#0327
Spinda
normal1.1 m · 5.0 kg
Base stats — 360 total
- HP
- 60
- Atk
- 60
- Def
- 60
- SpA
- 60
- SpD
- 60
- Spe
- 60
Abilities
- Own Tempo
- Tangled Feet
- Contrary hidden
Learnset
What Spinda learns in FireRed / LeafGreen. Move power, accuracy and typing are shown as they work in that game — amber numbers differ from current games.
Level11
- 1TacklenormalPhysical35 BP95% acc35 PPInflicts regular damage with no additional effect.
- 5UproarnormalSpecial50 BP100% acc10 PPForced to use this move for several turns. Pokémon cannot fall asleep in that time.
- 12Feint AttackdarkPhysical60 BP20 PPNever misses.
- 16PsybeampsychicSpecial65 BP100% acc20 PPHas a chance to confuse the target.
- 23HypnosispsychicStatus60% acc20 PPPuts the target to sleep.
- 27Dizzy PunchnormalPhysical70 BP100% acc10 PPHas a chance to confuse the target.
- 34Teeter DancenormalStatus100% acc20 PPConfuses the target.
- 38Psych UpnormalStatus10 PPDiscards the user’s stat changes and copies the target’s.
- 45Double EdgenormalPhysical120 BP100% acc15 PPUser receives 1/3 the damage inflicted in recoil.
- 49FlailnormalPhysical100% acc15 PPInflicts more damage when the user has less HP remaining, with a maximum of 200 power.
- 56ThrashnormalPhysical90 BP100% acc20 PPHits every turn for 2-3 turns, then confuses the user.
Egg8
- AssistnormalStatus20 PPRandomly selects and uses one of the trainer’s other Pokémon’s moves.
- Baton PassnormalStatus40 PPAllows the trainer to switch out the user and pass effects along to its replacement.
- DisablenormalStatus55% acc20 PPDisables the target’s last used move for 1-8 turns.
- EncorenormalStatus100% acc5 PPForces the target to repeat its last used move every turn for 2 to 6 turns.
- Rock SliderockPhysical75 BP90% acc10 PPHas a chance to make the target flinch.
- Smelling SaltsnormalPhysical60 BP100% acc10 PPIf the target is paralyzed, inflicts double damage and cures the paralysis.
- TrickpsychicStatus100% acc10 PPUser and target swap items.
- WishnormalStatus10 PPUser will recover half its max HP at the end of the next turn.
TM/HM28
- AttractnormalStatus100% acc15 PPTarget falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
- Brick BreakfightingPhysical75 BP100% acc15 PPDestroys Reflect and Light Screen.
- Calm MindpsychicStatus20 PPRaises the user’s Special Attack and Special Defense by one stage.
- DiggroundPhysical60 BP100% acc10 PPUser digs underground, dodging all attacks, and hits next turn.
- Double TeamnormalStatus15 PPRaises the user’s evasion by one stage.
- FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
- FlashnormalStatus70% acc20 PPLowers the target’s accuracy by one stage.
- Focus PunchfightingPhysical150 BP100% acc20 PPIf the user takes damage before attacking, the attack is canceled.
- FrustrationnormalPhysical100% acc20 PPPower increases as happiness decreases, up to a maximum of 102.
- Hidden PowernormalSpecial1 BP100% acc15 PPPower and type depend upon user’s IVs. Power can range from 30 to 70.
- ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
- PsychicpsychicSpecial90 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
- Rain DancewaterStatus5 PPChanges the weather to rain for five turns.
- RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
- ReturnnormalPhysical100% acc20 PPPower increases with happiness, up to a maximum of 102.
- Rock SmashfightingPhysical20 BP100% acc15 PPHas a chance to lower the target’s Defense by one stage.
- Rock TombrockPhysical50 BP80% acc10 PPHas a chance to lower the target’s Speed by one stage.
- SafeguardnormalStatus25 PPProtects the user’s field from major status ailments and confusion for five turns.
- Secret PowernormalPhysical70 BP100% acc20 PPHas a chance to inflict a status effect which depends upon the terrain.
- Shadow BallghostSpecial80 BP100% acc15 PPHas a chance to lower the target’s Special Defense by one stage.
- Shock WaveelectricSpecial60 BP20 PPNever misses.
- Skill SwappsychicStatus10 PPUser and target swap abilities.
- SnatchdarkStatus10 PPSteals the target’s move, if it’s self-targeted.
- StrengthnormalPhysical80 BP100% acc15 PPInflicts regular damage with no additional effect.
- Sunny DayfireStatus5 PPChanges the weather to sunny for five turns.
- ThiefdarkPhysical40 BP100% acc10 PPTakes the target’s item.
- ToxicpoisonStatus85% acc10 PPBadly poisons the target, inflicting more damage every turn.
- Water PulsewaterSpecial60 BP100% acc20 PPHas a chance to confuse the target.
Tutor11
- Body SlamnormalPhysical85 BP100% acc15 PPHas a chance to paralyze the target.
- CounterfightingPhysical100% acc20 PPInflicts twice the damage the user received from the last physical hit it took.
- Double EdgenormalPhysical120 BP100% acc15 PPUser receives 1/3 the damage inflicted in recoil.
- Dream EaterpsychicSpecial100 BP100% acc15 PPOnly works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
- Mega KicknormalPhysical120 BP75% acc5 PPInflicts regular damage with no additional effect.
- Mega PunchnormalPhysical80 BP85% acc20 PPInflicts regular damage with no additional effect.
- MetronomenormalStatus10 PPRandomly selects and uses any move in the game.
- MimicnormalStatus10 PPCopies the target’s last used move.
- Rock SliderockPhysical75 BP90% acc10 PPHas a chance to make the target flinch.
- Seismic TossfightingPhysical100% acc20 PPInflicts damage equal to the user’s level.
- SubstitutenormalStatus10 PPTransfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
Appears in — 15 games
- Ruby / Sapphire
- Emerald
- Colosseum
- XD
- FireRed / LeafGreen
- Diamond / Pearl
- Platinum
- HeartGold / SoulSilver
- Black / White
- Black 2 / White 2
- X / Y
- Omega Ruby / Alpha Sapphire
- Sun / Moon
- Ultra Sun / Ultra Moon
- Brilliant Diamond / Shining Pearl