ROTI Pokemon
More Crossover stuff, for Revenge of the island. I only did them as Pokemon, I didn't do teams as that project was already difficult enough with the TDI/TDA/WT cast, adding in Alejandro and Sierra made over 20+ teams.
Under the cut!
I realize I forgot two important people!!
Chris McLean, The Host
As A Pokemon: Raichu. Why Raichu? Usually the hosts of these shows are people that were heartthrobs or B List Actors from years ago, their golden years behind them. So they host game shows instead. Raichu, being the evolved form of the mascot pokemon, gets less love.
It can also get aggressive if it stores too much electricity and anime depictions do show Raichu as often kind of a bully, much like how Chris can be. As for his team, I think a lot of his team would be more scheming, crafty pokemon.
Chef Hatchet, The Chef
As A Pokemon: Machamp, obviously. Fairly powerful, and somewhat grumpy, a Machamp suits Chef. His team would mostly be fighting types, though I think he'd probably somehow end up with a fairy type near the later seasons.
Anne Maria, The Jersey Shore Reject
Once again, a very very basic one-joke, one-note character. But here you go!
As A Pokemon: Mareanie, as appearance wise the "hair" profile is similar and being poison type could tie in with how the Jersey Shore make up and hairspray is "toxic" to other people. I believe her team would be more poison types and kind of "fashionable" to her at least.
B(everly), The Strong, Silent Genius
Since he doesn't talk but still has more character than some, his pokemon was easy.
As a Pokemon: Dragonite, as it is very shy, surprisingly strong and agile for its build and one of the most intelligent non-psychic type pokemon. Dragonite has also been shown in the show to rarely vocalize too much. B would probably have a team that was built to handle anything, with good type combos to lessen super-effective moves against his team.
Brick, The Cadet
As a Pokemon: Growlithe. Growlithe is famously shown to be basically part of the Officer Jenny K-9 Units, extremely loyal and ready to throw itself into danger. Brick is still fairly young and a bit inexperienced, which is why he is not yet an Arcanine. His team would probably be mostly doglike pokemon
Cameron, The Wide-Eyed Bubble Boy
As a Pokemon: Reuniclus, obviously. Surrounded by a protective liquid/bubble, incredibly smart and manipulates this bubble to be physically strong with only its mind? That'd be Cameron in a nutshell. He'd probably train mostly psychic type pokemon, and maybe have a few pokemon that are a bit too curious for their own good, like him.
Dakota, The Fame-Monger
As A Pokemon: Shiny Lopunny, for exactly the reasons you think. She's in-universe pretty, Lopunny is described as extremely conscious about its appearance and being shiny reflects her "wealth" status. Of course, she would later probably be in Mega Lopunny form to reflect her mutation later on in the series. Her team would probably start out as normal & pretty, before turning into poison types, I think, to showcase her transformation.
Dawn, The Moonchild
As A Pokemon: Galarian Ponyta; able to see into people's hearts and hide away if it senses evil, and has the traditional unicorn ability to heal people. Being a Psychic Type, it can also be just as unsettling as it is beautiful, so very much suited for Dawn. Her team would be Psychic and Fairy type pokemon.
Also probably would be a Fairy or Psychic type Gym Leader, who tests your conviction through battle.
Jo, The Take-No-Prisoners Machine
As A Pokemon: Scrafty, because its rather rude, crass and territorial but it is a good fighter and does care about its friends, perfect fit for Jo. Also, as Jo is willing to do anything to win, the Dark/Fighting type combo works for her, and would be the theme of her team.
Lightning, The Athletic Overachiever
As A Pokemon: Zebstrika, for obvious reasons; Electric type, incredibly fast, and described as ill-tempered and volatile, calling back to Lightning's mercurial nature.
Mike, The Main One
I made up my own title because I don't like TD's title for him. He's at least not the worst DID depiction, and the creators said they'd probably write him better today--but it still boils down to, they used a mental health diagnosis for a one-joke character, which is not cool.
But Mike is an interesting character. It should surprise no one that Mike as a Pokemon would be:
Dodrio was my original choice, as Hydrapple didn't exist when I made this list. Ultimately, Mike is a Dodrio as Dodrio is 3 birds in one body, and Hydrapple is just 7 Flapples living in one apple, which isn't it's body. Dodrio makes more sense. Mike's team would reflect each of his alters, including Mal. So he'd have the next most well rounded team, to be honest.
Sam, The Nice Guy Gamer
As A Pokemon: Rotom, as it loves to possess other forms of electronics and becomes your pokedex in later games. Perfect for discount Seth Rogan who plays games. Electric types, obviously
Scott, The Devious
As A Pokemon: Lycanroc, Dusk Form. Perfect for Scott, who has been implied to be a dirt/rock farmer, which Lycanroc fits, and Dusk type is a mix of Midnight and Midday forms. Plus it's orange, like his hair. Being calm with a hidden temper and a difficult to raise/train pokemon according to its dex entries, this also fits Scott as he became better in All-Stars. Lots of his pokemon would be ground/rock/dark types, which matches his rivalry/fear of Fang, the Shark.
Staci, The Compulsive Liar
As A Pokemon: Chatot. Staci doesn't stop talking and Chatot cannot shut up. Her pokemon would all be deceptive in someway (Zorua, Ditto) or constantly making noise (Chatot)
Zoey, The Indie Chick
As A Pokemon: Cubone, eventually evolving into a Marowak. Zoey was alone a lot, like Cubone is said to be in the Pokedex. Cubone, being lonely, cannot do much on its own. As Zoey makes friends, she finds her strength and evolves near the end of ROTI, into an extremely competent Marowak. Her team would probably be underestimated pokemon, that if trained correctly, can be pretty useful in their own rights.
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Starmie for Pokemon Unite!
Season 1
Prev: Torterra - Scrafty
As far as Gen 1 pokemon go, Starmie is actually one of the better designed pokemon based off of a ‘real world’ object. There are many ways to design a starfish pokemon, but giving it a gem heart at the center of its body certainly adds to the aesthetic of a mostly immobile bottom feeder.
And yet it’s this simplicity that allows Starmie to endure as a well designed pokemon. I doubt we’ll be seeing regional variants of this pokemon anytime soon simply because of how iconic it is. But will that help it out in Pokemon Unite? Let’s take a closer look.
Back in my day, these were the numbers of a fast special attacking sweeper, but nowadays, these numbers tend to underperform. High Speed is unusual for a starfish, but with the ability to spin its body around like a shuriken, it’s got some definite speed to it. That said, Starmie uses its speed to fire off cosmic rays and waves of water, and for that reason, Starmie is best suited to the role of an...
Attacker
Basic Attack - Ranged/Sp. Atk
Lock onto a single target, then fires off a particular beam that focuses on the enemy for 5 seconds, dealing damage constantly. If any other enemies cross paths with the beam, they will also receive damage.
Staryu and Starmie attack by firing a psychic beam from the gem in its core. It does this by floating horizontally, with the gem pointed to the sky, allowing it to fire its beam at any enemy from any angle. The beam attack ends when the target is KOd.
It is possible for the attack to end early because the target moved too far out of range. However, the limited range of this attack extends well beyond the visible screen.
The basic attack will only target those in range, like a regular basic attack. Once the beam is locked on, it will continue to deal damage to the enemy and any other target that crosses paths.
The rate of damage is affected by the basic attack speed, which can be modified. Unlike most other Special ranged attacks, Starmie’s basic attack utilizes solely its Sp. Atk stat.
This goes without saying, but Starmie/Staryu cannot score while your basic attack is active, which is optimal, as they cannot effectively score with enemies nearby considering your frailty.
The basic attack can be cancelled by hindrances. If Full Heal is used at the right time, the attack will not be interrupted.
Oh, how dazzling! With all of that psychic power concentrated in its gem, I guess we shouldn’t be surprised at its ability to fire off deadly laser beams. Speaking of psychic power, this is how Starmie (and Staryu) are able to lock on to enemies and harass them with psychic damage, making it difficult for enemies to escape. And by that I mean the range of this attack reaches very far, requiring the enemy to retreat well beyond screen in order to break the attack.
That said, Starmie needs the enemy to be in range in order to set off the beam in the first place, and that means getting a visual on the enemy the old fashion way. Once you’ve got a bead on the target, though, you should hang back, pull out of sight, and let the beam deal with the enemy. Not only does it put the hurt on the target, but any enemy in between will also be damaged. Paired with a teammate that has great push potential, like Block Snorlax or Drill Peck Dodrio, and this beam can be really stretched out, greatly expanding its potential area of damage. (Some moves, like Talonflame’s Unite Move, Flame Sweep, are a little TOO good at pushing enemies away, and can end up breaking off the beam attack, forcing the attack to end)
But because Starmie is hyper focused on attacking, it cannot score while the beam is active. It’s not a good idea to try and score while enemies are nearby anyway, because of how squishy Starmie is. A couple of solid hits will put Starmie down, sporting the same defensive prowess of pokemon like Cinderace or Absol. Even so, this makes it very difficult for Starmie to make a bold score in the early game, fishing for those stacks to power up its Aeos Cookie or Sp. Atk Specs.
This is where Starmie comes into its own and utilizes a rare playstyle in Pokemon Unite called Kiting. The gist of Kiting is that a player stays out of range of their opponent’s counter attack options while still staying in range themselves to attack. Starmie isn’t just built to do this, it HAS to play like this due to its low defenses and HP. But thankfully, all of its moves are tailored to this specific playstyle, starting with its ability.
Ability: Illuminate
Reveals enemies hiding in tall grass when nearby. Your basic attack deals more damage the more enemies there are in the path of the beam.
The range of Illuminate is the same as your basic attack. This is because you need a viable target to start using the basic attack, and would normally fail to lock on to an enemy hiding in tall grass.
Hidden enemies will also be revealed to teammates and will also show up on the minimap.
The damage multiplication effect of Illuminate applies instantly. Will not apply if an enemy is unstoppable or otherwise unable to be targeted, such as when they are in the middle of scoring a goal.
The damage multiplication effect of Illuminate is weaker than you’d expect, but it applies to enemies and wild pokemon. There is no damage cap for the boost.
Thought you could hide from this bright star? Think again! Because Starmie’s basic attack requires a target to lock on to, hiding out in tall grass would normally be an effective stopgap to its ability to start dealing damage. This ability is meant to help itself rather than its teammates, but they will also be able to see enemies revealed by Illuminate. Best case scenario, a teammate hiding out in the tall grass becomes privy to enemies hiding in another patch of tall grass nearby as Starmie approaches, foiling an ambush.
Aside from that, it also has the bonus effect of dealing multiplying damage to multiple enemies. Because it requires proper positioning to get the most damage, you’ll find yourself circling around team fights trying to line up for that perfect shot. This is normal fair when you need to make multiple hits in one shot, such as with Spirit Shackle Decidueye or Hyper Beam Dragonite, but for Starmie, it needs to keep that position constantly. Because Illuminate boosts damage for each extra target caught in the beam, not only do you need to have the perfect line up, you also have to stay out of trouble and keep an eye on the fight so you don’t get one shot by a stray Pyro Ball or Solar Beam, and you have to do this focused for the duration of the attack. It’s not an easy task.
The effort is worth it, though, as enemies will be run ragged by the relentless rays of the raging tides. That said, it does make Starmie a little anxious to engage in one-on-one fights, as the damage takes a while to build up whereas enemies will have no qualms with expending both of their moves to secure a KO on a problematic attacker. Not to worry, though, as you have moves to handle such engagements.
At the start of the game, Starmie will start out as Staryu. You can choose between Rapid Spin or Swift as your first move. By Level 3, you will have learned both.
Move 1: Rapid Spin
Starts spinning horizontally at a very fast pace for 5 seconds. While spinning, your movement speed is increased and your basic attack will fire constantly until the move ends. You also deal weak damage constantly to nearby enemies. 8s cooldown.
When Starmie/Staryu use their basic attack normally, they float on their backs, with the gem side pointed up at the sky. When using moves like Rapid Spin, they start spinning in this position.
Rapid Spin effectively adds 5 seconds to the amount of time your basic attack runs for, allowing it to deal damage for more than 5 seconds. If you use your basic attack during Rapid Spin, the move ends first but your basic attack will continue firing for another 5 seconds.
If an enemy is KOd while Rapid Spin and your basic attack is active, the basic attack ends but Rapid Spin will continue to spin. Another enemy can be targeted in this time, but Rapid Spin will still run out after 5 seconds and any leftover time is added to the basic attack.
The move can end early by pressing the button again. Staryu cannot score while using Rapid Spin, just like Blastoise.
Something something bay blades, anyway. As one of the original pioneers of the move, Staryu spins with great effect. Rather than blow away stray hazards, Staryu spins to focus its psychic power, augmenting its basic attack even further. There will be moments where your basic attack runs out of time at the worst moment, or that the enemy managed to run away, even with your expanded range. Rapid Spin solves both of those problems by not only giving you a speed boost, but it also adds extra seconds to the run time of your basic attack. Not only does this make it more effective at chasing down your enemies, it also increases your agility, letting you circle around crowds faster, looking for that perfect line up. The high cooldown is a bit of a bummer, though, but that just means you shouldn’t be hasty when it comes time to spin.
One upside though is that, as a starting move, it lets you reach the middle of the lane a lot faster than other pokemon. But that’s not a very appealing prospect as that just means you’ll run into your enemies faster. It’s also an OK move against wild pokemon, as the attack actually does have a small hitbox that can damage enemies up close with all of that spinning. And let’s be real, there’s no way you’ll get away with dealing weak damage to actual players up close.
Move 2: Swift
Send out a flurry of star shaped projectiles, each one homing in on any number of targets. The number of stars that home in on each target is random. Deals more damage to enemies being targeted by your basic attack. 6s cooldown.
The move cannot be used if no viable targets are within range.
When multiple enemies are present, a random number of stars will target the viable enemies. 5 stars are launched as a Staryu, whereas 10 stars are launched as a Starmie. The star projectiles are distributed randomly among targets, meaning it is possible for an enemy to avoid damage by chance.
Maximize damage by using Swift on a single enemy targeted by your basic attack.
It cannot be overstated just how iconic Swift is to pokemon like Starmie. Not only is it the most common starting move, it’s also literally in the name, as Swift in the literal Japanese translation means ‘Speed Star’. And oh look, that’s what Starmie is.
Back to Staryu, although it starts out with this move, this would be the first time the move is actually treated as a sure-hit attack (Espeon and Sylveon both can learn Swift as a starting move in Pokemon Unite, but both moves can miss). That said, it comes with some caveat in exchange for accuracy (metaphorically, and literally). For starters, Swift cannot be used if there is no valid target. This also includes enemies that are unstoppable or otherwise untargetable, as the move cannot recognize them as a valid target. Not only that, for a flurry of stars, the attack is very weak, which makes it very inconsequential for enemies if they are in range, and the resulting damage isn’t anything to worry about.
Of course, this is Pokemon Unite, where most of the Water Types in the game use Surf in their own unique way (even including Mew, which isn’t a Water Type at all, but rather uses Blastoise’s method of attack rather than coming up with their own spin on the move). For each pointy bit of its body, Staryu launches 5 star shaped projectiles outward. If there is only 1 viable target in range, those stars will all deal damage to that one target. When Staryu evolves into Starmie, Swift shoots out 10 stars, one for each point on its body, but it still follows the same formula. Of course, it’s all up to chance where each projectile hits, and it’s even possible for an enemy to avoid damage altogether just by chance. The way it goes is that each star chooses a random target as the move is used, and that’s the only rule. If there are 2 viable targets, there’s an extremely low chance all stars will target the same enemy, and those odds lower even more when Staryu evolves.
That said, the move is still very weak, and is best used when multiple enemies are weakened with your basic attack. Oh, right, Swift has one more boon going for it, and that is that each star projectile deals more damage to an enemy being damaged by your basic attack. If Swift is used while there is only 1 viable target, and you are using your basic attack on that specific one, the projectiles will each deal double damage, drastically boosting your overall damage output. This increases even further when you evolve into Starmie, boosting the number of projectiles launched. In a sense, if everything is set up correctly, Starmie can really put the hurt on a singular enemy, making them much better at taking on objectives like Regieleki or one of the Regis by themselves.
But now it’s time to talk about the real star of the show, me. As in, Starmie. Heh, get it? Haheh, eh...well, Starmie’s name in Japanese is the same, so I think the joke still works...
At Level 6, Staryu evolves into Starmie. At the same time, Rapid Spin will become either Surf or Cosmic Power.
Move 1a: Surf
Summons a torrent of water and ride the wave, increasing your movement speed for 6 seconds. Enemies will be damaged, shoved, and stunned when they get too close. Your basic attack will deal more damage to enemies the closer they are and it will fire constantly until the move ends. If you KO an enemy with your basic attack and Surf is still active, you will automatically attack the next viable target. 9.5s cooldown.
At Level 11, Surf becomes Surf+.
KOs extends the duration of the move by 1.5 seconds.
Starmie uses the same animation as Rapid Spin, but with a visible rush of water underneath.
When an enemy is KOd with your basic attack while Surf is active, the next viable target will be chosen and attacked. If no viable targets are within range, the basic attack ends.
The basic attack deals more damage when enemies are close by, but can be pushed back by Surf’s shove effect. This is intentional as Starmie is capable of stun locking an enemy and dealing maximum damage. However, this is very risky as you hyper focus one enemy and are vulnerable to being attacked by their teammates, but very good for dealing with objectives like Regieleki or Rayquaza.
The max damage range of Surf’s boosted damage for your basic attack is near Surf’s active hurtbox, and the shove effect moves enemies past that.
In contrast, the minimum damage output is further out, the same range as your basic attack’s targeting range. The attack doesn’t get any weaker if enemies are damaged at or beyond this range.
Just like Rapid Spin, Surf can be cancelled by using the move again.
Surf improves upon everything that Rapid Spin does and more. Not only does it damage enemies, it will also push them away on hit, helping to remedy Starmie’s problem dealing with melee attackers. Actually, this attack does a lot to help with that front, as Surf further increases the damage you deal to enemies that are very close by. While it does seem to conflict with the push effect, Surf will also stun enemies on hit, and with the added movement speed boost, you can splash against these enemies repeatedly, all while burning a hole through them with your basic attack.
Not only that, Surf has a bonus effect where it will automatically target a new enemy if your basic attack KOs the original target. Sure, it’s only 1 second more than Rapid Spin, but this one little change makes it very easy to handle multiple enemies, especially if they’re on the frail side. Now, if the enemy has resistance or immunity to hindrances, that can be bad news for you, as they can get up close and wallop you without fear of being pushed back. However, the bonus damage dealt to enemies up close still applies, and is much stronger against opponents within this close range. Because Surf typically pushes enemies away, the bonus damage multiplies to a crazy high level, but only because they aren’t supposed to be that close in the first place. No matter what they are doing, you’ll be able to deal massive amounts of damage, possibly more than they can deal to you.
It seems like there’s nothing bad about this move, and there generally isn’t. However, please keep in mind that Starmie is a frail Attacker, typical of the archetype. Starmie can take 2 or 3 hits while Surfing, but it’s meant to be used defensively rather than diving in. Not only that, you are still vulnerable to hindrances, which can cancel your basic attack, leaving you defenseless. While you are faster, this move does little to improve your matchup against other ranged Attackers, especially if they have the ability to stun and shove, like Decidueye or Gardevoir. Do not get carried away just because you’re shredding those waves.
Move 1b: Cosmic Power
Gathers up star power and fortify your defenses for 8 seconds. The pokemon is protected from stat reducing effects and passive damage moves left behind by the enemy team. The next time you use your basic attack, it will deal damage for an additional 3 seconds and the attack will fire constantly, even while the pokemon is affected by hindrance. 10s cooldown.
At Level 11, Cosmic Power becomes Cosmic Power+.
KOs extend the duration of your defense boost and protections by 1 second.
Protection from stat reducing effects include the Slow Smoke item and Speed Flux zones on the enemy’s side of the map. Passive damage protection includes moves like Duraludon’s Stealth Rock and Charizard’s Fire Blast.
The basic attack boost provided by Cosmic Power will be confirmed with a visual of small stars where the basic attack boost bar would normally be.
Unlike Surf and Rapid Spin, Starmie will only flash upwards at the sky for a second. This is a visual indicator to your teammates and enemies that Cosmic Power is locked and loaded. The spinning effect during your boosted basic attack will be accompanied by glittering stars instead of water.
If Cosmic Power+ is used while you are already under the effects of boosted defense and protection, it will add to the timer of those effects by another 8 seconds. It is possible to gain this amount with KOs through Cosmic Power+.
The basic attack empowered by Comsic Power will continue to fire even while the pokemon is being shoved around and affected by hindrance. Even Charizard’s Unite Move, Seismic Slam, will not stop this attack.
Rather than focusing on speed and mobility, Starmie leans to the other side of the spectrum with Cosmic Power, granting it not only more defense, but also immunity to passive effects. Not only that, it also adds another 3 seconds of time to your basic attack, which is actually a lot less than Rapid Spin or even Surf. However, what Cosmic Power lacks, it makes up for in granting you a basic attack that cannot be turned off, even while under the effect of hindrances. If your build is optimized for maxing out the damage of your basic attack, or if you see that the opposing team will be carrying a lot of crowd control, Cosmic Power is the way to go.
Now, the defense boost won’t do much for a frail Attacker like Starmie, as it allows it to take maybe an extra hit or two. But the point of Cosmic Power is to allow you to keep attacking and not get done in by a stray hit while you’re circling the mosh pit. It keeps you from getting one-shot by Decidueye’s Spirit Shackle or Venusaur’s Solarbeam, allowing you to keep up the offensive pressure from a safe distance. Not only that, but the defensive boons allow you to completely ignore effects like Slow Smoke or Sludge Bomb. Granted, you really shouldn’t linger in these effects for long anyway, as it’s hard to keep track of the duration of Cosmic Power in the heat of battle. The whole point of the move is to make it easier for you to Kite while launching your basic attack nonstop. To that end, Cosmic Power does come with the same weaknesses as Rapid Spin, in that if the enemy is KOd, those extra 3 seconds you got are wasted. Thankfully, Cosmic Power+ does grant you extended protection with each KO, but then it comes down to your own skill. Do you target a Defender to get the most out of Cosmic Power’s extra 3 seconds of attack, or do you focus on an Attacker that’s protected by shields?
Between Surf and Cosmic Power, it’s a matter of mobility versus security. Surf let’s you ride around dealing fast damage, while Cosmic Power protects you from interruptions and passive effects. Choosing one depends on figuring out which issue will be harder to handle without it. That’s why Staryu evolves at Level 6, to give you enough time to figure this out, and to ensure that you are leveling up properly against the opponent, as solid Kiting will give you lots of EXP really fast.
At Level 8, Swift becomes either Psybeam or Power Gem.
Move 2a: Psybeam
Fires a beam in a straight line, damaging multiple enemies. Afterwards, any enemy damaged will be marked. The next time you use your basic attack, an additional ray beam will be fired and damage the marked enemy, even if they are out of range. Your basic attack can target another enemy in range. Both rays can target a single enemy. 8s cooldown.
At Level 13, Psybeam becomes Psybeam+.
If an enemy is KOd while your basic attack is firing multiple beams, the remaining beams deal increased damage.
The mark is a graphic of a pink psychic eye. Enemies with this mark will be damaged by an additional laser, even if they are out of range of your basic attack. The mark lasts for 5 seconds.
A marked enemy can be targeted initially by your basic attack, dealing increased damage to that enemy.
The extra beams can be forced to end early if the enemy moves too far out of range, just like your basic attack normally.
The multiple beams can be cancelled by inflicting a hindrance on Starmie. If an enemy becomes invincible or unstoppable while being targeted by the beam, the attack is cancelled.
If an enemy is targeted by your beam while out of range, your basic attack can be used again if another viable target is within range. Both beams have an independent timer of duration.
The multiple beams all deal base damage equal to your basic attack’s damage output. Psybeam+ will deal extra damage to remaining enemies if marked enemies are KOd by this attack.
Psybeam+ will not deal increasing damage if a marked enemy moves too far out of range and forces the beam to disappear.
Like a well lined cue ball in a game of pool, Starmie makes a clean shot, hitting multiple enemies in one go with Psybeam. Although the damage isn’t all that great, the followup more than makes up for it, as it turns each target into a separate receiver of your basic attack. If an enemy gets hit, they have no chance of escaping, as even moving out of range of Starmie’s basic attack doesn’t save them from getting lasered. And not only that, the damage doesn’t get compromised at all, as each beam deals damage running off of your basic attack’s normal damage output, meaning it can be increased with X Attack or Muscle Band.
And keep in mind that Illuminate is still boosting the damage output of your basic attack when you’ve got multiple enemies lined up in the laser. Now, it doesn’t boost the damage just because you’ve got multiple enemies on the receiving end of all of these lasers, but if there are any targets stuck in the path of even one of these beams, the entire network of lasers gets the attack boost, so it’s no big deal if you miss an opponent or two from the initial beam.
Now, Psybeam still has the same learning curve as your basic attack, in that you’ll need to line up more than one target in the heat of battle to fully abuse this attack. You’ll be in big trouble anyway if you run into more than one enemy, especially if they’re a high damage Attacker or Speedster. Starmie benefits a lot from competent teamwork, with teammates distracting the enemy, allowing you to fight from the edge of battle, taking the lucky shot with Psybeam, and then circling around the scuffle like a snooty satellite recording the fight on their phone. For all of its boons, Starmie is still a frail Attacker, and is vulnerable to getting one shot if you’re not careful or prepared. The beams can still be cancelled by hindrances, so you’ll want to be extra wary of stray attacks.
That said, Psybeam+ has a really great upgrade that makes handling hordes better. If even one enemy gets KOd from Psybeams multiplying beams, the remaining beams get stronger. This is meant to handle the typical 3 Attackers per team structure that’s been popping up more often, and is especially handy if the enemy has already been worn down by a Defender or All-Rounder. More often than not, though, the opposing Defender will be the last one standing in these crowded team fights, which is something to keep in mind when all of your moves are on cooldown.
The only weakness to this attack is if the crowd of enemies is backed by a competent Supporter, as they can either heal more damage than you can deal, or shut you down with any number of hindrances at their disposal. That’s kind of embarrassing, to be honest...
Move 2b: Power Gem
Launch a stone made of light directly forward. Afterwards, the enemy will be marked and your basic attack will target this enemy only, allowing you to target this enemy even if they are out of range. Upon attacking, the beam will split off and deal constant damage to the target and all other enemies near the initial target. The less enemies there are, the greater the damage. 9.5s cooldown.
At Level 13, Power Gem becomes Power Gem+.
Increases damage. Extends the duration of this moves’ effect on the marked enemy when an enemy is KOd by the split beams.
The marked graphic is that of a pink stone much like Starmie’s central gem.
The mark wears off after 7 seconds, whether you deal damage to the enemy or not.
Power Gem+ extends the duration of the mark by 1.5 seconds for each KO.
The range of the split beams is the same as your basic attack. The split beam deals 150% of your basic attack’s damage and decreases the more enemies there are, to a minimum of 100%.
If the marked enemy is too far out of range, the attack will fail.
The split beams deal more damage than your basic attack’s base damage, but otherwise can be affected with items such as Muscle Band and X Attack.
See, light refracts when it shines through bright gemstones, creating a rainbow effect. The same principle applies with Power Gem, as you hit an enemy with a gemstone, bedazzling them with it, then shoot them with a beam that causes the light to splinter and damage all nearby enemies. The result is a beautiful fractal light show of death and destruction.
Where Psybeam rewards skillful alignment, Power Gem is a decisive shot that picks an enemy to become the center of attention. On hit, your basic attack will only hit that target, which can be a problem if they move too far out of range, robbing you of an attack to defend yourself with. On the upside, Power Gem is a great answer to pick apart team compositions that like to stay together, hunkered closely with their Defender or Supporter. Pick your target and shoot, preferably a bulky enemy, then start the light show. The resulting split beams damage any nearby enemy, forcing the group to disband or perish. The beams deal more damage the less targets there are, which help deal with invincible duos like a Supporter and an All-Rounder. Speaking of which, you’ll want to target a Defender or an All-Rounder for this as, if you end up KOing an Attacker you had marked with Power Gem, the whole attack ends early, greatly diminishing your return.
Not only is this move great for dealing with crowds, it’s also a great spearhead for a push in either lane, with proper kiting, of course. Weakened enemies will be forced to retreat, leaving the marked enemy alone to fend for themselves. Power Gem+ exacerbates this even further, as KOs extend the duration of the mark. Combined with Surf or Cosmic Power, you’ll be firing a never ending stream of rainbows at the opponent.
However, just like with Psybeam, Power Gem does have its own share of weaknesses. If an enemy realizes they’ve been marked, they can simply move out of range for the attack to fail, as your basic attack will be locked on to only the marked target. Also, while the spread damage is great, it does get weaker the more it splits, but it will never fall below 100% of your basic attack’s normal damage output. If the entire enemy team decides to rush in, you’ll more than likely find yourself getting KOd before you can deal any meaningful impact on the opposing team’s HP. Not to mention, you’re still vulnerable to hindrances, as they can cancel the attack. But unlike Psybeam, the mark doesn’t wear off just because you get knocked silly, and you can resume attacking right away if you’re able to.
With all of that said, there is one glaring caveat to these moves. While they do deal great damage, the moves serve to augment your basic attack and little else. As a Special Attacker, Starmie can make great use of items like Muscle Band or Scope Lens, but cannot utilize Shell Bell or Choice Specs. That’s because the basic attack is powered by items that boost basic attack damage, whereas items like Choice Specs only power up the pokemon’s moves. The Sp.Atk boost they provide do power up the damage of your lasers, but that’s it. The only Sp.Atk boosting item that Starmie would be able to use is the Sp.Atk Specs, as the stacking scores power up the damage of your basic attack, spreading the damage even more if the moves target multiple enemies.
Unite Move: Sea of Stars
Summons a beautiful swirl of sparkling sea water that whirls around the pokemon. For 8 seconds, the swirling water slows down the movement speed and basic attack speed of all enemies within range. When enemies are damaged by your basic attack, a glowing beam is cast from the target, dealing damage to all nearby enemies.
The Unite Move’s range fills up nearly the entire screen.
Reduces movement speed and basic attack speed of affected enemies by 50%.
The damaging glow deals damage using your Sp. Atk, and can be increased with modifiers like X Attack and items like Muscle Band.
The movement speed and basic attack speed is reduced even further when enemies are affected by the damaging glow effect of your basic attack. The reductions multiply when the damaging glow effects overlap. However, this is a weak multiplier, meant only to increase the effects by a low 8% or such.
The damaging glow only affects those within range. Can be combined with Psybeam or Power Gem to spread damage.
You are still vulnerable to hindrances.
With a dazzling light show like this, I think I can see why Starmie is part psychic, as such a mesmerizing bath bomb like this is mind blowing. Eh? Get it? Because, the mind... never mind.
Anyway, this Unite Move is meant to patch up all of Starmie’s issues when engaging in enemies, and that’s to handle the dangerous attack power of just about the entire enemy team. Just by getting swept up in the attack, enemies will have their attack speed reduced by 50% and their movement hindered similarly (they can still dash around). While it certainly helps your team pick up KOs, it also greatly augments your basic attack, as the laser causes a damaging glow effect on contact with the enemy. This glow is half as powerful as your basic attack, but the damage racks up when these glowing auras overlap with moves like Psybeam or Power Gem. When used strategically at objectives like Regieleki or Rayquaza, it greatly boosts your team’s ability to fend off the entire opposing team.
The weakness of this Unite Move is the same, though, as you are still weak to hindrances. Getting knocked silly will also end the duration of Psybeam or Power Gem’s spread damage, which will drastically reduce your overall damage. Not only that, but if you’re getting stunned into next week, you’ll find yourself KOd soon after, even with a Buddy Barrier active. Sure, you can use Cosmic Power to survive a hit or two, but it won’t be as effective if you’re putting yourself in the middle of the team fight. Just like I’ve stated before, Starmie plays extremely well when fighting from the edge of battle, kiting around opponents and staying just out of reach of their counter attacks. It may seem like a waste to kite while using your Unite Move, and it is. The best way to use Sea of Stars is to pop it when the entire enemy team has been weakened by your moves or by your teammates, as the reduced HP makes it easier to KO multiple enemies.
Stars die quickly when they’re the center of attention. You’re just as influential from the sidelines, don’t forget that.
Holowear
While Starmie doesn’t wear clothes normally, clothing can be a bit of an issue due to its penchant to, well, spin all over the place. To amend this, we have to decorate Starmie like an ornament rather than fit it with some clothing, especially if they look better while Starmie is spinning. First up is the Glitter Style holowear, where small little star clips of various sizes and colors have been tacked on to its body and arms. Then there is Storm Style, outfitting Starmie with a large black cloud on its back and lightning bolt cutouts taped to its arms. How about Bow Tie Style, decorating Starmie with lots of bows and ribbons of different colors, making it look very hypnotizing when it spins. Lastly, there’s Fireworks Style, giving Starmie a lit sparkler on each arm and little firecrackers strapped to its body that go off when the pokemon spins, perhaps this can be a Legendary skin due to all the effects it emits.
Strategy
Now, as I’ve stated multiple times, Starmie has to kite to survive and play effectively in Pokemon Unite. Just as a quick refresher, Kiting means to play by staying out of an enemy’s counter attack range but staying just close enough to keep attacking, which Starmie excels at thanks to their basic attack. This is exacerbated greatly with Starmie’s low HP and defenses, forcing it to rely on smart positioning and social distancing.
At the start of the game, Starmie can go into any area, but picking top or bottom requires a competent early game attacker that can complement your kiting game plan when you run into enemies. Staryu will have some difficulties KOing wild pokemon until it evolves, so having a teammate that can share EXP can give you a good head start. In a weird sense, you’ll be gaining more EXP from defeating the enemy rather than farming wild pokemon, which means you’ll have to take kiting very seriously.
When you do level up and evolve, choosing between Surf and Cosmic Power is a matter of responding to the enemy team’s composition. If they have plenty of troublesome melee All-Rounders or Speedsters, Surf can be very helpful in keeping your distance, as it knocks and stuns enemies that get to close, while also providing a speed boost. If the enemy has a troublesome Defender or Attacker that will gladly crowd control you into submission, Cosmic Power would be the better option, as it protects you from hindrances and debuffs the enemy will throw at you. Neither of these moves will be all that helpful in fending off the enemy alone, so don’t test your luck when you’re surrounded.
Power Gem and Psybeam are both moves that can help handle hordes of enemies that like to stick together, operating in their own way. Psybeam requires getting that lucky shot with multiple targets, but is extremely rewarding. Power Gem, on the other hand, requires great accuracy in singling out a bulky target, making them the center of the followup attack that greatly damages their teammates. While both are useless against single enemies, it’s a given that most teams will have a reliable Supporter or All-Rounder that they’ll rally around (and if they don’t, they aren’t likely to win the game either way). The attacks really pay off when it comes time to engage at map objectives, Regieleki and Rayquaza, as you’re guaranteed to run into multiple enemies contesting for that final hit (and if they aren’t, well, Illuminate sniffs out enemies hiding in the tall grass waiting to snipe). It all comes down to how well you’ve mastered these attacks, and how solid your execution is.
As mentioned, your Unite Move, Sea of Stars, is best used to continue your kiting scheme, keeping your distance from enemies, moving inward when the enemies have all been weakened, and racking up those KOs to secure the objective. However, do not forget that you are still vulnerable to hindrances, and can be easily one-shot by a stray Solar Beam or Spirit Shackle.
When it comes down to your loadout, you must be wary of items that boost the power of your moves like Choice Specs. Surf, Cosmic Power, Psybeam, and Power Gem, they all augment your basic attack in some way, but do not deal as much damage by themselves, rendering the boost from Choice Specs moot. You should ultimately rely on items like Scope Lens or Muscle Band, as they do influence the damage and attack speed of your laser, including the split beams of Psybeam and Power Gem. Not to mention, the laser uses Sp. Atk to deal damage, so powering up the stat greatly increases the overall damage even further. As for battle items, X Attack also increases the attack speed and damage of all of your lasers, while X Speed increases your ability to chase enemies down. Because of the sheer range of your basic attack, items like Slow Smoke are not as effective for you as they do little to improve your matchups. Full Heal might be worth running to escape a hindrance, especially if you can anticipate it. Lastly, Fluffy Tail can help Starmie level up more reliably, especially if you’re running Surf to damage objectives like the Regi Trio.
Now, even if you are a master of kiting, do expect to get KOd a lot, as Starmie’s defenses are rather pitiful. On the flip side, if the enemy has a lot of frail Attackers and Speedsters, you’ll be reward with a 4 KO or even a 5 KO streak with smart positioning and kiting, especially if you have a reliable teammate distracting them for you.
You’re a star, but you can only shine so bright with great costars by your side. Never forget that.
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And that’s Starmie for Pokemon Unite! Fitting that I’d get this out 12 days before Christmas, and that’s NOT because I’ve been lazy. I’ve just...been having trouble getting the urge to write, is all. This happens, especially if I succumb to my disastrous sleep schedule.
Anyway, enough of all that. Next up, we’ve got a Supporter coming. Hopefully I get this one out sooner than later. Thanks for reading!
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