Spinda
Ruby

All the SPINDA that exist in the world are said to have utterly unique spot patterns. The shaky, tottering steps of this POKéMON give it the appearance of dancing.

Sapphire

No two SPINDA are said to have identical spot patterns on their hides. This POKéMON moves in a curious manner as if it is stumbling in dizziness. Its lurching movements can cause the opponent to become confused.

Emerald

It is distinguished by a pattern of spots that is always different. Its unsteady, tottering walk has the effect of fouling its foe’s aim.

Firered/Leafgreen

No two SPINDA are said to have identical patterns. It confuses foes with its stumbling motions.

Pokédex & Training Data

Classification Spot Panda Pokémon
Height 1.1 m (3'07")
Weight 5.0 kg (11.0 lbs)
EV Yield +1 Sp. Atk
Catch Rate 255
Base Friendship 70
Growth Rate fast
Gender Ratio
♂ ♀
Egg Groups Ground, Humanshape

Pokédex Numbers

Hoenn (R/S/E) #114
Kalos (Mountain) #131
Hoenn (OR/AS) #119
Alola (S/M) #105
Alola (US/UM) #128
National #327

Held Items

Game Locations

Hoenn Route 113 Area

Learned Moves

Level Up Moves

Ruby/Sapphire
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
5 Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
12 Feint Attack
60 — 20 Never misses.
16 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
23 Hypnosis
— 60% 20 Puts the target to sleep.
27 Dizzy Punch
70 100% 10 Has a 20% chance to confuse the target.
34 Teeter Dance
— 100% 20 Confuses the target.
38 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
45 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
49 Flail
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
56 Thrash
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.
Emerald
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
5 Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
12 Feint Attack
60 — 20 Never misses.
16 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
23 Hypnosis
— 60% 20 Puts the target to sleep.
27 Dizzy Punch
70 100% 10 Has a 20% chance to confuse the target.
34 Teeter Dance
— 100% 20 Confuses the target.
38 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
45 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
49 Flail
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
56 Thrash
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.
FireRed/LeafGreen
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
5 Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
12 Feint Attack
60 — 20 Never misses.
16 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
23 Hypnosis
— 60% 20 Puts the target to sleep.
27 Dizzy Punch
70 100% 10 Has a 20% chance to confuse the target.
34 Teeter Dance
— 100% 20 Confuses the target.
38 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
45 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
49 Flail
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
56 Thrash
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.

TM/HM Moves

Ruby/SapphireEmeraldFireRed/LeafGreen
Name Class Power Acc. PP Effect
HM04 Strength
80 100% 15 Inflicts regular damage with no additional effect.
HM05 Flash
— 100% 20 Lowers the target’s accuracy by one stage.
HM06 Rock Smash
40 100% 15 Has a 50% chance to lower the target’s Defense by one stage.
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
— — 5 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.

Tutor Moves

Emerald
Name Class Power Acc. PP Effect
Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
Counter
— 100% 20 Inflicts twice the damage the user received from the last physical hit it took.
Defense Curl
— — 40 Raises user’s Defense by one stage.
Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
Dynamic Punch
100 50% 5 Has a 100% chance to confuse the target.
Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Icy Wind
55 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
Mega Kick
120 75% 5 Inflicts regular damage with no additional effect.
Mega Punch
80 85% 20 Inflicts regular damage with no additional effect.
Metronome
— — 10 Randomly selects and uses any move in the game.
Mimic
— — 10 Copies the target’s last used move.
Mud Slap
20 100% 10 Has a 100% chance to lower the target’s accuracy by one stage.
Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
Seismic Toss
— 100% 20 Inflicts damage equal to the user’s level.
Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
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.
Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
Swift
60 — 20 Never misses.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
FireRed/LeafGreen
Name Class Power Acc. PP Effect
Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
Counter
— 100% 20 Inflicts twice the damage the user received from the last physical hit it took.
Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
Mega Kick
120 75% 5 Inflicts regular damage with no additional effect.
Mega Punch
80 85% 20 Inflicts regular damage with no additional effect.
Metronome
— — 10 Randomly selects and uses any move in the game.
Mimic
— — 10 Copies the target’s last used move.
Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
Seismic Toss
— 100% 20 Inflicts damage equal to the user’s level.
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.

Egg Moves

Ruby/SapphireEmeraldFireRed/LeafGreen
Name Class Power Acc. PP Effect
Assist
— — 20 Randomly selects and uses one of the trainer’s other Pokémon’s moves.
Baton Pass
— — 40 Allows the trainer to switch out the user and pass effects along to its replacement.
Disable
— 100% 20 Disables the target’s last used move for 1-8 turns.
Encore
— 100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
Smelling Salts
70 100% 10 If the target is paralyzed, inflicts double damage and cures the paralysis.
Trick
— 100% 10 User and target swap items.
Wish
— — 10 User will recover half its max HP at the end of the next turn.

Base Stats

Hp 60
Attack 60
Defense 60
Sp. Atk 60
Sp. Def 60
Speed 60
Total 360

Type Defenses

(vs. Gen 6+ rules)

2x
0x