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Spinda

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Spinda in Pokémon Black & White

#327 in the National Pokédex • Spot Panda Pokémon

Spinda in the National Pokédex
Spinda sprite

Normal

Shiny Spinda sprite

Shiny

Pokédex entries

Pokémon Black

No two Spinda have the same pattern of spots. Its tottering step fouls the aim of foes.

Pokémon White

No two Spinda have the same pattern of spots. Its tottering step fouls the aim of foes.

Pokémon details

Type

Normal

Category

Spot Panda Pokémon

Height

1.1 m (3'07")

Weight

5 kg (11 lbs)

National Pokédex

#0327

Spinda in Other Games

National Dex page

Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

HP

60

230

324

Attack

60

112

240

Defense

60

112

240

Sp. Atk

60

112

240

Sp. Def

60

112

240

Speed

60

112

240

Total

360

Ranges are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

Type-only matchups for Spinda, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

Weak to

Resists

Spinda doesn't resist any types.

Immune to

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
-
EV yield
1 SpA
Catch rate
255
Base Exp.
126

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
50% male
50% female
Egg cycles
15

Evolution requirements shown in a compact table or chain view.
Spinda

Spinda

#327

No evolutions

Known encounter locations for this Pokémon in this game.
Black
LocationMethodLevelChanceConditions

Entralink

Entree Forest (historical Rugged Mountain transfer)

Historical Dream World10-

Historical Dream World transfer to Entree Forest; official service has closed and new transfers are unavailable, Rugged Mountain catalog; Contrary ability; required 7,500 Dream Points after area access

White
LocationMethodLevelChanceConditions

Entralink

Entree Forest (historical Rugged Mountain transfer)

Historical Dream World10-

Historical Dream World transfer to Entree Forest; official service has closed and new transfers are unavailable, Rugged Mountain catalog; Contrary ability; required 7,500 Dream Points after area access

Programmed wild held-item entries. Some species require imports and have no wild Black/White encounter.
Black
5%
White
5%

Moves this Pokémon learns naturally by reaching specific levels.
Class
StartTackle

A physical attack in which the user charges and slams into the target with its whole body.

Normal5010035
5Uproar

The user attacks in an uproar for three turns. Over that time, no one can fall asleep.

Normal9010010
10Copycat

The user mimics the move used immediately before it. The move fails if no other move has been used yet.

Normal--20
14Faint Attack

The user approaches the target disarmingly, then throws a sucker punch. It hits without fail.

Dark60-20
19Psybeam

The target is attacked with a peculiar ray. It may also cause confusion.

Psychic6510020
23Hypnosis

The user employs hypnotic suggestion to make the target fall into a deep sleep.

Psychic-6020
28Dizzy Punch

The target is hit with rhythmically launched punches that may also leave it confused.

Normal7010010
32Sucker Punch

This move enables the user to attack first. It fails if the target is not readying an attack, however.

Dark801005
37Teeter Dance

The user performs a wobbly dance that confuses the Pokémon around it.

Normal-10020
41Psych Up

The user hypnotizes itself into copying any stat change made by the target.

Normal--10
46Double-Edge

A reckless, life-risking tackle. It also damages the user by a fairly large amount, however.

Normal12010015
50Flail

The user flails about aimlessly to attack. It becomes more powerful the less HP the user has.

Normal-10015
55Thrash

The user rampages and attacks for two to three turns. It then becomes confused, however.

Normal12010010

Moves this Pokémon can learn from Technical Machines and Hidden Machines in Pokémon Black and White.
Class
TM04Calm Mind

The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.

Psychic--20
TM06Toxic

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Poison-9010
TM10Hidden Power

A unique attack that varies in type and intensity depending on the Pokémon using it.

Varies

30–7010015
TM11Sunny Day

The user intensifies the sun for five turns, powering up Fire-type moves.

Fire--5
TM17Protect

It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM18Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves.

Water--5
TM20Safeguard

The user creates a protective field that prevents status problems for five turns.

Normal--25
TM21Frustration

A full-power attack that grows more powerful the less the user likes its Trainer.

Normal-10020
TM27Return

A full-power attack that grows more powerful the more the user likes its Trainer.

Normal-10020
TM28Dig

The user burrows, then attacks on the second turn. It can also be used to exit dungeons.

Ground8010010
TM29Psychic

The target is hit by a strong telekinetic force. It may also reduce the target’s Sp. Def stat.

Psychic9010010
TM30Shadow Ball

The user hurls a shadowy blob at the target. It may also lower the target’s Sp. Def stat.

Ghost8010015
TM31Brick Break

The user attacks with a swift chop. It can also break any barrier such as Light Screen and Reflect.

Fighting7510015
TM32Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Normal--15
TM39Rock Tomb

Boulders are hurled at the target. It also lowers the target’s Speed by preventing its movement.

Rock508010
TM42Facade

An attack move that doubles its power if the user is poisoned, burned, or has paralysis.

Normal7010020
TM44Rest

The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem.

Psychic--10
TM45Attract

If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

Normal-10015
TM46Thief

The user attacks and steals the target’s held item simultaneously. It can’t steal if the user holds an item.

Dark4010010
TM48Round

The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.

Normal6010015
TM56Fling

The user flings its held item at the target to attack. Its power and effects depend on the item.

Dark-10010
TM67Retaliate

The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this attack’s damage increases.

Normal701005
TM70Flash

The user flashes a bright light that cuts the target’s accuracy. It can also be used to illuminate caves.

Normal-10020
TM77Psych Up

The user hypnotizes itself into copying any stat change made by the target.

Normal--10
TM80Rock Slide

Large boulders are hurled at the opposing team to inflict damage. It may also make the targets flinch.

Rock759010
TM83Work Up

The user is roused, and its Attack and Sp. Atk stats increase.

Normal--30
TM85Dream Eater

The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user’s HP.

Psychic10010015
TM87Swagger

The user enrages and confuses the target. However, it also sharply raises the target’s Attack stat.

Normal-9015
TM90Substitute

The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.

Normal--10
TM92Trick Room

The user creates a bizarre area in which slower Pokémon get to move first for five turns.

Psychic--5
TM93Wild Charge

The user shrouds itself in electricity and smashes into its target. It also damages the user a little.

Electric9010015
TM94Rock Smash

The user attacks with a punch that can shatter a rock. It may also lower the target’s Defense stat.

Fighting4010015
HM04Strength

The target is slugged with a punch thrown at maximum power. It can also be used to move heavy boulders.

Normal8010015

Moves this Pokémon can inherit through breeding or similar methods.
Class
Assist

The user hurriedly and randomly uses a move among those known by other Pokémon in the party.

Normal--20
Baton Pass

The user switches places with a party Pokémon in waiting, passing along any stat changes.

Normal--40
Disable

For four turns, this move prevents the target from using the move it last used.

Normal-10020
Encore

The user compels the target to keep using only the move it last used for three turns.

Normal-1005
Fake Out

An attack that hits first and makes the target flinch. It only works the first turn the user is in battle.

Normal4010010
Fake Tears

The user feigns crying to fluster the target, harshly lowering its Sp. Def stat.

Dark-10020
Icy Wind

The user attacks with a gust of chilled air. It also reduces the targets’ Speed stat.

Ice559515
Psycho Cut

The user tears at the target with blades formed by psychic power. Critical hits land more easily.

Psychic7010020
Rapid Spin

A spin attack that can also eliminate such moves as Bind, Wrap, Leech Seed, and Spikes.

Normal2010040
Role Play

The user mimics the target completely, copying the target’s natural Ability.

Psychic--10
SmellingSalt

This attack inflicts double damage on a target with paralysis. It also cures the target’s paralysis, however.

Normal6010010
Trick

The user catches the target off guard and swaps its held item with its own.

Psychic-10010
Water Pulse

The user attacks the target with a pulsing blast of water. It may also confuse the target.

Water6010020
Wish

One turn after this move is used, the target’s HP is restored by half the user’s maximum HP.

Normal--10

These require the labeled breeding, transfer, trade or historical distribution route. Historical gifts and Dream World services are no longer ordinary active acquisition sources.
Class
Acquisition
Body Slam

The user drops onto the target with its full body weight. It may also leave the target with paralysis.

Normal8510015

Generation III → Pal Park → Generation IV → PokéTransfer

Captivate

If it is the opposite gender of the user, the target is charmed into harshly lowering its Sp. Atk stat.

Normal-10020

PokéTransfer from Generation IV

Counter

A retaliation move that counters any physical attack, inflicting double the damage taken.

Fighting-10020

Generation III → Pal Park → Generation IV → PokéTransfer

Covet

The user endearingly approaches the target, then steals the target’s held item.

Normal6010040

Trade from Black 2 or White 2

Defense Curl

The user curls up to conceal weak spots and raise its Defense stat.

Normal--40

Generation III → Pal Park → Generation IV → PokéTransfer

Drain Punch

An energy-draining punch. The user’s HP is restored by half the damage taken by the target.

Fighting7510010

PokéTransfer from Generation IV

Dynamic Punch

The user punches the target with full, concentrated power. It confuses the target if it hits.

Fighting100505

Generation III → Pal Park → Generation IV → PokéTransfer

Endure

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Normal--10

PokéTransfer from Generation IV

Fire Punch

The target is punched with a fiery fist. It may also leave the target with a burn.

Fire7510015

PokéTransfer from Generation IV

Focus Punch

The user focuses its mind before launching a punch. It will fail if the user is hit before it is used.

Fighting15010020

PokéTransfer from Generation IV

Headbutt

The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch.

Normal7010015

PokéTransfer from Generation IV

Helping Hand

The user assists an ally by boosting the power of its attack.

Normal--20

PokéTransfer from Generation IV

Hyper Voice

The user lets loose a horribly echoing shout with the power to inflict damage.

Normal9010010

Trade from Black 2 or White 2

Ice Punch

The target is punched with an icy fist. It may also leave the target frozen.

Ice7510015

PokéTransfer from Generation IV

Last Resort

This move can be used only after the user has used all the other moves it knows in the battle.

Normal1401005

PokéTransfer from Generation IV

Low Kick

A powerful low kick that makes the target fall over. It inflicts greater damage on heavier targets.

Fighting-10020

PokéTransfer from Generation IV

Mega Kick

The target is attacked by a kick launched with muscle-packed power.

Normal120755

Generation III → Pal Park → Generation IV → PokéTransfer

Mega Punch

The target is slugged by a punch thrown with muscle-packed power.

Normal808520

Generation III → Pal Park → Generation IV → PokéTransfer

Metronome

The user waggles a finger and stimulates its brain into randomly using nearly any move.

Normal--10

Generation III → Pal Park → Generation IV → PokéTransfer

Mimic

The user copies the target’s last move. The move can be used during battle until the Pokémon is switched out.

Normal--10

Generation III → Pal Park → Generation IV → PokéTransfer

Mud-Slap

The user hurls mud in the target’s face to inflict damage and lower its accuracy.

Ground2010010

PokéTransfer from Generation IV

Natural Gift

The user draws power to attack by using its held Berry. The Berry determines its type and power.

Varies

-10015

PokéTransfer from Generation IV

Recycle

The user recycles a held item that has been used in battle so it can be used again.

Normal--10

PokéTransfer from Generation IV

Rollout

The user continually rolls into the target over five turns. It becomes stronger each time it hits.

Rock309020

PokéTransfer from Generation IV

Secret Power

The user attacks the target with a secret power. Its added effects vary depending on the user’s environment.

Normal7010020

PokéTransfer from Generation IV

Seismic Toss

The target is thrown using the power of gravity. It inflicts damage equal to the user’s level.

Fighting-10020

Generation III → Pal Park → Generation IV → PokéTransfer

Shock Wave

The user strikes the target with a quick jolt of electricity. This attack cannot be evaded.

Electric60-20

PokéTransfer from Generation IV

Skill Swap

The user employs its psychic power to exchange Abilities with the target.

Psychic--10

PokéTransfer from Generation IV

Sleep Talk

While it is asleep, the user randomly uses one of the moves it knows.

Normal--10

PokéTransfer from Generation IV

Snatch

The user steals the effects of any healing or stat-changing move the opponent attempts to use.

Dark--10

PokéTransfer from Generation IV

Snore

An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.

Normal4010015

PokéTransfer from Generation IV

Superpower

The user attacks the target with great power. However, it also lowers the user’s Attack and Defense.

Fighting1201005

Historical Dream World: Rugged Mountain

Swift

Star-shaped rays are shot at the opposing team. This attack never misses.

Normal60-20

PokéTransfer from Generation IV

Thunder Punch

The target is punched with an electrified fist. It may also leave the target with paralysis.

Electric7510015

PokéTransfer from Generation IV

Zen Headbutt

The user focuses its willpower to its head and attacks the target. It may also make the target flinch.

Psychic809015

PokéTransfer from Generation IV

Ability options available to this Pokémon in this game.

Hidden Ability entries show the game’s programmed slots. Obtaining one can require a historical Dream World promotion, a special gift or a trade from Black 2 and White 2. A programmed slot does not establish that the Hidden Ability was officially obtainable in Generation V.

Own Tempo

Ability Slot 1

Prevents the Pokémon from becoming confused.

Prevents confusion.

Tangled Feet

Ability Slot 2

Raises evasion if the Pokémon is confused.

Doubles evasion when confused.

Contrary(Hidden Ability)

Makes stat changes have an opposite effect.

Inverts stat changes.

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