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327 - Spinda

Type

Version Type
All

Defenses

Immune ×0 Resistant ×¼ Resistant ×½ Normal ×1 Weak ×2 Weak ×4

   
















 

Ability

Version Ability
All Own Tempo / Tangled Feet

Base Stats

Version HP Atk Def SAtk SDef Spd BST
Classic 60 60 60 60 60 60 360
Complete 75 75 75 75 75 75 450

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Description
1 Psycho Boost 1 140 90% 5 Lowers the user's Special Attack by two stages after inflicting damage.
1 Superpower 120 100% 5 Lowers the user's Attack and Defense by one stage after inflicting damage.
1 Tackle 40 100% 35 Inflicts regular damage with no additional effect.
1 Copycat - - 20 Uses the target's last used move.
4 Disable - 100% 20 Disables the target's last used move for 1-8 turns.
7 Feint Attack 60 - 20 Never misses.
10 Hypnosis - 60% 20 Puts the target to sleep.
13 Psybeam 65 100% 20 Has a 10% chance to confuse the target.
16 Dizzy Punch 70 100% 10 Has a 20% chance to confuse the target.
19 Sucker Punch 70 100% 5 Only works if the target is about to use a damaging move.
22 Teeter Dance - 100% 20 Confuses the target.
25 Uproar 90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
28 Fake Out 40 100% 10 Can only be used as the first move after the user enters battle. Causes the target to flinch.
31 Zen Headbutt 80 90% 15 Has a 20% chance to make the target flinch.
34 Psych Up - - 10 Discards the user's stat changes and copies the target's.
37 Double-Edge 120 100% 15 User receives 1/3 the damage inflicted in recoil.
40 Flail - 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
43 Wish - - 10 User will recover half its max HP at the end of the next turn.
46 Thrash 120 100% 10 Hits every turn for 2-3 turns, then confuses the user.
49 Trick Room - - 5 For five turns, slower Pokémon will act before faster Pokémon.
52 Hyper Voice 90 100% 10 Inflicts regular damage with no additional effect.

Learnable Moves

Machine Name Power Accuracy PP Type Damage Class Description
TM01 Focus Punch 150 100% 20 If the user takes damage before attacking, the attack is canceled.
TM03 Water Pulse 60 100% 20 Has a 20% chance to confuse the target.
TM04 Calm Mind - - 20 Raises the user's Special Attack and Special Defense by one stage.
TM06 Toxic - 90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power 60 100% 15 Power and type depend upon user's IVs. Power can range from 30 to 70.
TM11 Sunny Day - - 5 Changes the weather to sunny for five turns.
TM17 Protect - - 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance - - 5 Changes the weather to rain for five turns.
TM20 Safeguard - - 25 Protects the user's field from major status ailments and confusion for five turns.
TM21 Frustration - 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM27 Return - 100% 20 Power increases with happiness, up to a maximum of 102.
TM28 Dig 80 100% 10 User digs underground, dodging all attacks, and hits next turn.
TM29 Psychic 90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM30 Shadow Ball 80 100% 15 Has a 20% chance to lower the target's Special Defense by one stage.
TM31 Brick Break 75 100% 15 Destroys Reflect and Light Screen.
TM32 Double Team - - 15 Raises the user's evasion by one stage.
TM34 Shock Wave 60 - 20 Never misses.
TM39 Rock Tomb 60 95% 15 Has a 100% chance to lower the target's Speed by one stage.
TM42 Facade 70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM43 Secret Power 70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM44 Rest - - 10 User sleeps for two turns, completely healing itself.
TM45 Attract - 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM46 Thief 60 100% 25 Takes the target's item.
TM48 Skill Swap - - 10 User and target swap abilities.
TM49 Snatch - - 10 Steals the target's move, if it's self-targeted.
TM56 Fling - 100% 10 Throws held item at the target; power depends on the item.
TM57 Wild Charge 100 100% 15 User receives 1/4 the damage it inflicts in recoil.
TM58 Endure - - 10 Prevents the user's HP from lowering below 1 this turn.
TM60 Drain Punch 75 100% 10 Drains half the damage inflicted to heal the user.
TM67 Recycle - - 10 User recovers the item it last used up.
TM70 Flash - 100% 20 Lowers the target's accuracy by one stage.
TM77 Psych Up - - 10 Discards the user's stat changes and copies the target's.
TM78 Captivate - 100% 20 Lowers the target's Special Attack by two stages if it's the opposite gender.
TM80 Rock Slide 75 90% 10 Has a 30% chance to make the target flinch.
TM82 Sleep Talk - - 10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
TM83 Hyper Voice 90 100% 10 Inflicts regular damage with no additional effect.
TM87 Swagger - 85% 15 Raises the target's Attack by two stages and confuses the target.
TM90 Substitute - - 10 Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM92 Trick Room - - 5 For five turns, slower Pokémon will act before faster Pokémon.
HM04 Strength 100 100% 15 Has a 10% chance to raise the user's Attack by one stage.
HM06 Rock Smash 60 100% 15 Has a 50% chance to lower the target's Defense by one stage.
Move Tutor Fire Punch 75 100% 15 Has a 10% chance to burn the target.
Move Tutor Helping Hand - - 20 Ally's next move inflicts half more damage.
Move Tutor Ice Punch 75 100% 15 Has a 10% chance to freeze the target.
Move Tutor Icy Wind 55 95% 15 Has a 100% chance to lower the target's Speed by one stage.
Move Tutor Last Resort 140 100% 5 Can only be used after all of the user's other moves have been used.
Move Tutor Mud-Slap 20 100% 10 Has a 100% chance to lower the target's accuracy by one stage.
Move Tutor Rollout 30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
Move Tutor Snore 50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Move Tutor Sucker Punch 70 100% 5 Only works if the target is about to use a damaging move.
Move Tutor Swift 60 - 20 Never misses.
Move Tutor Thunder Punch 75 100% 15 Has a 10% chance to paralyze the target.
Move Tutor Trick - 100% 10 User and target swap items.
Move Tutor Uproar 90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
Move Tutor Zen Headbutt 80 90% 15 Has a 20% chance to make the target flinch.

Wild Encounters

Route Method Level Chance
Route 214 Poké Radar Lv. 28 - 32 22%
Route 227 🌅 Morning Lv. 65 - 67 10%
Route 227 🌞 Day Lv. 65 - 67 10%
Route 227 🌙 Night Lv. 65 - 67 10%

  1. This move was previously unavailable to this Pokémon