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Spoink

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Spoink in Pokémon Black & White

#325 in the National Pokédex • Bounce Pokémon

Spoink in the National Pokédex
Spoink sprite

Normal

Shiny Spoink sprite

Shiny

Pokédex entries

Pokémon Black

It bounces constantly, using its tail like a spring. The shock of bouncing keeps its heart beating.

Pokémon White

It bounces constantly, using its tail like a spring. The shock of bouncing keeps its heart beating.

Pokémon details

Type

Psychic

Category

Bounce Pokémon

Height

0.7 m (2'04")

Weight

30.6 kg (67.5 lbs)

National Pokédex

#0325

Spoink 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

25

49

163

Defense

35

67

185

Sp. Atk

70

130

262

Sp. Def

80

148

284

Speed

60

112

240

Total

330

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 Spoink, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

Weak to

Resists

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
-
EV yield
1 SpD
Catch rate
255
Base Exp.
66

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
50% male
50% female
Egg cycles
20

Evolution requirements shown in a compact table or chain view.
PokémonRequiresEvolution
Spoink

Spoink

#325

Level 32

Grumpig

Grumpig

#326

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

Entralink

Entree Forest (historical Spooky Manor transfer)

Historical Dream World10-

Historical Dream World transfer to Entree Forest; official service has closed and new transfers are unavailable, Spooky Manor catalog; Gluttony ability

White
LocationMethodLevelChanceConditions

Entralink

Entree Forest (historical Spooky Manor transfer)

Historical Dream World10-

Historical Dream World transfer to Entree Forest; official service has closed and new transfers are unavailable, Spooky Manor catalog; Gluttony ability

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
StartSplash

The user just flops and splashes around to no effect at all...

Normal--40
7Psywave

The target is attacked with an odd psychic wave. The attack varies in intensity.

Psychic-8015
10Odor Sleuth

Enables a Ghost-type target to be hit with Normal- and Fighting-type attacks. It also enables an evasive target to be hit.

Normal--40
14Psybeam

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

Psychic6510020
15Psych Up

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

Normal--10
18Confuse Ray

The target is exposed to a sinister ray that triggers confusion.

Ghost-10010
21Magic Coat

A barrier reflects back to the target moves like Leech Seed and moves that damage status.

Psychic--15
26Zen Headbutt

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

Psychic809015
29Rest

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

Psychic--10
29Snore

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

Normal4010015
34Psyshock

The user materializes an odd psychic wave to attack the target. This attack does physical damage.

Psychic8010010
41Payback

If the user moves after the target, this attack’s power will be doubled.

Dark5010010
46Psychic

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

Psychic9010010
48Power Gem

The user attacks with a ray of light that sparkles as if it were made of gemstones.

Rock7010020
53Bounce

The user bounces up high, then drops on the target on the second turn. It may also leave the target with paralysis.

Flying85855

Moves this Pokémon can learn from Technical Machines and Hidden Machines in Pokémon Black and White.
Class
TM03Psyshock

The user materializes an odd psychic wave to attack the target. This attack does physical damage.

Psychic8010010
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
TM12Taunt

The target is taunted into a rage that allows it to use only attack moves for three turns.

Dark-10020
TM16Light Screen

A wondrous wall of light is put up to suppress damage from special attacks for five turns.

Psychic--30
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
TM19Telekinesis

The user makes the target float with its psychic power. The target is easier to hit for three turns.

Psychic--15
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
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
TM32Double Team

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

Normal--15
TM33Reflect

A wondrous wall of light is put up to suppress damage from physical attacks for five turns.

Psychic--20
TM41Torment

The user torments and enrages the target, making it incapable of using the same move twice in a row.

Dark-10015
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
TM57Charge Beam

The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.

Electric509010
TM66Payback

If the user moves after the target, this attack’s power will be doubled.

Dark5010010
TM70Flash

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

Normal-10020
TM73Thunder Wave

A weak electric charge is launched at the target. It causes paralysis if it hits.

Electric-10020
TM77Psych Up

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

Normal--10
TM85Dream Eater

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

Psychic10010015
TM86Grass Knot

The user snares the target with grass and trips it. The heavier the target, the greater the damage.

Grass-10020
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

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

The user temporarily empties its mind to forget its concerns. It sharply raises the user’s Sp. Def stat.

Psychic--20
Endure

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

Normal--10
Extrasensory

The user attacks with an odd, unseeable power. It may also make the target flinch.

Psychic8010030
Future Sight

Two turns after this move is used, a hunk of psychic energy attacks the target.

Psychic10010010
Lucky Chant

The user chants an incantation toward the sky, preventing opposing Pokémon from landing critical hits.

Normal--30
Mirror Coat

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

Psychic-10020
Skill Swap

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

Psychic--10
Trick

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

Psychic-10010
Whirlwind

The target is blown away, to be replaced by another Pokémon in its party. In the wild, the battle ends.

Normal-10020
Zen Headbutt

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

Psychic809015

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

Covet

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

Normal6010040

Trade from Black 2 or White 2

Double-Edge

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

Normal12010015

Generation III → Pal Park → Generation IV → PokéTransfer

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

Heal Bell

The user makes a soothing bell chime to heal the status problems of all the party Pokémon.

Normal--5

PokéTransfer from Generation IV

Icy Wind

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

Ice559515

PokéTransfer from Generation IV

Iron Tail

The target is slammed with a steel-hard tail. It may also lower the target’s Defense stat.

Steel1007515

PokéTransfer from Generation IV

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

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

Historical Dream World: Spooky Manor

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

Role Play

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

Psychic--10

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

Shock Wave

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

Electric60-20

PokéTransfer from Generation IV

Signal Beam

The user attacks with a sinister beam of light. It may also confuse the target.

Bug7510015

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

Swift

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

Normal60-20

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.

Thick Fat

Ability Slot 1

Ups resistance to Fire-​ and Ice-type moves.

Halves damage from Fire and Ice moves.

Own Tempo

Ability Slot 2

Prevents the Pokémon from becoming confused.

Prevents confusion.

Gluttony(Hidden Ability)

Encourages the early use of a held Berry.

Makes the Pokémon eat any held Berry triggered by low HP below 1/2 its max HP.

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