DEV - [Perfect Pokemon] Scarlet & Violet | Buy Sell Trade 6iv Forum

Pokedex

Spinda Pokedex - Shiny Stats Evolution Typing Moveset Weaknesses

Spinda, a Normal type creature first seen in Generation 3. This creature is known to inhabit various regions and has captured the fascination of many trainers. Its unique characteristics make it a favorite among fans. Throughout various battles, it has proven its worth and capabilities. Its interaction with other creatures and its environment remains a topic of study for many Pokémon researchers. Trainers often seek this creature for its unique abilities and potential in battles. Evolution plays a crucial role in its lifecycle, leading to significant changes in its power and appearance. These creatures have been part of numerous tales, legends, and battles that resonate across the Pokémon world. Their role in shaping the dynamics of battles, especially in Pokémon tournaments, is undeniable.

Spinda #0327
Spot Panda Pokémon
Pokemon Profile
Pokédex Data
National No. #0327
Type normal
Species Spot Panda Pokémon
Height 1.1 m (3'72")
Weight 5.0 kg (11.0 lbs)
Abilities Own tempo,Tangled feet,Contrary
Color Brown
Introduced in Generation 3
Egg Group ground, humanshape
Shiny
Pokemon Profile

Base Stats

Hp 60 17%
Attack 60 17%
Defense 60 17%
Sp. Atk 60 17%
Sp. Def 60 17%
Speed 60 17%
Total 360
Evolution

Spinda does not evolve.

Type Effectiveness

Damaged normally by:
Weak to:
Immune to:

Moves Learned by Level Up

Spinda learns the following moves when it reaches the specified level.

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
1 Tackle A physical attack in which the user charges and slams into the target with its whole body. Physical Normal 40 100 35
56 Thrash The user rampages and attacks for two to three turns. The user then becomes confused. Physical Normal 120 100 10
45 Double Edge A reckless, life-risking tackle. This also damages the user quite a lot. Physical Normal 120 100 15
16 Psybeam The target is attacked with a peculiar ray. This may also leave the target confused. Special Psychic 65 100 20
23 Hypnosis The user employs hypnotic suggestion to make the target fall into a deep sleep. Status Psychic 0 60 20
27 Dizzy Punch The target is hit with rhythmically launched punches. This may also leave the target confused. Physical Normal 70 100 10
49 Flail The user flails about aimlessly to attack. The less HP the user has, the greater the move’s power. Physical Normal 0 100 15
12 Feint Attack The user approaches the target disarmingly, then throws a sucker punch. This attack never misses. Physical Dark 60 0 20
38 Psych Up The user hypnotizes itself into copying any stat change made by the target. Status Normal 0 0 10
5 Uproar The user attacks in an uproar for three turns. During that time, no one can fall asleep. Special Normal 90 100 10
34 Teeter Dance The user performs a wobbly dance that confuses the Pokémon around it. Status Normal 0 100 20
10 Copycat The user mimics the move used immediately before it. The move fails if no other move has been used yet. Status Normal 0 0 20
32 Sucker Punch This move enables the user to attack first. This move fails if the target is not readying an attack. Physical Dark 70 100 5

Moves Learned through Breeding (Egg Moves)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Disable For four turns, this move prevents the target from using the move it last used. Status Normal 0 100 20
0 Rock Slide Large boulders are hurled at the opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch. Physical Rock 75 90 10
0 Baton Pass The user switches places with a party Pokémon in waiting and passes along any stat changes. Status Normal 0 0 40
0 Encore The user compels the target to keep using only the move it last used for three turns. Status Normal 0 100 5
0 Rapid Spin A spin attack that can also eliminate such moves as Bind, Wrap, Leech Seed, and Spikes. Physical Normal 50 100 40
0 Fake Out An attack that hits first and makes the target flinch. It only works the first turn the user is in battle. Physical Normal 40 100 10
0 Smelling Salts This attack inflicts double damage on a target with paralysis. This also cures the target’s paralysis, however. Physical Normal 70 100 10
0 Trick The user catches the target off guard and swaps its held item with its own. Status Psychic 0 100 10
0 Role Play The user mimics the target completely, copying the target’s natural Ability. Status Psychic 0 0 10
0 Wish One turn after this move is used, the target’s HP is restored by half the user’s max HP. Status Normal 0 0 10
0 Assist The user hurriedly and randomly uses a move among those known by other Pokémon in the party. Status Normal 0 0 20
0 Fake Tears The user feigns crying to fluster the target, harshly lowering its Sp. Def stat. Status Dark 0 100 20
0 Psycho Shift Using its psychic power of suggestion, the user transfers its status conditions to the target. Status Psychic 0 100 10
0 Psycho Cut The user tears at the target with blades formed by psychic power. Critical hits land more easily. Physical Psychic 70 100 20
0 Guard Split The user employs its psychic power to average its Defense and Sp. Def stats with those of the target. Status Psychic 0 0 10
0 Spotlight The user shines a spotlight on the target so that only the target will be attacked during the turn. Status Normal 0 0 15

Spinda Moves Learned by Technical Machines (TMs)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Strength The target is slugged with a punch thrown at maximum power. This can also be used to move heavy boulders. Physical Normal 80 100 15
0 Dig The user burrows, then attacks on the next turn. It can also be used to exit dungeons. Physical Ground 80 100 10
0 Toxic A move that leaves the target badly poisoned. Its poison damage worsens every turn. Status Poison 0 90 10
0 Psychic The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat. Special Psychic 90 100 10
0 Double Team By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. Status Normal 0 0 15
0 Flash The user flashes a bright light that cuts the target’s accuracy. Status Normal 0 100 20
0 Rest The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. Status Psychic 0 0 10
0 Thief The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item. Physical Dark 60 100 25
0 Protect Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Attract If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. Status Normal 0 100 15
0 Return A full-power attack that grows more powerful the more the user likes its Trainer. Physical Normal 0 100 20
0 Frustration A full-power attack that grows more powerful the less the user likes its Trainer. Physical Normal 0 100 20
0 Safeguard The user creates a protective field that prevents status conditions for five turns. Status Normal 0 0 25
0 Hidden Power A unique attack that varies in type depending on the Pokémon using it. Special Normal 60 100 15
0 Rain Dance The user summons a heavy rain that falls for five turns, powering up Water-type moves. Status Water 0 0 5
0 Sunny Day The user intensifies the sun for five turns, powering up Fire-type moves. Status Fire 0 0 5
0 Shadow Ball The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat. Special Ghost 80 100 15
0 Rock Smash The user attacks with a punch. This may also lower the target’s Defense stat. This move can also shatter rocks in the field. Physical Fighting 40 100 15
0 Facade An attack move that doubles its power if the user is poisoned, burned, or has paralysis. Physical Normal 70 100 20
0 Focus Punch The user focuses its mind before launching a punch. This move fails if the user is hit before it is used. Physical Fighting 150 100 20
0 Recycle The user recycles a held item that has been used in battle so it can be used again. Status Normal 0 0 10
0 Brick Break The user attacks with a swift chop. It can also break barriers, such as Light Screen and Reflect. Physical Fighting 75 100 15
0 Skill Swap The user employs its psychic power to exchange Abilities with the target. Status Psychic 0 0 10
0 Snatch The user steals the effects of any attempts to use a healing or stat-changing move. Status Dark 0 0 10
0 Secret Power The user attacks the target with a secret power. Its additional effects vary depending on the user’s environment. Physical Normal 70 100 20
0 Rock Tomb Boulders are hurled at the target. This also lowers the target’s Speed stat by preventing its movement. Physical Rock 60 95 15
0 Calm Mind The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. Status Psychic 0 0 20
0 Shock Wave The user strikes the target with a quick jolt of electricity. This attack never misses. Special Electric 60 0 20
0 Water Pulse The user attacks the target with a pulsing blast of water. This may also confuse the target. Special Water 60 100 20
0 Natural Gift The user draws power to attack by using its held Berry. The Berry determines the move’s type and power. Physical Normal 0 100 15
0 Fling The user flings its held item at the target to attack. This move’s power and effects depend on the item. Physical Dark 0 100 10
0 Drain Punch An energy-draining punch. The user’s HP is restored by half the damage taken by the target. Physical Fighting 75 100 10
0 Trick Room The user creates a bizarre area in which slower Pokémon get to move first for five turns. Status Psychic 0 0 5
0 Captivate If any opposing Pokémon is the opposite gender of the user, it is charmed, which harshly lowers its Sp. Atk stat. Status Normal 0 100 20
0 Round The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. Special Normal 60 100 15
0 Retaliate The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this move becomes more powerful. Physical Normal 70 100 5
0 Work Up The user is roused, and its Attack and Sp. Atk stats increase. Status Normal 0 0 30
0 Wild Charge The user shrouds itself in electricity and smashes into its target. This also damages the user a little. Physical Electric 90 100 15
0 Confide The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat. Status Normal 0 0 20
0 Power Up Punch Striking opponents over and over makes the user’s fists harder. Hitting a target raises the Attack stat. Physical Fighting 40 100 20

Spinda User Comments


Top