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Spinda


Main Pokédex page | Flavor text and images

General

Spinda
normal

Abilities

Own Tempo
This Pokémon cannot become Confused.
Tangled Feet
This Pokémon's Evasion rises when it's Confused.

Damage Taken

Dex Numbers

Generation
Ruby/Sapphire/Emerald RSE
Red/Blue/Yellow Kanto
327
Gold/Silver/Crystal Johto
n/a
Ruby/Sapphire/Emerald Hoenn
114
Diamond/Pearl Sinnoh
n/a

Names

Japanese
パッチール
Romaji
Pacchiiru

Flavor

Height
3'7.3" or 1.1 m
Weight
11 lb or 5 kg
Species
Spot Panda
Color
brown
Cry
mp3 here
Fire Red/Leaf Green Habitat
Mountain
Pawprint

Misc

R/B/Y code
n/a

Breeding

Gender
½ male; ½ female (code: 127 or 0x7f)
Breeding groups
5: Ground
8: Humanshape
Steps to hatch
3,840
Compatible with
76 families; 166 total Pokémon

In the Wild

Base EXP
85 or 0x55
Capture rate
255 or 0xff
Base happiness
70 or 0x46
Growth rate
fast
Effort points
1 Special Attack
Wild held items
Chesto Berry (5%)

Evolution Chain

See also: Comparison of this evolution chain

Basic
327 Spinda Base form

Stats

Stat Base Max Stat %ile
L50 L100
HP
60
167 324 36.1
Attack
60
112 219 31.2
Defense
60
112 219 39.1
Special Attack
60
112 219 39.6
Special Defense
60
112 219 39.1
Speed
60
112 219 42.2
Average
60
- - 35.5

Flavor

See also: All versions' flavor text and sprites

Diamond/Pearl No two SPINDA have the same pattern of spots. Its tottering step fouls the aim of foes.

Locations

Route 227

Note: this ONLY shows Diamond locations for the moment. (New Pokédex with all three games' encounters is in the works.)

Area Section Level Method
Route 227 55 Swarm 40%

Move List

See also: This list in the move search

See also: Contest list

Spinda gets the STAB from normal moves.

Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl/Platinum Move Type Dmg PP Power Acc.* Pri. Description
-- -- Tackle normal physical 35 35 95% Inflicts regular damage.
5 5 Uproar normal special 10 50 100% Prevents any Pokemon from Sleeping for 2-5 turns.
10 Copycat normal none 20 -- 0% Uses the target's last used move.
12 14 Faint Attack dark physical 20 60 100% Never misses.
16 19 Psybeam psychic special 20 65 100% Has a 10% chance to Confuse the target.
23 23 Hypnosis psychic none 20 -- 70% Puts the target to Sleep.
27 28 Dizzy Punch normal physical 10 70 100% Has a 20% chance to Confuse the target.
32 Sucker Punch dark physical 5 80 100% 1 Goes first. Only works if the target uses a damaging move this turn.
34 37 Teeter Dance normal none 20 -- 100% Target becomes Confused.
38 41 Psych Up normal none 10 -- 100% Discards the user's stat changes and copies the target's.
45 46 Double-Edge normal physical 15 120 100% User receives 1/3 the damage inflicted in recoil.
49 50 Flail normal physical 15 varies 100% Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
56 55 Thrash normal physical 20 90 100% Hits every turn for 2-3 turns, then Confuses the user.
Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl/Platinum Egg moves (Pokémon can also inherit any TMs they are compatible with)
Chains Ruby/Sapphire Diamond/Pearl/Platinum Assist normal none 20 -- 100% Randomly selects and uses one of the trainer's other Pokemon's moves.
Chains Ruby/Sapphire Diamond/Pearl/Platinum Baton Pass normal none 40 -- 100% Allows the trainer to switch out the user and pass effects along to its replacement.
Chains Ruby/Sapphire Diamond/Pearl/Platinum Disable normal none 20 -- 80% Disables the target's last used move for 1-8 turns.
Chains Ruby/Sapphire Diamond/Pearl/Platinum Encore normal none 5 -- 100% Forces the target to repeat its last used move every turn for 2 to 6 turns.
Chains Diamond/Pearl/Platinum Fake Out normal physical 10 40 100% 1 Goes first. Can only be used as the first move after the user enters battle. Causes the target to Flinch.
Chains Diamond/Pearl/Platinum Psycho Cut psychic physical 20 70 100% Has an increased chance for a critical hit.
Chains Ruby/Sapphire Diamond/Pearl/Platinum Rock Slide rock physical 10 75 90% Has a 30% chance to make the target Flinch.
Chains Diamond/Pearl/Platinum Role Play psychic none 10 -- 100% User's ability is replaced with the target's until the user leaves battle.
Chains Ruby/Sapphire Diamond/Pearl/Platinum SmellingSalt normal physical 10 60 100% If the target is Paralyzed, inflicts double damage and cures the Paralysis.
Chains Ruby/Sapphire Diamond/Pearl/Platinum Trick psychic none 10 -- 100% User and target swap items.
Chains Ruby/Sapphire Diamond/Pearl/Platinum Wish normal none 10 -- 100% User or its replacement will recover half its max HP at the end of the next turn.
Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl/Platinum Tutored moves
EmeraldFire Red/Leaf Green Mega Punch normal physical 20 80 85% Inflicts regular damage.
Emerald Fire Punch fire physical 15 75 100% Has a 10% chance to Burn the target.
Platinum Fire Punch fire physical 15 75 100% Has a 10% chance to Burn the target.
Emerald Ice Punch ice physical 15 75 100% Has a 10% chance to Freeze the target.
Platinum Ice Punch ice physical 15 75 100% Has a 10% chance to Freeze the target.
Emerald ThunderPunch electric physical 15 75 100% Has a 10% chance to Paralyze the target.
Platinum ThunderPunch electric physical 15 75 100% Has a 10% chance to Paralyze the target.
EmeraldFire Red/Leaf Green Mega Kick normal physical 5 120 75% Inflicts regular damage.
EmeraldFire Red/Leaf Green Body Slam normal physical 15 85 100% Has a 30% chance to Paralyze the target.
EmeraldFire Red/Leaf Green Double-Edge normal physical 15 120 100% User receives 1/3 the damage inflicted in recoil.
EmeraldFire Red/Leaf Green Counter fighting physical 20 varies 100% -5 Goes last. If the user takes physical damage this turn, inflicts twice the damage taken to the target.
EmeraldFire Red/Leaf Green Seismic Toss fighting physical 20 varies 100% Inflicts damage equal to the user's level.
EmeraldFire Red/Leaf Green Mimic normal none 10 -- 100% Copies the target's last used move.
Emerald Defense Curl normal none 40 -- 100% Raises user's Defense. Doubles Rollout's power if it's the next move used.
EmeraldFire Red/Leaf Green Metronome normal none 10 -- 100% Randomly selects and uses any move in the game.
Emerald Swift normal special 20 60 100% Never misses.
Platinum Swift normal special 20 60 100% Never misses.
EmeraldFire Red/Leaf Green Dream Eater psychic special 15 100 100% Heals the user by half the damage the target receives. Only works on Sleeping Pokemon.
EmeraldFire Red/Leaf Green Rock Slide rock physical 10 75 90% Has a 30% chance to make the target Flinch.
EmeraldFire Red/Leaf Green Substitute normal none 10 -- 100% Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
Emerald Snore normal special 15 40 100% Has a 30% chance to make the target Flinch. Only works if the user is Sleeping.
Platinum Snore normal special 15 40 100% Has a 30% chance to make the target Flinch. Only works if the user is Sleeping.
Emerald Mud-Slap ground special 10 20 100% Has a 100% chance to lower the target's Accuracy.
Platinum Mud-Slap ground special 10 20 100% Has a 100% chance to lower the target's Accuracy.
Emerald Icy Wind ice special 15 55 95% Has a 100% chance to lower the target's Speed.
Platinum Icy Wind ice special 15 55 95% Has a 100% chance to lower the target's Speed.
Emerald Endure normal none 10 -- 100% 3 Goes first. Prevents the user's HP from lowering below 1 this turn.
Emerald Rollout rock physical 20 30 90% Power doubles every turn this move is used in succession after the first, resetting after five turns.
Platinum Rollout rock physical 20 30 90% Power doubles every turn this move is used in succession after the first, resetting after five turns.
Emerald Swagger normal none 15 -- 90% Raises the target's Attack by two levels and Confuses the target.
Emerald Sleep Talk normal none 10 -- 100% Randomly uses one of the user's other three moves. Only works if the user is Sleeping.
Emerald DynamicPunch fighting physical 5 100 50% Has a 100% chance to Confuse the target.
Emerald Psych Up normal none 10 -- 100% Discards the user's stat changes and copies the target's.
Platinum Uproar normal special 10 50 100% Prevents any Pokemon from Sleeping for 2-5 turns.
Platinum Helping Hand normal none 20 -- 100% 5 Goes first. User's ally's next move inflicts 50% more damage.
Platinum Last Resort normal physical 5 130 100% Can only be used after all of the user's other moves have been used.
Platinum Sucker Punch dark physical 5 80 100% 1 Goes first. Only works if the target uses a damaging move this turn.
Platinum Zen Headbutt psychic physical 15 80 90% Has a 20% chance to make the target Flinch.
Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl/Platinum TMs and HMs
Chains 45 45 Attract normal none 15 -- 100% Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
Chains 31 31 Brick Break fighting physical 15 75 100% Cancels the effects of Reflect and Light Screen.
Chains 04 04 Calm Mind psychic none 20 -- 100% Raises the user's Special Attack and Special Defense.
Chains 78 Captivate normal none 20 -- 100% Lowers the target's Special Attack by two levels if it is the opposite gender.
Chains 28 28 Dig ground physical 10 80 100% User digs underground, dodging all attacks, and hits next turn.
Chains 32 32 Double Team normal none 15 -- 100% Raises the user's Evasion.
Chains 60 Drain Punch fighting physical 5 60 100% Heals the user by half the damage the target receives.
Chains 85 Dream Eater psychic special 15 100 100% Heals the user by half the damage the target receives. Only works on Sleeping Pokemon.
Chains 58 Endure normal none 10 -- 100% 3 Goes first. Prevents the user's HP from lowering below 1 this turn.
Chains 42 42 Facade normal physical 20 70 100% Power doubles if user is Burned, Paralyzed, or Poisoned.
Chains H5 70 Flash normal none 20 -- 100% Lowers the target's Accuracy.
Chains 56 Fling dark physical 10 varies 100% Throws held item at the target; power depends on the item.
Chains 01 01 Focus Punch fighting physical 20 150 100% -3 Goes last. If the user takes damage before attacking, the attack is canceled.
Chains 21 21 Frustration normal physical 20 varies 100% Power increases as Happiness decreases, up to a maximum of 102.
Chains 10 10 Hidden Power normal special 15 varies 100% Power and type depend upon user's IVs. Power can range from 30 to 70.
Chains 83 Natural Gift normal physical 15 varies 100% Power and type depend on the held berry.
Chains 17 17 Protect normal none 10 -- 0% 3 Goes first. Prevents any moves from hitting the user this turn.
Chains 77 Psych Up normal none 10 -- 100% Discards the user's stat changes and copies the target's.
Chains 29 29 Psychic psychic special 10 90 100% Has a 10% chance to lower the target's Special Defense.
Chains 18 18 Rain Dance water none 5 -- 0% Changes the weather to rain for five turns.
Chains 67 Recycle normal none 10 -- 100% User regains the item it was holding when it entered battle, if it is no longer holding an item.
Chains 44 44 Rest psychic none 10 -- 100% User Sleeps, completely healing itself.
Chains 27 27 Return normal physical 20 varies 100% Power increases with Happiness, up to a maximum of 102.
Chains 80 Rock Slide rock physical 10 75 90% Has a 30% chance to make the target Flinch.
Chains H6 H6 Rock Smash fighting physical 15 40 100% Has a 50% chance to lower the target's Defense.
Chains 39 39 Rock Tomb rock physical 10 50 80% Has a 100% chance to lower the target's Speed.
Chains 20 20 Safeguard normal none 25 -- 100% Protects the user's field from incoming major status ailments and Confusion for five turns.
Chains 43 43 Secret Power normal physical 20 70 100% Has a 30% chance to inflict a status effect which depends upon the terrain.
Chains 30 30 Shadow Ball ghost special 15 80 100% Has a 20% chance to lower the target's Special Defense.
Chains 34 34 Shock Wave electric special 20 60 100% Never misses.
Chains 48 48 Skill Swap psychic none 10 -- 100% User and target swap abilities.
Chains 82 Sleep Talk normal none 10 -- 100% Randomly uses one of the user's other three moves. Only works if the user is Sleeping.
Chains 49 49 Snatch dark none 10 -- 100% 4 Goes first. Steals the target's move, if it is self-targeted.
Chains H4 H4 Strength normal physical 15 80 100% Inflicts regular damage.
Chains 90 Substitute normal none 10 -- 100% Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
Chains 11 11 Sunny Day fire none 5 -- 0% Changes the weather to sunny for five turns.
Chains 87 Swagger normal none 15 -- 90% Raises the target's Attack by two levels and Confuses the target.
Chains 46 46 Thief dark physical 10 40 100% Takes the target's item.
Chains 06 06 Toxic poison none 10 -- 85% Badly Poisons the target, inflicting more damage every turn.
Chains 92 Trick Room psychic none 5 -- 0% -7 Goes last. For five turns, slower Pokemon will act before faster Pokemon.
Chains 03 03 Water Pulse water special 20 60 100% Has a 20% chance to Confuse the target.

Spinda in other Pokédexes