Spinda
X

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

Y

The chances of two Spinda having identical spot patterns is less than one in four billion.

Omega 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.

Alpha 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.

Pokédex & Training Data

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

None in this generation.

Game Locations

Kalos Route 21 Area

Learned Moves

Level Up Moves

X/Y
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 Thrash
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.
50 Flail
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
OR/AS
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
5 Copycat
— — 20 Uses the target’s last used move.
10 Feint Attack
60 — 20 Never misses.
14 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
19 Hypnosis
— 60% 20 Puts the target to sleep.
23 Dizzy Punch
70 100% 10 Has a 20% chance to confuse the target.
28 Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
32 Teeter Dance
— 100% 20 Confuses the target.
37 Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
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

X/Y
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.
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.
TM98 Power Up Punch
40 100% 20 Raises the user’s Attack by one stage after inflicting damage.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.
OR/AS
Name Class Power Acc. PP Effect
HM04 Strength
80 100% 15 Inflicts regular damage with no additional effect.
HM06 Rock Smash
40 100% 15 Has a 50% chance to lower the target’s Defense by one stage.
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.
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.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
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 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM98 Power Up Punch
40 100% 20 Raises the user’s Attack by one stage after inflicting damage.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

OR/AS
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.
Focus Punch
150 100% 20 If the user takes damage before attacking, the attack is canceled.
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.
Shock Wave
60 — 20 Never misses.
Skill Swap
— — 10 User and target swap abilities.
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.
Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Egg Moves

X/YOR/AS
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.
Guard Split
— — 10 Averages Defense and Special Defense with the target.
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.
Psycho Shift
— 100% 10 Transfers the user’s major status effect to the target.
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