Spinda
Black/WhiteBlack 2/White 2

No two Spinda have the same pattern of spots. Its tottering step fouls the aim of foes.

Pokédex Data

Classification Spot Panda Pokémon
Height 1.1 m (3'07")
Weight 5.0 kg (11.0 lbs)
Abilities

Held Items

Training

EV Yield +1 Sp. Atk
Catch Rate 255
Base Friendship 70
Growth Rate fast
Gender Ratio
Egg Groups Ground, Humanshape

Learned Moves

Level Up Moves

Black/White
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.
10 Copycat
20 Uses the target's last used move.
14 Feint Attack
60 20 Never misses.
19 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
23 Hypnosis
60% 20 Puts the target to sleep.
28 Dizzy Punch
70 100% 10 Has a 20% chance to confuse the target.
32 Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
37 Teeter Dance
100% 20 Confuses the target.
41 Psych Up
10 Discards the user's stat changes and copies the target's.
46 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
50 Flail
100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
55 Thrash
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.
Black 2/White 2
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.
10 Copycat
20 Uses the target's last used move.
14 Feint Attack
60 20 Never misses.
19 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
23 Hypnosis
60% 20 Puts the target to sleep.
28 Dizzy Punch
70 100% 10 Has a 20% chance to confuse the target.
32 Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
37 Teeter Dance
100% 20 Confuses the target.
41 Psych Up
10 Discards the user's stat changes and copies the target's.
46 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
50 Flail
100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
55 Thrash
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.

TM/HM Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
HM04 Strength
80 100% 15 Inflicts regular damage with no additional effect.
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.
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.
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 Round
60 100% 15 Has double power if it's used more than once per turn.
TM56 Fling
100% 10 Throws held item at the target; power depends on the item.
TM67 Retaliate
70 100% 5 Has double power if a friendly Pokémon fainted last turn.
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.
TM80 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
TM83 Work Up
30 Raises the user's Attack and Special Attack by one stage each.
TM85 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
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.
TM93 Wild Charge
90 100% 15 User receives 1/4 the damage it inflicts in recoil.
TM94 Rock Smash
40 100% 15 Has a 50% chance to lower the target's Defense by one stage.

Tutor Moves

Black 2/White 2
Name Class Power Acc. PP Effect
Covet
60 100% 25 Takes the target's item.
Drain Punch
75 100% 10 Drains half the damage inflicted to heal the user.
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Helping Hand
20 Ally's next move inflicts half more damage.
Hyper Voice
90 100% 10 Inflicts regular damage with no additional effect.
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.
Last Resort
140 100% 5 Can only be used after all of the user's other moves have been used.
Low Kick
100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
Recycle
10 User recovers the item it last used up.
Role Play
10 Copies the target's ability.
Skill Swap
10 User and target swap abilities.
Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
Snatch
10 Steals the target's move, if it's self-targeted.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
Trick
100% 10 User and target swap items.
Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Egg Moves

Black/WhiteBlack 2/White 2
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.
Fake Out
40 100% 10 Can only be used as the first move after the user enters battle. Causes the target to flinch.
Fake Tears
100% 20 Lowers the target's Special Defense by two stages.
Icy Wind
55 95% 15 Has a 100% chance to lower the target's Speed by one stage.
Psycho Cut
70 100% 20 Has an increased chance for a critical hit.
Rapid Spin
50 100% 40 Frees the user from binding moves, removes Leech Seed, and blows away Spikes.
Role Play
10 Copies the target's ability.
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.
Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
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