Spinda (Pokémon)/Generation VII learnset

By leveling up

Generation VII
Other generations:
III - IV - V - VI - VIII
 Level   Move   Type   Cat.   Pwr.   Acc.   PP
011 Tackle Normal Physical 04040 100100% 35
055 Copycat Normal Status 0000 00——% 20
1010 Feint Attack Dark Physical 06060 00——% 20
1414 Psybeam Psychic Special 06565 100100% 20
1919 Hypnosis Psychic Status 0000 06060% 20
2323 Dizzy Punch Normal Physical 07070 100100% 10
2828 Sucker Punch Dark Physical 07070 100100% 5
3232 Teeter Dance Normal Status 0000 100100% 20
3737 Uproar Normal Special 09090 100100% 10
4141 Psych Up Normal Status 0000 00——% 10
4646 Double-Edge Normal Physical 120120 100100% 15
5050 Flail Normal Physical 0000 100100% 15
5555 Thrash Normal Physical 120120 100100% 10
  • Bold indicates a move that gets STAB when used by Spinda
  • Italic indicates a move that gets STAB only when used by an evolution of Spinda
  • Click on the generation numbers at the top to see level-up moves from other generations

By TM

Generation VII
Other generations:
III - IV - V - VI - VIII
   TM   Move   Type   Cat.   Pwr.   Acc.   PP 
TM01 TM01 Work Up Normal Status 0000 00—}}—% 30
TM04 TM04 Calm Mind Psychic Status 0000 00—}}—% 20
TM06 TM06 Toxic Poison Status 0000 090}}90% 10
TM10 TM10 Hidden Power Normal Special 06060 100}}100% 15
TM11 TM11 Sunny Day Fire Status 0000 00—}}—% 5
TM17 TM17 Protect Normal Status 0000 00—}}—% 10
TM18 TM18 Rain Dance Water Status 0000 00—}}—% 5
TM20 TM20 Safeguard Normal Status 0000 00—}}—% 25
TM21 TM21 Frustration Normal Physical 0000 100}}100% 20
TM27 TM27 Return Normal Physical 0000 100}}100% 20
TM29 TM29 Psychic Psychic Special 09090 100}}100% 10
TM30 TM30 Shadow Ball Ghost Special 08080 100}}100% 15
TM31 TM31 Brick Break Fighting Physical 07575 100}}100% 15
TM32 TM32 Double Team Normal Status 0000 00—}}—% 15
TM39 TM39 Rock Tomb Rock Physical 06060 095}}95% 15
TM42 TM42 Facade Normal Physical 07070 100}}100% 20
TM44 TM44 Rest Psychic Status 0000 00—}}—% 10
TM45 TM45 Attract Normal Status 0000 100}}100% 15
TM46 TM46 Thief Dark Physical 06060 100}}100% 25
TM48 TM48 Round Normal Special 06060 100}}100% 15
TM56 TM56 Fling Dark Physical 0000 100}}100% 10
TM77 TM77 Psych Up Normal Status 0000 00—}}—% 10
TM80 TM80 Rock Slide Rock Physical 07575 090}}90% 10
TM85 TM85 Dream Eater Psychic Special 100100 100}}100% 15
TM87 TM87 Swagger Normal Status 0000 085}}85% 15
TM88 TM88 Sleep Talk Normal Status 0000 00—}}—% 10
TM90 TM90 Substitute Normal Status 0000 00—}}—% 10
TM92 TM92 Trick Room Psychic Status 0000 00—}}—% 5
TM93 TM93 Wild Charge Electric Physical 09090 100}}100% 15
XTM100 TM100 Confide Normal Status 0000 00—}}—% 20
  • Bold indicates a move that gets STAB when used by Spinda
  • Italic indicates a move that gets STAB only when used by an evolution of Spinda
  • Click on the generation numbers at the top to see TM moves from other generations

By breeding

Generation VII
Other generations:
III - IV - V - VI - VIII
 Parent   Move   Type   Cat.   Pwr.   Acc.   PP 
Assist Normal Status —% 20

Baton Pass Normal Status —% 40
Disable Normal Status 100% 20


Encore Normal Status 100% 5



Fake Out Normal Physical 40 100% 10

Fake Tears Dark Status 100% 20
Guard Split Psychic Status —% 10

Icy Wind Ice Special 55 95% 15
Psycho Cut Psychic Physical 70 100% 20
Psycho Shift* Psychic Status 100% 10

Rapid Spin Normal Physical 20 100% 40
Role Play Psychic Status —% 10
Smelling Salts Normal Physical 70 100% 10
Spotlight Normal Status —% 15
Trick Psychic Status 100% 10

Water Pulse Water Special 60 100% 20
Wish* Normal Status —% 10
  • Moves marked with an asterisk (*) must be chain bred onto Spinda in Generation VII
  • Moves marked with a double dagger (‡) can only be bred from a Pokémon who learned the move in an earlier generation.
  • Moves marked with a superscript game abbreviation can only be bred onto Spinda in that game.
  • Bold indicates a move that gets STAB when used by Spinda
  • Italic indicates a move that gets STAB only when used by an evolution of Spinda
  • Click on the generation numbers at the top to see Egg moves from other generations

By tutoring

Generation VII
Other generations:
III - IV - V - VI - VIII
 Game   Move   Type   Cat.   Pwr.   Acc.   PP 
S M US UM Covet Normal Physical 60 100% 25
S M US UM Drain Punch Fighting Physical 75 100% 10
S M US UM Fire Punch Fire Physical 75 100% 15
S M US UM Focus Punch Fighting Physical 150 100% 20
S M US UM Helping Hand Normal Status —% 20
S M US UM Hyper Voice Normal Special 90 100% 10
S M US UM Ice Punch Ice Physical 75 100% 15
S M US UM Icy Wind Ice Special 55 95% 15
S M US UM Last Resort Normal Physical 140 100% 5
S M US UM Low Kick Fighting Physical 100% 20
S M US UM Recycle Normal Status —% 10
S M US UM Role Play Psychic Status —% 10
S M US UM Shock Wave Electric Special 60 —% 20
S M US UM Skill Swap Psychic Status —% 10
S M US UM Snatch Dark Status —% 10
S M US UM Snore Normal Special 50 100% 15
S M US UM Stomping Tantrum Ground Physical 75 100% 10
S M US UM Thunder Punch Electric Physical 75 100% 15
S M US UM Trick Psychic Status 100% 10
S M US UM Uproar Normal Special 90 100% 10
S M US UM Water Pulse Water Special 60 100% 20
S M US UM Zen Headbutt Psychic Physical 80 90% 15
  • A black or white abbreviation in a colored box indicates that Spinda can be tutored the move in that game
  • A colored abbreviation in a white box indicates that Spinda cannot be tutored the move in that game
  • Bold indicates a move that gets STAB when used by Spinda
  • Italic indicates a move that gets STAB only when used by an evolution of Spinda
  • Click on the generation numbers at the top to see Move Tutor moves from other generations

By transfer from another generation

Generation VII
Other generations:
IV - V - VI - VIII
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
III IV V VI Body Slam Normal Physical 08585 100}}100% 15
III IV V VI Captivate Normal Status 0000 100}}100% 20
III IV V VI Counter Fighting Physical 0000 100}}100% 20
III IV V VI Defense Curl Normal Status 0000 00—}}—% 40
III IV V VI Dig Ground Physical 08080 100}}100% 10
III IV V VI Dynamic Punch Fighting Physical 100100 050}}50% 5
III IV V VI Endure Normal Status 0000 00—}}—% 10
III IV V VI Flash Normal Status 0000 100}}100% 20
III IV V VI Headbutt Normal Physical 07070 100}}100% 15
III IV V VI Mega Kick Normal Physical 120120 075}}75% 5
III IV V VI Mega Punch Normal Physical 08080 085}}85% 20
III IV V VI Metronome Normal Status 0000 00—}}—% 10
III IV V VI Mimic Normal Status 0000 00—}}—% 10
III IV V VI Mud-Slap Ground Special 02020 100}}100% 10
III IV V VI Natural Gift Normal Physical 0000 100}}100% 15
III IV V VI Nightmare Ghost Status 0000 100}}100% 15
III IV V VI Power-Up Punch Fighting Physical 04040 100}}100% 20
III IV V VI Retaliate Normal Physical 07070 100}}100% 5
III IV V VI Rock Smash Fighting Physical 04040 100}}100% 15
III IV V VI Rollout Rock Physical 03030 090}}90% 20
III IV V VI Secret Power Normal Physical 07070 100}}100% 20
III IV V VI Seismic Toss Fighting Physical 0000 100}}100% 20
III IV V VI Sing Normal Status 0000 055}}55% 15
III IV V VI Strength Normal Physical 08080 100}}100% 15
III IV V VI Superpower Fighting Physical 120120 100}}100% 5
III IV V VI Swift Normal Special 06060 00—}}—% 20
  • A striped background indicates a generation in which the move can only be obtained via event or as a special move
  • Bold indicates a move that gets STAB when used by Spinda
  • Italic indicates a move that gets STAB only when used by an evolution of Spinda
  • Click on the generation numbers at the top to see transfer-only moves for other generations
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