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Spinda

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Spinda in Pokémon Ultra Sun & Ultra Moon

#128 in the Ultra Sun & Ultra Moon Pokédex • Spot Panda Pokémon

Spinda in the National Pokédex
Spinda sprite

Normal

Shiny Spinda sprite

Shiny

Pokédex entries

Ultra Sun

Its steps are shaky and stumbling. Walking for a long time makes it feel sick.

Ultra Moon

Each Spinda’s spot pattern is different. With its stumbling movements, it evades opponents’ attacks brilliantly!

Pokémon details

Type

Normal

Category

Spot Panda Pokémon

Height

1.1 m (3'07")

Weight

5 kg (11 lbs)

National Pokédex

#0327

Pokédex

#128

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
Alola #128Melemele #128
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

#128

No evolutions

Known encounter locations for this Pokémon in this game.
Ultra Moon
LocationMethodLevelChanceConditions

Ten Carat Hill

Ten Carat Hill — Farthest Hollow

Walking in tall grass or a cave11-1430%

-

Ultra Sun
LocationMethodLevelChanceConditions

Ten Carat Hill

Ten Carat Hill — Farthest Hollow

Walking in tall grass or a cave11-1430%

-

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.

Normal4010035
5Copycat

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

Normal--20
10Feint Attack

The user approaches the target disarmingly, then throws a sucker punch. This attack never misses.

Dark60-20
14Psybeam

The target is attacked with a peculiar ray. This may also leave the target confused.

Psychic6510020
19Hypnosis

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

Psychic-6020
23Dizzy Punch

The target is hit with rhythmically launched punches. This may also leave the target confused.

Normal7010010
28Sucker Punch

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

Dark701005
32Teeter Dance

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

Normal-10020
37Uproar

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

Normal9010010
41Psych Up

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

Normal--10
46Double-Edge

A reckless, life-risking tackle. This also damages the user quite a lot.

Normal12010015
50Flail

The user flails about aimlessly to attack. The less HP the user has, the greater the move’s power.

Normal-10015
55Thrash

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

Normal12010010

Moves this Pokémon can learn from Technical Machines in Pokémon Ultra Sun and Ultra Moon.
Class
TM01Work Up

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

Normal--30
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 depending on the Pokémon using it.

Normal6010015
TM11Sunny Day

The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves.

Fire--5
TM17Protect

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. It lowers the power of Fire-type moves.

Water--5
TM20Safeguard

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

Normal--25
TM21Frustration

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

Normal-10020
TM27Return

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

Normal-10020
TM29Psychic

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

Psychic9010010
TM30Shadow Ball

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

Ghost8010015
TM31Brick Break

The user attacks with a swift chop. It can also break barriers, 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. This also lowers the target’s Speed stat by preventing its movement.

Rock609515
TM42Facade

This attack move doubles its power if the user is poisoned, burned, or paralyzed.

Normal7010020
TM44Rest

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

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. The user can’t steal anything if it already holds an item.

Dark6010025
TM48Round

The user attacks the target with a song. Others can join in the Round to increase the power of the attack.

Normal6010015
TM56Fling

The user flings its held item at the target to attack. This move’s power and effects depend on the item.

Dark-10010
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 Pokémon to inflict damage. This may also make the opposing Pokémon flinch.

Rock759010
TM85Dream Eater

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

Psychic10010015
TM87Swagger

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

Normal-8515
TM88Sleep Talk

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

Normal--10
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. This also damages the user a little.

Electric9010015
TM100Confide

The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat.

Normal--20

Moves this Pokémon can learn from move tutors in this game.
Class
Covet

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

Normal6010025
Drain Punch

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

Fighting7510010
Fire Punch

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

Fire7510015
Focus Punch

The user focuses its mind before launching a punch. This move fails if the user is hit before it is used.

Fighting15010020
Helping Hand

The user assists an ally by boosting the power of that ally’s attack.

Normal--20
Hyper Voice

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

Normal9010010
Ice Punch

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

Ice7510015
Icy Wind

The user attacks with a gust of chilled air. This also lowers the opposing Pokémon’s Speed stats.

Ice559515
Last Resort

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

Normal1401005
Low Kick

A powerful low kick that makes the target fall over. The heavier the target, the greater the move’s power.

Fighting-10020
Recycle

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

Normal--10
Role Play

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

Psychic--10
Shock Wave

The user strikes the target with a quick jolt of electricity. This attack never misses.

Electric60-20
Skill Swap

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

Psychic--10
Snatch

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

Dark--10
Snore

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

Normal5010015
Stomping Tantrum

Driven by frustration, the user attacks the target. If the user’s previous move has failed, the power of this move doubles.

Ground7510010
Thunder Punch

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

Electric7510015
Trick

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

Psychic-10010
Uproar

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

Normal9010010
Water Pulse

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

Water6010020
Zen Headbutt

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

Psychic809015

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

The user hurriedly and randomly uses a move among those known by ally Pokémon.

Normal--20
Baton Pass

The user switches places with a party Pokémon in waiting and passes 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 the move it encored for three turns.

Normal-1005
Fake Out

This attack 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
Guard Split

The user employs its psychic power to average its Defense and Sp. Def stats with those of the target.

Psychic--10
Icy Wind

The user attacks with a gust of chilled air. This also lowers the opposing Pokémon’s Speed stats.

Ice559515
Psycho Cut

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

Psychic7010020
Psycho Shift

Using its psychic power of suggestion, the user transfers its status conditions to the target.

Psychic-10010
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
Smelling Salts

This attack’s power is doubled when used on a target with paralysis. This also cures the target’s paralysis, however.

Normal7010010
Spotlight

The user shines a spotlight on the target so that only the target will be attacked during the turn.

Normal--15
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. This may also confuse the target.

Water6010020
Wish

One turn after this move is used, the user’s or its replacement’s HP is restored by half the user’s max HP.

Normal--10

Imports, special breeding, event gifts and copied moves have separate requirements. Individual options do not guarantee every four-move combination; historical transfer services require eligible software and Pokémon.
Class
Acquisition source
Body Slam

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

Normal8510015

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Captivate

If any opposing Pokémon is the opposite gender of the user, it is charmed, which harshly lowers its Sp. Atk stat.

Normal-10020

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Counter

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

Fighting-10020

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Defense Curl

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

Normal--40

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Dig

The user burrows, then attacks on the next turn.

Ground8010010

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Dynamic Punch

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

Fighting100505

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Endure

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

Normal--10

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Flash

The user flashes a bright light that cuts the target’s accuracy.

Normal-10020

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Headbutt

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

Normal7010015

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Mega Kick

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

Normal120755

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Mega Punch

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

Normal808520

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Metronome

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

Normal--10

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Mimic

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

Normal--10

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Mud-Slap

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

Ground2010010

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Natural Gift

The user draws power to attack by using its held Berry. The Berry determines the move’s type and power.

Normal-10015

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Power-Up Punch

Striking opponents over and over makes the user’s fists harder. Hitting a target raises the Attack stat.

Fighting4010020

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Retaliate

The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this move’s power is increased.

Normal701005

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Rock Smash

The user attacks with a punch. This may also lower the target’s Defense stat.

Fighting4010015

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Rollout

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

Rock309020

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Secret Power

The additional effects of this attack depend upon where it was used.

Normal7010020

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Seismic Toss

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

Fighting-10020

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Strength

The target is slugged with a punch thrown at maximum power.

Normal8010015

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Superpower

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

Fighting1201005

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Swift

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

Normal60-20

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Ability options available to this Pokémon in this game.

Own Tempo

Ability Slot 1

This Pokémon has its own tempo, and that prevents it 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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