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Starman

From The Codex
Revision as of 22:15, 9 March 2024 by GiverOfThePeace (talk | contribs) (→‎Other: clean up and re-categorisation per CFD, replaced: User_blog → User, Element Users → Elemental Users)

Battle Against a Machine

You're much stronger *whirr* than our intelligence indicated... We were not *beep* prepared for that eventuality... The prophecy from the *click* Apple of Enlightenment may be true... But you must not *whirr* underestimate us.

~ Starman Deluxe to the Chosen Four

Background

Starman (スターマン sutāman) are enemies encountered in the Mother series. They are PSI wielding robots that serve as the primary soldiers in Giygas's army.

Codex Statistics

Key: Starman Junior | Starman and Starman Super | Blue Starman and Last Starman | Starman Deluxe | Ghost of Starman and Final Starman

Tier: Low 8-C | 8-B | 8-B | 8-B | 8-B

Name: Starman

Origin: Mother

Sex: Sexless

Age: Unknown

Classification: Robot

Status: Unknown (There are likely no Starmen left after the deactivation of their base and the defeat of Giygas at the hands of the Chosen Four)

Alignment: Lawful Neutral (Strictly follows under Giygas's orders and their programmings, though possesses a consciousness due to wielding PSI)

Dimensionality: 3-D

Attack Potency: Small Building level+ (Has PSI on the level of fire Beta, which is PSI above the level of post-Peaceful Rest Valley enemies, including the Territorial Oak who can self destruct) | City Block level (Can damage the main cast of both Mother 1 and Mother 2) | City Block level (Stronger than regular Starmen) | City Block level (Much stronger than regular Starmen. Runs the Stonehenge Base) | City Block level (Are the most powerful Starmen in Giygas's army. Can use PK Starstorm Omega)

Durability: Small Building level+ (Can endure attacks from Buzz Buzz) | City Block level (Can endure attacks from the main cast of both Mother 1 and Mother 2) | City Block level (Superior to regular Starmen) | City Block level (Far superior to regular starmen) | City Block level (Can endure attacks from the Chosen Four at their strongest)

Striking Strength: Unknown (Starmen do not fight physically) | Unknown | Unknown | Unknown | Unknown

Lifting Strength: Unknown | Unknown | Unknown | Unknown | Unknown

Travel Speed: Unknown | Unknown | Unknown | Unknown | Unknown

Combat Speed: Speed of Light (Can fight Buzz Buzz) | Faster Than Light (Can fight against the main cast of Mother 1 and Mother 2) | Faster Than Light (Superior to regular Starmen) | Faster Than Light (Superior to regular Starmen) | Faster Than Light (Superior to regular Starmen)

Reaction Speed: Speed of Light (Can fight Buzz Buzz) | Faster Than Light (Can fight against the main cast of Mother 1 and Mother 2) | Faster Than Light (Superior to regular Starmen) | Faster Than Light (Superior to regular Starmen) | Faster Than Light (Superior to regular Starmen)

Stamina: Very High

Range: Hundreds of Meters (Their lasers should be comparable to that of Jeff's laser guns. Can use PSI) | Hundreds of Meters | Hundreds of Meters | Hundreds of Meters, possibly Higher (PK Starstorm is said to "shake off the stars") | Hundred of Meters, possibly Higher

Intelligence: Genius (Capable of using PSI. The strongest Starmen are able to use PK Starstorm, a technique that is implied to only be learnable after a higher level of intelligence is reached)


Powers and Abilities

Starman Jr.: Elemental Manipulation, Energy Manipulation (Can fire beams and manipulate psychic energy), Durability Negation (PK Beam Gamma can destroy a target in one hit), Fire Manipulation (Can use PK Fire), Heat Manipulation, and Air Manipulation (Can use PK Freeze)

Starman: Energy Projection (Can fire a beam of energy), Forcefield Creation (Can use Shield Alpha), Absorption (Can use PSI Magnet), Statistics Amplification (With the Sudden Guts Pill, doubles the Guts stat)

Starman Super: Energy Projection (Can fire a beam of energy), Healing, Purification, and Resurrection (Healing can remove various status effects, including colds, sunstroke, sleep, poison, nausea, crying, strangeness, paralysis, diamondization, as well as unconsciousness and death. Capable of bringing back machines, ghosts, non-living targets, and abstract entities in addition to living beings, even if the target has been completely destroyed or has faded into thin air), Forcefield Creation and Attack Reflection (Can use PSI Shield Beta, which completely reflects all PSI attacks), Summoning (Can call other Starmen for reinforcements)

Starman Deluxe: Energy Projection (Can fire a beam of energy), Forcefield Creation and Attack Reflection (Can use PSI Shield Beta, which completely reflects all PSI attacks), Summoning (Can call Starmen and Starman Super for reinforcements)

Ghost of Starman: Telekinesis (With PK Starstorm)

Final Starman: Healing, Purification, and Resurrection (Healing can remove various status effects, including colds, sunstroke, sleep, poison, nausea, crying, strangeness, paralysis, diamondization, as well as unconsciousness and death. Capable of bringing back machines, ghosts, non-living targets, and abstract entities in addition to living beings, even if the target has been completely destroyed or has faded into thin air), Forcefield Creation and Attack Reflection (Can use PSI Shield Beta, which completely reflects all PSI attacks), Status Effect Inducement and Mind Manipulation (Can inflict strangeness on enemies with Brainshock, which causes them to sometimes attack themselves or their allies), Telekinesis (With PK Starstorm)

Starman Jr.: Fire Manipulation (Only takes 25% damage from Fire), Heat Manipulation and Air Manipulation (Only takes 25% damage from Freeze), Light Manipulation and Durability Negation (Immune to Flash), Mind Manipulation (Brainshock is only 50% effective), Paralysis Inducement (Immune to Paralysis), Sleep Manipulation (Hypnosis is only 10% effective)

Starman: Fire Manipulation (Only takes 75% damage from Fire), Heat Manipulation and Air Manipulation (Only takes 75% damage from Freeze), Light Manipulation and Durability Negation (Flash is only 10% effective), Mind Manipulation (Brainshock is only 10% effective), Paralysis Inducement (Paralysis is only 10% effective), Sleep Manipulation (Hypnosis is only 50% effective)

Starman Super: Fire Manipulation (Only takes 75% damage from Fire), Heat Manipulation and Air Manipulation (Only takes 75% damage from Freeze), Light Manipulation and Durability Negation (Flash is only 10% effective), Mind Manipulation (Brainshock is only 10% effective), Paralysis Inducement (Paralysis is only 10% effective), Sleep Manipulation (Hypnosis is only 50% effective)

Starman Deluxe: Fire Manipulation (Only takes 75% damage from Fire), Heat Manipulation and Air Manipulation (Only takes 50% damage from Freeze), Light Manipulation and Durability Negation (Immune to Flash), Mind Manipulation (Brainshock is only 50% effective), Paralysis Inducement (Paralysis is only 10% effective), Sleep Manipulation (Hypnosis is only 10% effective)

Ghost of Starman: Fire Manipulation (Only takes 75% damage from Fire), Heat Manipulation and Air Manipulation (Only takes 75% damage from Freeze), Light Manipulation and Durability Negation (Flash is only 10% effective), Mind Manipulation (Brainshock is only 10% effective), Paralysis Inducement (Paralysis is only 10% effective), Sleep Manipulation (Hypnosis is only 50% effective)

Final Starman: Fire Manipulation (Only takes 50% damage from Fire), Heat Manipulation and Air Manipulation (Only takes 50% damage from Freeze), Light Manipulation and Durability Negation (Flash is only 10% effective), Mind Manipulation (Brainshock is only 10% effective), Paralysis Inducement (Paralysis is only 50% effective), Sleep Manipulation (Hypnosis is only 50% effective)

Equipment

Sudden Guts Pill


Notable Techniques


  • Laser Beam: The user fires a beam of energy to damage a target.
  • PK Starstorm: The user summons a barrage of psychic stars to rain down upon all enemies and explode, dealing massive damage. It is not resisted by any enemies. The Starman Deluxe can use this at the Alpha level, and Ghost of Starman and Last Starman can both use this technique at the Omega level.
  • PK Beam: A beam of psychic energy that damages a target. The Gamma level is capable of negating durability and destroying a target in one hit. Partially resisted by metallic enemies. While this has only been used by Starmen in Mother 1, this is a technique that every Starman should be capable of.
  • PK Fire: The user shoots a burst of fire from their fingertips that damages an entire row of enemies. Only Starman Junior has been demonstrated to use this.
  • PK Freeze: The user swirls a very cold wind around an opponent to inflict major damage. Has a 50% chance to completely solidify the target, preventing them from doing anything. Only Starman Junior has been demonstrated to use this.
  • Healing: Removes status ailments depending on the level used. At the Omega level, it is able to cure colds, sunstroke, poison, nausea, strangeness, crying, diamondization, as well as being able to revive fallen allies back with all of their Hp. Starman Super and Final Starmen can use this.
  • PSI Magnet: The user absorbs psychic power from a single target to add to their own. Only the standard Starmen have been shown to use this.
  • Shield: The user creates a shield that reduces the damage of physical attacks and some non-PSI energy based attacks in half at the Alpha level. When applied it provides three layers that can each take one attack, though he is able to stack more layers by using it multiple times. The shield is instantly destroyed by critical hits. Only the standard Starmen have been shown to use this.
  • PSI Shield: The user creates a psychic shield that completely blocks all offensive PSI at the Alpha level and reflects it back at the Beta level. When applied it provides three layers that can each take one attack, though he is able to stack more layers by using it multiple times. The shield is instantly destroyed by lightning based attacks. Starman Super, the Starman Deluxe, and Final Starmen can use this.
  • Call for Help: The user calls for reinforcements. Starman Super can use this to summon standard Starmen, and the Starman Deluxe can use this to summon both standard Starmen and Starman Super.

Other

Standard Tactics: Most Starmen tend to attack by either firing beams of energy or using PK Beam. Stronger Starman types use their beams in addition to other PSI, with some being able to call for reinforcements as well. The Ghost of Starman in particular always leads with PK Starstorm Alpha, then it will wait for three turns and use Starstorm Omega

Weaknesses: None notable.

Note: Do not try to give Incorporeality or Intangibility to the Ghost of Starman as their name is a technical mistranslation. The official translation for their name is "Starman Ancestor".

Gallery

Other

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