Fire Blast instead of using Magneton. However, to afford Starmie's passivity, it commonly needs to be paired with strong physical and special switch-ins. Physically defensive Metagross with Protect can handle Snorlax and most Jirachi while generally tanking boosted threats such as Dragon Dance Tyranitar, Dragon Dance Salamence, and Dragon Dance Gyarados, whereas Blissey or specially defensive Celebi deals with Suicune along with forming status pivots with Starmie for stalling out Milotic and defensive Jirachi. Pursuit Tyranitar can remove Gengar once Starmie has paralyzed it. Balanced teams struggle with Heracross and commonly carry Salamence or Gengar to switch into Megahorn. Starmie also fits well alongside Fighting-types like Medicham and especially well with those with Guts such as Hariyama, Heracross, and Machamp, as they can beat Toxic + Protect Skarmory and repeatedly fire off Focus Punch for free because such Skarmory will typically lack Drill Peck.
Starmie can also pair with general Toxic, Sandstorm, and Spikes teammates such as Tyranitar, Swampert, Gengar, Blissey, and Skarmory; however, make sure that the team isn't too passive due to lacking a strong cleaner. These types of teams sometimes run Dugtrio for removing foes weakened by Spikes in longer games and prominent Starmie answers such as Calm Mind Celebi, Pursuit Tyranitar, and even paralyzed Blissey and Jirachi. Dugtrio can also trap Heracross, the one Fighting-type Starmie struggles against, and Starmie deals with Pokemon immune to Ground for Dugtrio such as Salamence, Gyarados, Charizard, and Moltres.
As a niche option, defensive Starmie can work on paralysis focused teams with Pokemon such as Porygon2, defensive Jirachi, Thunder Wave Zapdos, and Snorlax. These types of teams commonly struggle with Spikes and benefit from the unique array of Pokemon Starmie can check, such as Moltres, Charizard, Swampert, and Metagross. However, Starmie should not be the only check to these Pokemon, as it can be easily overwhelmed. Still, this allows them to use more offensive lures to Skarmory, such as Choice Band Metagross and Guts Hariyama, Heracross, and Machamp. In addition, slow and powerful Pokemon such as Marowak, Substitute Tyranitar, Curse Swampert, and Rhydon fit well here. Marowak is especially nice, as it can provide a passable Rock resistance while heavily threatening most of the metagame.
[STRATEGY COMMENTS]
Other Options
=============
Offensive Starmie has other niche options for its last moveslot. Hidden Power Grass guarantees a 2HKO on Swampert without having to use Hydro Pump while also hitting the rare Lanturn. Surf can be run alongside Hydro Pump to accurately hit Pokemon that will KO Starmie if Hydro Pump misses, such as weakened Metagross, Magneton, or Aerodactyl. Thunder over Thunderbolt can be used to hit Skarmory much harder and 2HKO Milotic in sand, which will otherwise stall out Starmie with Toxic and Recover, but beware of its low accuracy. It also generally hits Electric-weak threats like Skarmory much harder than Thunderbolt. On the defensive set, the most prominent alternative option is Toxic. Its forced damage is sometimes more valuable than Thunder Wave, helping beat Swampert more easily and eventually forcing Blissey out. However, Skarmory, Gengar, and Forretress are immune to it, making Toxic Starmie worse as a spinner. Starmie also has access to both Reflect and Light Screen, which can assist teammates and let it withstand Explosion or Pursuit from Tyranitar. However, Starmie can only fit one screen without getting too passive.
Checks and Counters
===================
**Special Walls**: Even offensive Starmie will make little progress against special walls like Blissey, Snorlax, defensive Jirachi, specially defensive Celebi, and even Regice and Registeel. Blissey is the best Starmie counter. Snorlax and Regice are less bulky but can take multiple hits and respond with powerful attacks. Jirachi and Celebi can heal and 2HKO back with Electric-type coverage or Hidden Power Grass. However, Celebi needs to be careful, as Ice Beam forces repeated Recover uses. Registeel takes little damage from anything Starmie can do. While these Pokemon wall the defensive set easily, they allow Starmie to spin for free, while some such as Blissey and Registeel are quite passive and invite in dangerous physical Pokemon like Tyranitar, Metagross, Snorlax, and Fighting-types.
**Bulky Electric-types**: Jolteon, Zapdos, Lanturn, and Raikou can tank a hit from offensive Starmie and easily remove both variants with Thunderbolt. Jolteon outspeeds all Starmie variants, whereas Raikou can Speed tie with Starmie. Both are bulky enough to take one hit after three Spikes layers, while Raikou can sometimes take Hydro Pump twice from full HP. Lanturn easily takes on Starmie's coverage. Zapdos is the only prominent Starmie check immune to Spikes, but it can't outspeed offensive Starmie; bulky sets can take Ice Beam twice, while offensive sets can take any attack once and remove Starmie.
**Revenge Killers**: Offensive Starmie's damage output often makes switching in quite hard, but upon sacrificing a Pokemon, a healthy or faster check can switch in and remove Starmie. Jolly Dugtrio and Aerodactyl only need a small amount of chip damage to remove Starmie without bulk investment, whereas Swampert and Metagross can survive Hydro Pump at reasonable health and hit hard in return. In desperate situations, maximum HP Tyranitar can take Timid offensive Starmie's Hydro Pump and hit hard with Hidden Power Bug or OHKO back with Crunch.
**Ghost-types**: Ghost-types like Gengar and Dusclops can spinblock Starmie. Gengar can also hit Starmie hard with Thunderbolt, OHKOing offensive Starmie if Gengar has significant Special Attack investment. However, both Starmie sets can greatly threaten Gengar; if Gengar switches in on anything but Rapid Spin, it will be KOed by the ensuing Hydro Pump or Psychic from offensive Starmie, whereas the defensive set can cripple it with Thunder Wave or hit it with Psychic. Dusclops is rare but is much bulkier than Gengar, not weak to Psychic, and able to retaliate with Shadow Ball.
**Setup Sweepers**: Setup Pokemon that can shrug off status and Surf can use defensive Starmie as setup fodder. Examples include Calm Mind + Rest Suicune, Calm Mind + Baton Pass Celebi, Curse Snorlax, Taunt or Rest + Dragon Dance Gyarados if Starmie lacks Thunderbolt, and Substitute + Calm Mind Jirachi. These Pokemon, especially Calm Mind Jirachi, Curse Snorlax, and Calm Mind + RestTalk Suicune, often heavily threaten teams Starmie finds itself on.
**Water-type Checks**: Defensive Starmie can do little damage to bulky Water answers such as Milotic and Celebi and is completely walled by Vaporeon. Against offensive Starmie, these checks can bait out a weaker coverage move like Thunderbolt or Ice Beam to switch into a teammate that can't take Hydro Pump twice.
**Dark-types**: Pursuit Tyranitar can KO defensive Starmie after some damage and is commonly found on teams with Forretress lacking Hidden Power Bug, but it is 2HKOed by Surf and takes heavy damage from offensive Starmie's Hydro Pump. Umbreon can more reliably Pursuit trap Starmie thanks to its high special bulk and Toxic, but it cannot KO a healthy Starmie with Pursuit. It is also exploited by much of the metagame.
**Heracross**: Heracross can easily OHKO Starmie and only needs a small amount of bulk to take any Psychic. Heracross can also set up Substitute and Swords Dance on defensive Starmie, while Guts Heracross does not mind taking Thunder Wave to become even more powerful.
[CREDITS]
- Written by: [[johnnyg2, 57904]]
- Earlier version by: [[danilo, 88470], [Bughouse, 52547]]
- Quality checked by: [[vapicuno, 5454], [Mikmer, 511989]]
- Grammar checked by: [[CryoGyro, 331519], [P Squared, 168392]]
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