Pokemon Brilliant Diamond and Shining Pearl Starmie is a Water and Psychic Type Mysterious Pokémon, with a 7.8% Chance To Catch with a regular Pokeball. Starmie can be found with Illuminate, Natural Cure and Analytic as an Ability and has a Slow growth rate with a 2 Speed EV Yield. We recommend the Timid Nature, based on 520 combined Base Stats.
Starmie Stats and Abilities
Based on Starmie Base IVs we consider this pokemon B-Tier choice. Starmie Highest IV Stat is Speed 115 and the Lowest being Attack 75.
Tier | Stat | Base | Min | Max |
---|---|---|---|---|
F | HP | 60 | 230 | 324 |
D | Attack | 75 | 139 | 273 |
E | Defense | 85 | 157 | 295 |
C | Special Attack | 100 | 184 | 328 |
E | Special Defense | 85 | 157 | 295 |
C | Speed | 115 | 211 | 361 |
B | Total | 520 |
Starmie | Detail |
---|---|
Best Nature | Timid
↑ +10% Speed↓ -10% Attack |
Caught in the Wild Held Item Chance | 50% Stardust ![]() 5% Star Piece ![]() |
Like/Dislikes |
![]() ![]() |
EV Yield | 2 Speed |
Growth Rate | Slow |
Catch Rate | 60 (7.8% with PokéBall, full HP) |
Egg Groups | Water 3 |
Egg Cycles | 20 (4,884–5,140 steps) |
Abilities | Description |
---|---|
Illuminate Ability 1 | Illuminate has no effect in battle. |
Natural Cure Ability 2 | All status problems heal when it switches out. |
Analytic Hidden Ability | Boosts move power when the Pokémon moves last. |
How To Evolve Starmie in BDSP
Staryu requires (use Water Stone) to evolve into Starmie.
Base Form | Evolution Requirement | First Evolution |
---|---|---|
Staryu
![]() | use
Water Stone ![]() → |
Starmie
![]() |

Where To Find Starmie in BDSP
Starmie has spawn locations in Pokemon Brilliant Diamond and Shining Pearl. You can find the Unevolved form Lv. , within the location using the method.









Location | How To Catch | Pokemon Spawns |
---|---|---|
![]() 100 - 20% ![]() ![]() ![]() |
![]() Staryu
Lv. 20-40
| |
![]() 100 - 20% ![]() ![]() ![]() |
![]() Staryu
Lv. 20-40
| |
![]() ![]() National |
![]() Staryu
Lv. 16-63
| |
![]() ![]() National |
![]() Staryu
Lv. 16-63
| |
![]() ![]() National |
![]() Staryu
Lv. 16-63
| |
![]() ![]() National |
![]() Staryu
Lv. 16-63
| |
![]() ![]() National |
![]() Staryu
Lv. 16-63
|

Pokemon Brilliant Diamond and Shining Pearl Starmie Weakness
Starmie is a Water and Psychic Type pokemon. This will cause Starmie to take More Damage from Grass, Electric, Bug, Ghost, Dark Type Moves, and Less Damage from Steel, Fire, Water, Ice, Fighting, Psychic Type moves.
Damage | Types |
---|---|
4.0x More Damage | |
2.0x More Damage |
![]() ![]() ![]() ![]() ![]() |
0.5x Less Damage |
![]() ![]() ![]() ![]() ![]() ![]() |
0.25x Less Damage | |
Immune to Damage |

Best Moves Starmie in BDSP
Best Moveset for Starmie Lv Up Moves based on Power.
Lvl | Best Moves | Type | Class | Power | Acc | PP | Effect |
---|---|---|---|---|---|---|---|
1 |
Hydro Pump
| ![]() | Special | 165 | 80 | 5 | The target is blasted by a huge volume of water launched under great pressure. |
1 |
Psychic
| ![]() | Special | 135 | 100 | 10 | May lower opponent's Special Defense. |
1 |
Surf
| ![]() | Special | 135 | 100 | 15 | Hits all adjacent Pokémon. |
1 |
Power Gem
| ![]() | Special | 80 | 100 | 20 | The user attacks with a ray of light that sparkles as if it were made of gemstones. |
Best Moveset for Starmie TM Moves based on Power.
TM | Best Moves | Type | Class | Power | Acc | PP | Effect |
---|---|---|---|---|---|---|---|
TM68 |
Giga Impact
| ![]() | Physical | 150 | 90 | 5 | User must recharge next turn. |
TM15 |
Hyper Beam
| ![]() | Special | 150 | 90 | 5 | User must recharge next turn. |
TM14 |
Blizzard
| ![]() | Special | 110 | 70 | 5 | May freeze opponent. |
TM25 |
Thunder
| ![]() | Special | 110 | 70 | 10 | May paralyze opponent. |


Starmie Level Up Moves
List of Moves Starmie can learn by reaching higher levels in Pokemon Brilliant Diamond and Shining Pearl.
Lvl | Move | Desc |
---|---|---|
1 |
Rapid Spin
|
Power: 20
Acc: 100
PP: 40
![]() Removes effects of trap moves.
|
1 |
Minimize
|
Power: —
Acc: —
PP: 10
![]() Sharply raises user's Evasiveness.
|
1 |
Swift
|
Power: 60
Acc: —
PP: 20
![]() Ignores Accuracy and Evasiveness.
|
1 |
Psybeam
|
Power:
97.5 Acc: 100
PP: 20
![]() May confuse opponent.
|
1 |
Brine
|
Power:
97.5 Acc: 100
PP: 10
![]() Power doubles if opponent's HP is less than 50%.
|
1 |
Light Screen
|
Power: —
Acc: —
PP: 30
![]() Halves damage from Special attacks for 5 turns.
|
1 |
Power Gem
|
Power: 80
Acc: 100
PP: 20
![]() The user attacks with a ray of light that sparkles as if it were made of gemstones.
|
1 |
Psychic
|
Power:
135 Acc: 100
PP: 10
![]() May lower opponent's Special Defense.
|
1 |
Surf
|
Power:
135 Acc: 100
PP: 15
![]() Hits all adjacent Pokémon.
|
1 |
Recover
|
Power: —
Acc: —
PP: 10
![]() User recovers half its max HP.
|
1 |
Cosmic Power
|
Power: —
Acc: —
PP: 20
![]() Raises user's Defense and Special Defense.
|
1 |
Hydro Pump
|
Power:
165 Acc: 80
PP: 5
![]() The target is blasted by a huge volume of water launched under great pressure.
|
1 |
Tackle
|
Power: 40
Acc: 100
PP: 35
![]() A physical attack in which the user charges and slams into the target with its whole body.
|
1 |
Harden
|
Power: —
Acc: —
PP: 30
![]() Raises user's Defense.
|
1 |
Water Gun
|
Power:
60 Acc: 100
PP: 25
![]() |
1 |
Confuse Ray
|
Power: —
Acc: 100
PP: 10
![]() Confuses opponent.
|
Starmie TM Moves
List of Moves Starmie can learn using (TMs) Technical Machine Items.
TM | Move | Desc |
---|---|---|
TM03 |
Water Pulse
|
Power:
90 Acc: 100
PP: 20
![]() May confuse opponent.
|
TM07 |
Hail
|
Power: —
Acc: —
PP: 10
![]() Non-Ice types are damaged for 5 turns.
|
TM13 |
Ice Beam
|
Power: 90
Acc: 100
PP: 10
![]() May freeze opponent.
|
TM14 |
Blizzard
|
Power: 110
Acc: 70
PP: 5
![]() May freeze opponent.
|
TM15 |
Hyper Beam
|
Power: 150
Acc: 90
PP: 5
![]() User must recharge next turn.
|
TM16 |
Light Screen
|
Power: —
Acc: —
PP: 30
![]() Halves damage from Special attacks for 5 turns.
|
TM17 |
Protect
|
Power: —
Acc: —
PP: 10
![]() Protects the user, but may fail if used consecutively.
|
TM18 |
Rain Dance
|
Power: —
Acc: —
PP: 5
![]() Makes it rain for 5 turns.
|
TM21 |
Dazzling Gleam
|
Power: 80
Acc: 100
PP: 10
![]() Hits all adjacent opponents.
|
TM24 |
Thunderbolt
|
Power: 90
Acc: 100
PP: 15
![]() May paralyze opponent.
|
TM25 |
Thunder
|
Power: 110
Acc: 70
PP: 10
![]() May paralyze opponent.
|
TM29 |
Psychic
|
Power:
135 Acc: 100
PP: 10
![]() May lower opponent's Special Defense.
|
TM32 |
Double Team
|
Power: —
Acc: —
PP: 15
![]() Raises user's Evasiveness.
|
TM33 |
Reflect
|
Power: —
Acc: —
PP: 20
![]() Halves damage from Physical attacks for 5 turns.
|
TM42 |
Facade
|
Power: 70
Acc: 100
PP: 20
![]() Power doubles if user is burned, poisoned, or paralyzed.
|
TM44 |
Rest
|
Power: —
Acc: —
PP: 10
![]() User sleeps for 2 turns, but user is fully healed.
|
TM48 |
Skill Swap
|
Power: —
Acc: —
PP: 10
![]() The user swaps Abilities with the opponent.
|
TM49 |
Scald
|
Power:
120 Acc: 100
PP: 15
![]() May burn opponent.
|
TM55 |
Brine
|
Power:
97.5 Acc: 100
PP: 10
![]() Power doubles if opponent's HP is less than 50%.
|
TM58 |
Endure
|
Power: —
Acc: —
PP: 10
![]() Always left with at least 1 HP, but may fail if used consecutively.
|
TM67 |
Recycle
|
Power: —
Acc: —
PP: 10
![]() User's used hold item is restored.
|
TM68 |
Giga Impact
|
Power: 150
Acc: 90
PP: 5
![]() User must recharge next turn.
|
TM70 |
Flash
|
Power: —
Acc: 100
PP: 20
![]() Lowers opponent's Accuracy.
|
TM72 |
Avalanche
|
Power: 60
Acc: 100
PP: 10
![]() Power doubles if user took damage first.
|
TM73 |
Thunder Wave
|
Power: —
Acc: 90
PP: 20
![]() Paralyzes opponent.
|
TM74 |
Gyro Ball
|
Power: —
Acc: 100
PP: 5
![]() The slower the user, the stronger the attack.
|
TM77 |
Psych Up
|
Power: —
Acc: —
PP: 10
![]() Copies the opponent's stat changes.
|
TM82 |
Sleep Talk
|
Power: —
Acc: —
PP: 10
![]() User performs one of its own moves while sleeping.
|
TM85 |
Dream Eater
|
Power:
150 Acc: 100
PP: 15
![]() User recovers half the HP inflicted on a sleeping opponent.
|
TM86 |
Grass Knot
|
Power: —
Acc: 100
PP: 20
![]() The heavier the opponent, the stronger the attack.
|
TM87 |
Swagger
|
Power: —
Acc: 85
PP: 15
![]() Opponent becomes confused, but its Attack is sharply raised.
|
TM90 |
Substitute
|
Power: —
Acc: —
PP: 10
![]() Uses HP to creates a decoy that takes hits.
|
TM91 |
Flash Cannon
|
Power: 80
Acc: 100
PP: 10
![]() May lower opponent's Special Defense.
|
TM92 |
Trick Room
|
Power: —
Acc: —
PP: 5
![]() Slower Pokémon move first in the turn for 5 turns.
|
TM95 |
Surf
|
Power:
135 Acc: 100
PP: 15
![]() Hits all adjacent Pokémon.
|
TM99 |
Waterfall
|
Power:
120 Acc: 100
PP: 15
![]() May cause flinching.
|
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