Spinda (Pokémon)/Generation V learnset

By leveling up

Generation V
Other generations:
III - IV - VI - VII - VIII
 Level  Move  Type  Cat.  Pwr.  Acc.  PP 
011 Tackle Normal Physical 05050 100100% 35
055 Uproar Normal Special 09090 100100% 10
1010 Copycat Normal Status 0000 00——% 20
1414 Faint Attack Dark Physical 06060 00——% 20
1919 Psybeam Psychic Special 06565 100100% 20
2323 Hypnosis Psychic Status 0000 06060% 20
2828 Dizzy Punch Normal Physical 07070 100100% 10
3232 Sucker Punch Dark Physical 08080 100100% 5
3737 Teeter Dance Normal Status 0000 100100% 20
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/HM

Generation V
Other generations:
III - IV - VI - VII - VIII
 TM  Move  Type  Cat.  Pwr.  Acc.  PP 
TM04 Calm Mind Psychic Status 0000 00—}}—% 20
TM06 Toxic Poison Status 0000 090}}90% 10
TM10 Hidden Power Normal Special 0000 100}}100% 15
TM11 Sunny Day Fire Status 0000 00—}}—% 5
TM17 Protect Normal Status 0000 00—}}—% 10
TM18 Rain Dance Water Status 0000 00—}}—% 5
TM20 Safeguard Normal Status 0000 00—}}—% 25
TM21 Frustration Normal Physical 0000 100}}100% 20
TM27 Return Normal Physical 0000 100}}100% 20
TM28 Dig Ground Physical 08080 100}}100% 10
TM29 Psychic Psychic Special 09090 100}}100% 10
TM30 Shadow Ball Ghost Special 08080 100}}100% 15
TM31 Brick Break Fighting Physical 07575 100}}100% 15
TM32 Double Team Normal Status 0000 00—}}—% 15
TM39 Rock Tomb Rock Physical 05050 080}}80% 10
TM42 Facade Normal Physical 07070 100}}100% 20
TM44 Rest Psychic Status 0000 00—}}—% 10
TM45 Attract Normal Status 0000 100}}100% 15
TM46 Thief Dark Physical 04040 100}}100% 10
TM48 Round Normal Special 06060 100}}100% 15
TM56 Fling Dark Physical 0000 100}}100% 10
TM67 Retaliate Normal Physical 07070 100}}100% 5
TM70 Flash Normal Status 0000 100}}100% 20
TM77 Psych Up Normal Status 0000 00—}}—% 10
TM80 Rock Slide Rock Physical 07575 090}}90% 10
TM83 Work Up Normal Status 0000 00—}}—% 30
TM85 Dream Eater Psychic Special 100100 100}}100% 15
TM87 Swagger Normal Status 0000 090}}90% 15
TM90 Substitute Normal Status 0000 00—}}—% 10
TM92 Trick Room Psychic Status 0000 00—}}—% 5
TM93 Wild Charge Electric Physical 09090 100}}100% 15
TM94 Rock Smash Fighting Physical 04040 100}}100% 15
HM04 Strength Normal Physical 08080 100}}100% 15
  • 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 V
Other generations:
III - IV - VI - VII - VIII
 Father  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

Icy Wind Ice Special 55 95% 15
Psycho Cut Psychic Physical 70 100% 20

Rapid Spin Normal Physical 20 100% 40
Role Play Psychic Status —% 10
SmellingSalt Normal Physical 60 100% 10
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 V
  • 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 V
Other generations:
III - IV - VI - VII - VIII
 Game  Move  Type  Cat.  Pwr.  Acc.  PP 
B W B2 W2 Covet Normal Physical 60 100% 40
B W B2 W2 Drain Punch Fighting Physical 75 100% 10
B W B2 W2 Fire Punch Fire Physical 75 100% 15
B W B2 W2 Helping Hand Normal Status —% 20
B W B2 W2 Hyper Voice Normal Special 90 100% 10
B W B2 W2 Ice Punch Ice Physical 75 100% 15
B W B2 W2 Icy Wind Ice Special 55 95% 15
B W B2 W2 Last Resort Normal Physical 140 100% 5
B W B2 W2 Low Kick Fighting Physical 100% 20
B W B2 W2 Recycle Normal Status —% 10
B W B2 W2 Role Play Psychic Status —% 10
B W B2 W2 Skill Swap Psychic Status —% 10
B W B2 W2 Sleep Talk Normal Status —% 10
B W B2 W2 Snatch Dark Status —% 10
B W B2 W2 Snore Normal Special 40 100% 15
B W B2 W2 ThunderPunch Electric Physical 75 100% 15
B W B2 W2 Trick Psychic Status 100% 10
B W B2 W2 Uproar Normal Special 90 100% 10
B W B2 W2 Zen Headbutt Psychic Physical 80 90% 15
  • A black 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

Dream World moves

Generation V
Other generations:
III - IV - VI - VII - VIII
 Event  Move  Type  Cat.  Pwr.  Acc.  PP 
Rugged Mountain Fake Out Normal Physical 40 100% 10
Rugged Mountain Superpower Fighting Physical 120 100% 5
  • A superscript level indicates that Spinda can learn this move normally in Generation V at that level
  • 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 event moves from other generations

By transfer from another generation

Generation V
Other generations:
IV - VI - VII - VIII
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
III IV Body Slam Normal Physical 08585 100}}100% 15
III IV Captivate Normal Status 0000 100}}100% 20
III IV Counter Fighting Physical 0000 100}}100% 20
III IV Defense Curl Normal Status 0000 00—}}—% 40
III IV DynamicPunch Fighting Physical 100100 050}}50% 5
III IV Endure Normal Status 0000 00—}}—% 10
III IV Focus Punch Fighting Physical 150150 100}}100% 20
III IV Headbutt Normal Physical 07070 100}}100% 15
III IV Mega Kick Normal Physical 120120 075}}75% 5
III IV Mega Punch Normal Physical 08080 085}}85% 20
III IV Metronome Normal Status 0000 00—}}—% 10
III IV Mimic Normal Status 0000 00—}}—% 10
III IV Mud-Slap Ground Special 02020 100}}100% 10
III IV Natural Gift Normal Physical 0000 100}}100% 15
III IV Nightmare Ghost Status 0000 100}}100% 15
III IV Rollout Rock Physical 03030 090}}90% 20
III IV Secret Power Normal Physical 07070 100}}100% 20
III IV Seismic Toss Fighting Physical 0000 100}}100% 20
III IV Shock Wave Electric Special 06060 00—}}—% 20
III IV Sing Normal Status 0000 055}}55% 15
III IV 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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