Gen 4 DPP OU Starmie Intro + OO + Checks/Counters (GP 1/1)

[OVERVIEW]

Starmie returns as a reliable Rapid Spinner and strong attacker. Entry hazards are everywhere in DPP OU, and Starmie's access to reliable recovery, excellent base 115 Speed, and offensive prowess give it opportunities to remove them. Starmie's Speed allows it to outspeed Infernape, Gengar, Choice Scarf Magnezone, and Latias, while its strong Water-type attacks threaten Ghost-types and Tyranitar trying to stop it from using Rapid Spin, even potentially OHKOing Gengar, Rotom-A, and Tyranitar without bulk investment with a Choice Specs Hydro Pump after Stealth Rock. These qualities make Starmie arguably the best Rapid Spin user in DPP OU, as no other spinner can universally threaten Ghost-types like it can. Starmie provides fantastic support for Stealth Rock-weak threats such as Zapdos, Gyarados, and Dragonite as well as grounded Pokemon vulnerable to Spikes such as Breloom, Heatran, Blissey, and Jirachi. Furthermore, Starmie has a fantastic movepool; it can support its team by spreading Thunder Wave or can go on the offensive with options such as Thunderbolt, Ice Beam, Psychic, and Grass Knot. Starmie's Speed, Water / Psychic typing, and serviceable bulk let it check threats such as Gyarados, Infernape, Jirachi, Heatran, Bronzong, Swampert, and Metagross. Natural Cure especially helps with this—Starmie can switch into status-inducing moves such as Heatran's Lava Plume, Jirachi's Body Slam, and Clefable's Thunder Wave to either threaten them out or remove entry hazards with Rapid Spin. It especially helps with Toxic Spikes, so it isn't hampered for the rest of the game after removing them.

Starmie is limited by how easily it is Pursuit trapped by the omnipresent Tyranitar and how the metagame has adapted to it. Tyranitar can use a Choice Scarf to outspeed and checkmate Starmie with a faster Pursuit or OHKO all but the most physically defensive sets with Crunch. On the other hand, bulkier Tyranitar sets with a Passho Berry survive even Choice Specs boosted Hydro Pump with ease and remove Starmie. Stealth Rock users have also adapted to Starmie's prowess—even those weak to Water such as Heatran commonly carry Passho Berry to survive Starmie's attacks and KO it back with Explosion or Hidden Power Grass. On top of this, Starmie's overall average bulk and vulnerability to residual damage is easily taken advantage of. Starmie is weak to all three entry hazards, sand, and often wants maximum Speed; this makes it difficult to invest into its bulk to better survive Tyranitar's attacks or coverage options from Stealth Rock users such as Jirachi's Thunder or Thunderbolt, Metagross’s Thunder Punch, Swampert's Earthquake, and Infernape's U-turn. Thus, Starmie often has to choose between staying healthy or making progress. This conundrum is made worse in that DPP OU is notoriously hostile to spinning; even Tyranitar without bulk investment and offensive Rotom-A can survive Starmie's unboosted attacks and trap it or KO back with Thunderbolt, respectively, while Clefable can use Knock Off to wear it down even more quickly. Offensive Starmie can be particularly devastating against opposing offensive teams due to its Speed, power, and coverage, but it is extremely frail and relies on the inaccurate Hydro Pump.

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

Starmie is perhaps the best user of Trick + Flame Orb in the tier, as Starmie naturally threatens Fire-types immune to burns, lures in and ruins Pursuit Tyranitar and Scizor with a Flame Orb, and has Natural Cure to get rid of burn after it switches out. However, since Flame Orb reveals itself immediately, is neutered by Clefable, and chips Starmie very quickly, it should either lead or come in on a sacrifice and use Trick immediately to get make sure it gets the most out of it. Starmie can also run a Choice Scarf, as its high Speed and good coverage make it a serviceable revenge killer able to outspeed very fast threats such as neutral-natured Kingdra in rain and +2 neutral-natured Dragon Dance Gyarados. However, without the power boost from Choice Specs, it is even weaker to Pursuit trapping than normal. Starmie can use Toxic instead of Thunder Wave to more immediately threaten Tyranitar and Rotom-A, but Starmie’s other common switch-ins such as Clefable and Steel-types generally don’t mind Toxic.

Starmie’s wide support movepool includes dual screens, which in conjunction with Rapid Spin, can help set up Stealth Rock weak teammates such as Dragonite and Gyarados, but Starmie often has better things to do. However, using Reflect instead of Thunder Wave on defensive sets makes Starmie significantly more physically bulky, including allowing it withstand Choice Scarf Tyranitar, surviving Metagross's Explosion with a Bold nature and nearly full investment, and being much better versus Swampert. However, such a set has fallen out of favor, as it is still very vulnerable to residual damage and is passive to set up threats without the ability to paralyze them.

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

**Pursuit**: Starmie’s frailty and weakness to Dark-types is a huge problem, as they can remove it without fail. Tyranitar is the biggest menace, as Choice Scarf sets checkmate Starmie with a faster Pursuit, while bulkier sets or those with a Passho Berry shrug off even boosted Hydro Pump and remove Starmie. While not as strong or bulky, Scizor similarly forces Starmie into a difficult position with U-turn or Bug Bite and Pursuit. While Weavile can’t switch in, it notably outspeeds and OHKOes offensive Starmie after Stealth Rock and one turn of sandstorm damage with a Choice Band Pursuit.

**Special Walls**: Unless Starmie Tricks them Choice Specs, Starmie struggles to damage Clefable and especially Blissey. Their Seismic Toss takes advantage of Starmie’s low base HP, while Clefable’s Knock Off wears Starmie down even faster.

**Electric-types**: Starmie’s frailty means most Electric-types easily OHKO it. While Zapdos, Rotom-A, and Magnezone don’t enjoy paralysis or Starmie’s boosted attacks, they can generally survive one hit and OHKO it back.

**Ghost-types**: Ghost-types block Rapid Spin and OHKO Starmie back with Shadow Ball. Both Rotom-A and Gengar should be careful, however, as Starmie outspeeds and potentially OHKOes them.

**Dragon-types**: Especially if it lacks Ice Beam, Starmie is setup fodder for dangerous sweepers such as Dragon Dance Dragonite and Kingdra. Even with Ice Beam, Latias is only 2HKOed by Choice Specs Ice Beam and is an excellent pivot against Starmie’s Hydro Pump for offensive teams.

**Grass-types**: Due to resisting Hydro Pump, bulky Grass-types such as Celebi, Abomasnow, and Roserade are good checks for Starmie. Breloom notably is an excellent choice against defensive Starmie, as it often can’t hit Breloom very hard. Frailer Grass-types should watch out for Ice Beam, however.

**Water-types**: Water-types such as Quagsire, Suicune, Gyarados, Milotic, and opposing Starmie often can either set up on defensive Starmie or force it to use Thunderbolt or Grass Knot, allowing a teammate to switch in more easily. Water Absorb Quagsire is especially good at this, as it is immune to both Hydro Pump and Thunderbolt. However, as most Water-types lack super effective coverage on Starmie, they cannot punish it from spinning.

**Residual Damage**: Starmie is grounded, often tasked with removing entry hazards, vulnerable to all status, and weak to sand. It gets worn down quickly even with Leftovers.

**Faster Pokemon**: While Starmie is fast, it notably struggles with Pokemon faster than it that can hit it hard. Choice Scarf users such as Rotom-A, Flygon, Tyranitar, and Latias are all strong choices to outspeed and OHKO Starmie, but beware of Thunder Wave.
 
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Milak

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[OVERVIEW]

Starmie returns as a reliable Rapid Spinner and strong attacker. Entry hazards are everywhere in DPP OU, and Starmie's access to reliable recovery, excellent base 115 Speed, and offensive prowess give it opportunities to remove them. Starmie's Speed allows it to outspeed Infernape, Gengar, Choice Scarf Magnezone, and Latias, while its strong Water-type attacks threaten Ghost-types and Tyranitar trying to stop it from using Rapid Spin, even potentially OHKOing Gengar, Rotom-A, and Tyranitar without bulk investment with Choice Specs (move?) after Stealth Rock. These qualities make Starmie arguably the best Rapid Spin user in DPP OU, as no other Spinner spinner can universally threaten Ghost-types like it can. Starmie provides fantastic support for Stealth Rock-(AH)weak threats such as Zapdos, Gyarados, and Dragonite as well as grounded Pokemon vulnerable to Spikes such as Breloom, Heatran, Blissey, and Jirachi. Furthermore, Starmie has a fantastic movepool; it can support its team by spreading Thunder Wave or can go on the offensive with options such as Thunderbolt, Ice Beam, Psychic, and Grass Knot. Starmie's Speed, Water / Psychic typing, and serviceable bulk lets let it check threats such as Gyarados, Infernape, Jirachi, Heatran, Bronzong, Swampert, and Metagross. Natural Cure especially helps with this—Starmie can switch into status-(AH)inducing moves such as Heatran's Lava Plume, Jirachi's Body Slam, and Clefable's Thunder Wave to either threaten them out or remove entry hazards with Rapid Spin. It especially helps with Toxic Spikes,(AC) so it isn't hampered for the rest of the game after removing them.

Starmie is limited by how easily it is Pursuit trapped by the omnipresent Tyranitar and how the metagame has adapted to it. Tyranitar can use a Choice Scarf to outspeed and checkmate Starmie with a faster Pursuit or OHKO all but the most physically defensive sets with Crunch. On the other hand, bulkier Tyranitar sets with a Passho Berry survive even (Life Orb? Specs?) boosted Hydro Pump with ease and remove Starmie. Stealth Rock users have also adapted to Starmie's prowess—even those weak to Water such as Heatran commonly carry Passho Berry to survive Starmie's attacks and KO it back with Explosion or Hidden Power Grass. On top of this, Starmie's overall average bulk and vulnerability to residual damage is easily taken advantage of. Starmie is weak to all three entry hazards, sand, and often wants maximum Speed; this makes it difficult to invest into its bulk to better survive Tyranitar's attacks or coverage options from Stealth Rock users such as Jirachi's Thunder or Thunderbolt, Metagross’s ThunderPunch Thunder Punch, Swampert's Earthquake, and Infernape's U-turn. Thus, Starmie often has to choose between staying healthy or making progress. This conundrum is made worse in that DPP OU is notoriously hostile to spinning; even Tyranitar without bulk investment and offensive Rotom-A can survive Starmie's unboosted attacks and trap it or KO back with Thunderbolt, respectively, while Clefable can use Knock Off to wear it down even more quickly. Offensive Starmie can be particularly devastating against opposing offensive teams due to its Speed, power, and coverage, but it is extremely frail and relies on the inaccurate Hydro Pump.

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

Starmie is perhaps the best user of Trick + Flame Orb in the tier, as Starmie naturally threatens Fire-types immune to burns, lures in and ruins Pursuit Tyranitar and Scizor with a Flame Orb, and has Natural Cure to get rid it of burn after it switches out. However, since Flame Orb reveals itself immediately, is neutered by Clefable, and chips Starmie very quickly, it should either lead or come in on a sacrifice and use Trick immediately to get make sure it gets the most out of it. Starmie can also run a Choice Scarf, as its high Speed and good coverage make it a serviceable revenge killer as it notably outspeeds able to outspeed very fast threats such as neutral-natured Kingdra in rain and +2 neutral-natured Dragon Dance Gyarados. However, without the power boost from Choice Specs, it is even weaker to Pursuit trapping than normal. Starmie can use Toxic instead of Thunder Wave to more immediately threaten Tyranitar and Rotom-A, but Starmie’s other common switch-ins such as Clefable and Steel-types generally don’t mind Toxic.

Starmie’s wide support movepool includes dual screens, which in conjunction with Rapid Spin, can help set up Stealth Rock weak teammates such as Dragonite and Gyarados, but Starmie often has better things to do. However, using Reflect instead of Thunder Wave on defensive sets makes Starmie significantly more physically bulky, including allowing it withstand Choice Scarf Tyranitar, surviving Metagross's Explosion with a Bold nature and nearly full investment, and being much better versus Swampert. However, such a set has fallen out of favor, as it is still very vulnerable to residual damage and is passive to set up threats without the ability to paralyze them.

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

**Pursuit**: Starmie’s frailty and weakness to Dark-types is a huge problem, as they can remove it without fail. Tyranitar is the biggest menace, as Choice Scarf sets checkmate Starmie with a faster Pursuit, while bulkier sets or those with a Passho Berry shrug off even boosted Hydro Pump and remove Starmie. While not as strong or bulky, Scizor similarly forces Starmie into a difficult position with U-turn or Bug Bite and Pursuit. While Weavile can’t switch in, it notably outspeeds and OHKOes offensive Starmie after Stealth Rock and a round of one turn of sandstorm damage with a Choice Band Pursuit and naturally outspeeds it.

**Special Walls**: Unless Starmie Tricks them Choice Specs, Starmie struggles to damage Clefable and especially Blissey. Their Seismic Toss takes advantage of Starmie’s low base HP, while Clefable’s Knock Off wears Starmie down even faster.

**Electric-types**: Starmie’s frailty means most Electric-types easily OHKO it. While Zapdos, Rotom-A, and Magnezone don’t enjoy paralysis or Starmie’s boosted attacks, they can generally survive one hit and OHKO it back.

**Ghost-types**: Ghost-types block Rapid Spin and OHKO Starmie back with Shadow Ball. Both Rotom-A and Gengar should be careful, however, as Starmie outspeeds and potentially OHKOes them.

**Dragon-types**: Especially if it lacks Ice Beam, Starmie is setup fodder for dangerous sweepers such as Dragon Dance Dragonite and Kingdra. Even with Ice Beam, Latias is only 2HKOed by Choice Specs Ice Beam and is an excellent pivot against Starmie’s Hydro Pump for offensive teams.

**Grass-types**: Due to resisting Hydro Pump, bulky Grass-types such as Celebi, Abomasnow, and Roserade are good check checks for Starmie. Breloom notably is an excellent choice against defensive Starmie, as it often can’t hit Breloom very hard. Frailer Grass-types should watch out for Ice Beam, however.

**Water-types**: Water-types such as Quagsire, Suicune, Gyarados, Milotic, and other opposing Starmie often can either set-up set up on defensive Starmie or force it to use Thunderbolt or Grass Knot, allowing a teammate to switch-in switch in more easily. Water Absorb Quagsire is especially good at this, as it is immune to both Hydro Pump and Thunderbolt. However, as most Water-types lack super effective coverage on Starmie, they cannot punish it from spinning.

**Residual Damage**: Starmie is grounded, often tasked with removing entry hazards, vulnerable to all status, and weak to sand. It gets worn down every quickly even with Leftovers.

**Faster Pokemon**: While Starmie is fast, it notably struggles with Pokemon faster than it that can hit it hard. Choice Scarfers Scarf users such as Rotom-A, Flygon, Tyranitar, and Latias are all strong choices to outspeed and OHKO Starmie, but beware of Thunder Wave.
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