Pokemon Brilliant Diamond and Shining Pearl Spinda is a Normal Type Spot Panda Pokémon, with a 33.3% Chance To Catch with a regular Pokeball. Spinda can be found with Own Tempo, Tangled Feet and Contrary as an Ability and has a Fast growth rate with a 1 Special Attack EV Yield. We recommend the Nature, based on 360 combined Base Stats.
Spinda Stats and Abilities
Based on Spinda Base IVs we consider this pokemon E-Tier choice. Spinda Highest IV Stat is and the Lowest being .
| Tier | Stat | Base | Min | Max |
|---|---|---|---|---|
| F | HP | 60 | 230 | 324 |
| E | Attack | 60 | 112 | 240 |
| F | Defense | 60 | 112 | 240 |
| E | Special Attack | 60 | 112 | 240 |
| F | Special Defense | 60 | 112 | 240 |
| E | Speed | 60 | 112 | 240 |
| E | Total | 360 |
| Spinda | Detail |
|---|---|
| Best Nature |
↑ +10% ↓ -10% |
| Caught in the Wild Held Item Chance | |
| Like/Dislikes |
|
| EV Yield | 1 Special Attack |
| Growth Rate | Fast |
| Catch Rate | 255 (33.3% with PokéBall, full HP) |
| Egg Groups | Field, Human-Like |
| Egg Cycles | 15 (3,599–3,855 steps) |
| Abilities | Description |
|---|---|
Own Tempo Ability 1 | Prevents the Pokémon from becoming confused. |
Tangled Feet Ability 2 | Raises evasion if the Pokémon is confused. |
Contrary Hidden Ability | Makes stat changes have an opposite effect. (Single Use Only) |
Where To Find Spinda in BDSP
| Location | How To Catch | Pokemon Spawns |
|---|---|---|
|
5 - 1% |
Spinda
Lv. 55
|
Locations ListPokemon Brilliant Diamond and Shining Pearl Spinda Weakness
Spinda is a Normal Type pokemon. This will cause Spinda to take More Damage from Fighting Type Moves, and Less Damage from Ghost Type moves.
| Damage | Types |
|---|---|
| 4.0x More Damage | |
| 2.0x More Damage |
|
| 0.5x Less Damage | |
| 0.25x Less Damage | |
| Immune to Damage |
|
What pokemon is Spinda Weak Against?
What pokemon is Spinda Strong Against?
Type Weakness ChartBest Moves Spinda in BDSP
Best Moveset for Spinda Lv Up Moves based on Power.
| Lvl | Best Moves | Type | Class | Power | Acc | PP | Effect |
|---|---|---|---|---|---|---|---|
| 46 |
Double-Edge
| | Physical | 180 | 100 | 15 | User receives recoil damage. |
| 55 |
Thrash
| | Physical | 180 | 100 | 10 | User attacks for 2-3 turns but then becomes confused. |
| 37 |
Uproar
| | Special | 135 | 100 | 10 | User attacks for 3 turns and prevents sleep. |
| 23 |
Body Slam
| | Physical | 127.5 | 100 | 15 | May paralyze opponent. |
Best Moveset for Spinda TM Moves based on Power.
| TM | Best Moves | Type | Class | Power | Acc | PP | Effect |
|---|---|---|---|---|---|---|---|
| TM01 |
Focus Punch
| | Physical | 150 | 100 | 20 | If the user is hit before attacking, it flinches instead. |
| TM85 |
Dream Eater
| | Special | 100 | 100 | 15 | User recovers half the HP inflicted on a sleeping opponent. |
| TM29 |
Psychic
| | Special | 90 | 100 | 10 | May lower opponent's Special Defense. |
| TM28 |
Dig
| | Physical | 80 | 100 | 10 | Digs underground on first turn, attacks on second. Can also escape from caves. |
Spinda Level Up Moves
List of Moves Spinda can learn by reaching higher levels in Pokemon Brilliant Diamond and Shining Pearl.
| Lvl | Move | Desc |
|---|---|---|
| 1 |
Tackle
|
Power:
60 Acc: 100
PP: 35
A physical attack in which the user charges and slams into the target with its whole body.
|
| 5 |
Copycat
|
Power: —
Acc: —
PP: 20
Copies opponent's last move.
|
| 32 |
Teeter Dance
|
Power: —
Acc: 100
PP: 20
Confuses all Pokémon.
|
| 14 |
Psybeam
|
Power: 65
Acc: 100
PP: 20
May confuse opponent.
|
| 19 |
Hypnosis
|
Power: —
Acc: 60
PP: 20
Puts opponent to sleep.
|
| 23 |
Body Slam
|
Power:
127.5 Acc: 100
PP: 15
May paralyze opponent.
|
| 28 |
Sucker Punch
|
Power: 70
Acc: 100
PP: 5
User attacks first, but only works if opponent is readying an attack.
|
| 37 |
Uproar
|
Power:
135 Acc: 100
PP: 10
User attacks for 3 turns and prevents sleep.
|
| 41 |
Psych Up
|
Power: —
Acc: —
PP: 10
Copies the opponent's stat changes.
|
| 46 |
Double-Edge
|
Power:
180 Acc: 100
PP: 15
User receives recoil damage.
|
| 50 |
Flail
|
Power: —
Acc: 100
PP: 15
The lower the user's HP, the higher the power.
|
| 55 |
Thrash
|
Power:
180 Acc: 100
PP: 10
User attacks for 2-3 turns but then becomes confused.
|
Spinda TM Moves
List of Moves Spinda can learn using (TMs) Technical Machine Items.
| TM | Move | Desc |
|---|---|---|
| TM01 |
Focus Punch
|
Power: 150
Acc: 100
PP: 20
If the user is hit before attacking, it flinches instead.
|
| TM03 |
Water Pulse
|
Power: 60
Acc: 100
PP: 20
May confuse opponent.
|
| TM04 |
Calm Mind
|
Power: —
Acc: —
PP: 20
Raises user's Special Attack and Special Defense.
|
| TM10 |
Work Up
|
Power: —
Acc: —
PP: 30
Raises user's Attack and Special Attack.
|
| TM11 |
Sunny Day
|
Power: —
Acc: —
PP: 5
Makes it sunny for 5 turns.
|
| TM17 |
Protect
|
Power: —
Acc: —
PP: 10
Protects the user, but may fail if used consecutively.
|
| TM18 |
Rain Dance
|
Power: —
Acc: —
PP: 5
Makes it rain for 5 turns.
|
| TM20 |
Safeguard
|
Power: —
Acc: —
PP: 25
The user's party is protected from status conditions.
|
| TM28 |
Dig
|
Power: 80
Acc: 100
PP: 10
Digs underground on first turn, attacks on second. Can also escape from caves.
|
| TM29 |
Psychic
|
Power: 90
Acc: 100
PP: 10
May lower opponent's Special Defense.
|
| TM30 |
Shadow Ball
|
Power: 80
Acc: 100
PP: 15
May lower opponent's Special Defense.
|
| TM31 |
Brick Break
|
Power: 75
Acc: 100
PP: 15
Breaks through Reflect and Light Screen barriers.
|
| TM32 |
Double Team
|
Power: —
Acc: —
PP: 15
Raises user's Evasiveness.
|
| TM34 |
Shock Wave
|
Power: 60
Acc: —
PP: 20
Ignores Accuracy and Evasiveness.
|
| TM39 |
Rock Tomb
|
Power: 60
Acc: 95
PP: 15
Lowers opponent's Speed.
|
| TM42 |
Facade
|
Power:
105 Acc: 100
PP: 20
Power doubles if user is burned, poisoned, or paralyzed.
|
| TM44 |
Rest
|
Power: —
Acc: —
PP: 10
User sleeps for 2 turns, but user is fully healed.
|
| TM45 |
Attract
|
Power: —
Acc: 100
PP: 15
If opponent is the opposite gender, it's less likely to attack.
|
| TM46 |
Thief
|
Power: 60
Acc: 100
PP: 25
Also steals opponent's held item.
|
| TM48 |
Skill Swap
|
Power: —
Acc: —
PP: 10
The user swaps Abilities with the opponent.
|
| TM56 |
Fling
|
Power: —
Acc: 100
PP: 10
Power depends on held item.
|
| TM58 |
Endure
|
Power: —
Acc: —
PP: 10
Always left with at least 1 HP, but may fail if used consecutively.
|
| TM60 |
Drain Punch
|
Power: 75
Acc: 100
PP: 10
User recovers half the HP inflicted on opponent.
|
| TM67 |
Recycle
|
Power: —
Acc: —
PP: 10
User's used hold item is restored.
|
| TM70 |
Flash
|
Power: —
Acc: 100
PP: 20
Lowers opponent's Accuracy.
|
| TM77 |
Psych Up
|
Power: —
Acc: —
PP: 10
Copies the opponent's stat changes.
|
| TM80 |
Rock Slide
|
Power: 75
Acc: 90
PP: 10
May cause flinching.
|
| TM82 |
Sleep Talk
|
Power: —
Acc: —
PP: 10
User performs one of its own moves while sleeping.
|
| TM85 |
Dream Eater
|
Power: 100
Acc: 100
PP: 15
User recovers half the HP inflicted on a sleeping opponent.
|
| TM87 |
Swagger
|
Power: —
Acc: 85
PP: 15
Opponent becomes confused, but its Attack is sharply raised.
|
| TM90 |
Substitute
|
Power: —
Acc: —
PP: 10
Uses HP to creates a decoy that takes hits.
|
| TM92 |
Trick Room
|
Power: —
Acc: —
PP: 5
Slower Pokémon move first in the turn for 5 turns.
|
| TM96 |
Strength
|
Power:
120 Acc: 100
PP: 15
|
| TM98 |
Rock Smash
|
Power: 40
Acc: 100
PP: 15
May lower opponent's Defense.
|
Spinda Egg Moves
List of Egg Moves Spinda can learn.
| Egg Move | Desc |
|---|---|
|
Encore
|
Power: —
Acc: 100
PP: 5
Forces opponent to keep using its last move for 3 turns.
|
|
Disable
|
Power: —
Acc: 100
PP: 20
Opponent can't use its last attack for a few turns.
|
|
Baton Pass
|
Power: —
Acc: —
PP: 40
User switches out and gives stat changes to the incoming Pokémon.
|
|
Wish
|
Power: —
Acc: —
PP: 10
The user recovers HP in the following turn.
|
|
Trick
|
Power: —
Acc: 100
PP: 10
Swaps held items with the opponent.
|
|
Fake Out
|
Power:
60 Acc: 100
PP: 10
User attacks first, foe flinches. Only usable on first turn.
|
|
Role Play
|
Power: —
Acc: —
PP: 15
User copies the opponent's Ability.
|
|
Psycho Cut
|
Power: 70
Acc: 100
PP: 20
High critical hit ratio.
|
|
Fake Tears
|
Power: —
Acc: 100
PP: 20
Sharply lowers opponent's Special Defense.
|
|
Rapid Spin
|
Power:
30 Acc: 100
PP: 40
Removes effects of trap moves.
|
|
Icy Wind
|
Power: 55
Acc: 95
PP: 15
Lowers opponent's Speed.
|
|
Psycho Shift
|
Power: —
Acc: 90
PP: 10
Gives the opponent the user's status condition, if it hits.
|
|
Guard Split
|
Power: —
Acc: —
PP: 10
Averages Defense and Special Defense with the target.
|
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