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Starmie, the Mysterious Pokémon

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1 Growth 18 1 Growth 18
Health 305 (+65) Attack damage 51(+ 2.7)
Health regen. 6 (+.50) Attack speed 0.6 (+2.5%)
Mana 305 (+58) Armor 15 (+3)
Mana regen. 6 (+.9) Magic resist. 30
Attack range 575 Mov. speed N/A

Starmie, The Mysterious Pokémon is DEFINITELY NOT a champion in League of Legends.

Abilities

Minimize
ChampionSquare

Taking damage reduces Starmie's size and hitbox by 5% per stack, to a maximum of 30% in reduced size. While minimzed, Starmie moves 2% faster per stack of Minimize. Starmie returns to normal size after not taking any damage for 7 seconds. Minimize has a maximum of 6 stacks.


Swift
RANGE: 800
COST: 75/90/105/120/135 mana
COOLDOWN: 13 / 12 / 11 / 10 / 9
ChampionSquare

Active:Over 1 second, Starmie launches 6 homing stars that chase the target, starting off at 100% of Starmie's speed and gradually gaining speed. These stars do not pass through minions, and explode in a 200 AoE, dealing Magical Damage and slowing those hit by 25%.

  • Magical Damage per Star: 20 / 30 / 40 / 50 / 60 (+ 20% AP)
  • Maximum Damage Possible:120 / 180 / 240 / 300 / 360 (+ 120% AP)
  • Slow:25%


Camouflage
COST: 80 mana
COOLDOWN: 25
ChampionSquare

Active: Starmie immediately stops any action and enters stealth, lasting X seconds. Doing any action breaks the stealth. Starmie's next ability will deal % bonus damage. Moving out of stealth grants a 30% movement speed increase for 2 seconds.

  • Magic Damage Bonus:10% / 11.5% / 13% / 14.5% / 16%
  • Stealth Duration:1 / 1.5 / 2 / 2.5 / 3


Rapid Spin
COST: 60/70/80/90/100 mana
COOLDOWN: 20
ChampionSquare

Active: Starmie spins at a rather RAPID speed, removing all snares, roots, and slows from it, and dealing magic damage in a 250 AoE around it.

  • Magic Damage:70 / 100 / 135 / 170 / 225 (+ 60% AP)


Hydro Pump
RANGE: 1000
COST: 150/200/250 mana
COOLDOWN: 150/135/110
ChampionSquare

Starmie immediately roots itself, and during the next 3 seconds, fires several beams of water in a line 200 units wide. Right clicking at a location changes the direction of the for the next beam. While rooted, Starmie's turning rate is reduced to 66%. The beam has a range of 1000.

  • Magic Damage per blast: 40 / 60 / 80 (+ 40% AP)
  • Total Damage Possible:200 / 300 / 400 (+ 200% AP)
  • Beams Fired: 5


My third Pokémon themed-champ. This time, I felt like doing Starmie. Starmie, in this case is a very slippery Support Mage, meant to pound away at the enemy team with relative safety, and have the ability to escape should they engage. Starmie is incredibly poke reliant, and as such, excels in terms of Sustained Damage. Starmie performs poorly under pressure, because of his 2 main abilities requiring either a wind-up time, or requires channeling; both also stopping on the first enemy hit. However, should it get a clear shot, TONS of damage shall be dealt.

Starmie 1.1 includes:

  • Cooldown on Swift reduced by 2 seconds across the board.
  • Swift Mana cost tweaked to 75-135 mana from 90-130
  • Camouflage's stealth scales with how many times it's leveled; now being 1-3 seconds, down from a flat 10 sec. The % magic damage increase's scaling has been upped at earlier levels, now being 10%-16% increase, from 4-20%
  • Rapid Spin now deals Magic Damage, and deals much higher damage because of it; now being 70-225 MAGIC damage with a .6 AP scaling, from 50-150 TRUE damage with a .05 AP scaling.
  • Hydro Pump works differently, sending 5 beams of water, instead of 10 projectiles, down a line. Due to reduced projectile amounts and lack of projectiles, damage has been tweaked; now being 40-80 damage per beam with a .4% scaling, from 25-60 damage per blast, with a .25% scaling.

Let me know what you think! :D Also, time for me to selflessly advertise my other 2 Pokéchamps.

[1] Kecleon, the Colour Swap Pokémon

[2] Bidoof, the Plump Mouse Pokémon

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