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Spinda (Pokémon)/Generation VII learnset
Language
Watch
Edit
← Spinda
By
leveling up
Generation VII
Other generations:
III
-
IV
-
V
-
VI
-
VIII
-
IX
Level
Move
Type
Cat.
Pwr.
Acc.
PP
01
1
Tackle
Normal
Physical
040
40
100
100%
35
05
5
Copycat
Normal
Status
0000
—
00—
—%
20
10
10
Feint Attack
Dark
Physical
060
60
00—
—%
20
14
14
Psybeam
Psychic
Special
065
65
100
100%
20
19
19
Hypnosis
Psychic
Status
0000
—
060
60%
20
23
23
Dizzy Punch
Normal
Physical
070
70
100
100%
10
28
28
Sucker Punch
Dark
Physical
070
70
100
100%
5
32
32
Teeter Dance
Normal
Status
0000
—
100
100%
20
37
37
Uproar
Normal
Special
090
90
100
100%
10
41
41
Psych Up
Normal
Status
0000
—
00—
—%
10
46
46
Double-Edge
Normal
Physical
120
120
100
100%
15
50
50
Flail
Normal
Physical
0000
—
100
100%
15
55
55
Thrash
Normal
Physical
120
120
100
100%
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
Generation VII
Other generations:
III
-
IV
-
V
-
VI
-
VIII
-
IX
TM
Move
Type
Cat.
Pwr.
Acc.
PP
TM01
TM01
Work Up
Normal
Status
0000
—
00—}}
—%
30
TM04
TM04
Calm Mind
Psychic
Status
0000
—
00—}}
—%
20
TM06
TM06
Toxic
Poison
Status
0000
—
090}}
90%
10
TM10
TM10
Hidden Power
Normal
Special
060
60
100}}
100%
15
TM11
TM11
Sunny Day
Fire
Status
0000
—
00—}}
—%
5
TM17
TM17
Protect
Normal
Status
0000
—
00—}}
—%
10
TM18
TM18
Rain Dance
Water
Status
0000
—
00—}}
—%
5
TM20
TM20
Safeguard
Normal
Status
0000
—
00—}}
—%
25
TM21
TM21
Frustration
Normal
Physical
0000
—
100}}
100%
20
TM27
TM27
Return
Normal
Physical
0000
—
100}}
100%
20
TM29
TM29
Psychic
Psychic
Special
090
90
100}}
100%
10
TM30
TM30
Shadow Ball
Ghost
Special
080
80
100}}
100%
15
TM31
TM31
Brick Break
Fighting
Physical
075
75
100}}
100%
15
TM32
TM32
Double Team
Normal
Status
0000
—
00—}}
—%
15
TM39
TM39
Rock Tomb
Rock
Physical
060
60
095}}
95%
15
TM42
TM42
Facade
Normal
Physical
070
70
100}}
100%
20
TM44
TM44
Rest
Psychic
Status
0000
—
00—}}
—%
10
TM45
TM45
Attract
Normal
Status
0000
—
100}}
100%
15
TM46
TM46
Thief
Dark
Physical
060
60
100}}
100%
25
TM48
TM48
Round
Normal
Special
060
60
100}}
100%
15
TM56
TM56
Fling
Dark
Physical
0000
—
100}}
100%
10
TM77
TM77
Psych Up
Normal
Status
0000
—
00—}}
—%
10
TM80
TM80
Rock Slide
Rock
Physical
075
75
090}}
90%
10
TM85
TM85
Dream Eater
Psychic
Special
100
100
100}}
100%
15
TM87
TM87
Swagger
Normal
Status
0000
—
085}}
85%
15
TM88
TM88
Sleep Talk
Normal
Status
0000
—
00—}}
—%
10
TM90
TM90
Substitute
Normal
Status
0000
—
00—}}
—%
10
TM92
TM92
Trick Room
Psychic
Status
0000
—
00—}}
—%
5
TM93
TM93
Wild Charge
Electric
Physical
090
90
100}}
100%
15
XTM100
TM100
Confide
Normal
Status
0000
—
00—}}
—%
20
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 VII
Other generations:
III
-
IV
-
V
-
VI
-
VIII
-
IX
Parent
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
Guard Split
Psychic
Status
—
—%
10
Icy Wind
Ice
Special
55
95%
15
Psycho Cut
Psychic
Physical
70
100%
20
Psycho Shift
*
Psychic
Status
—
100%
10
Rapid Spin
Normal
Physical
20
100%
40
Role Play
Psychic
Status
—
—%
10
Smelling Salts
Normal
Physical
70
100%
10
Spotlight
Normal
Status
—
—%
15
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 VII
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 VII
Other generations:
III
-
IV
-
V
-
VI
-
VIII
-
IX
Game
Move
Type
Cat.
Pwr.
Acc.
PP
S
M
US
UM
Covet
Normal
Physical
60
100%
25
S
M
US
UM
Drain Punch
Fighting
Physical
75
100%
10
S
M
US
UM
Fire Punch
Fire
Physical
75
100%
15
S
M
US
UM
Focus Punch
Fighting
Physical
150
100%
20
S
M
US
UM
Helping Hand
Normal
Status
—
—%
20
S
M
US
UM
Hyper Voice
Normal
Special
90
100%
10
S
M
US
UM
Ice Punch
Ice
Physical
75
100%
15
S
M
US
UM
Icy Wind
Ice
Special
55
95%
15
S
M
US
UM
Last Resort
Normal
Physical
140
100%
5
S
M
US
UM
Low Kick
Fighting
Physical
—
100%
20
S
M
US
UM
Recycle
Normal
Status
—
—%
10
S
M
US
UM
Role Play
Psychic
Status
—
—%
10
S
M
US
UM
Shock Wave
Electric
Special
60
—%
20
S
M
US
UM
Skill Swap
Psychic
Status
—
—%
10
S
M
US
UM
Snatch
Dark
Status
—
—%
10
S
M
US
UM
Snore
Normal
Special
50
100%
15
S
M
US
UM
Stomping Tantrum
Ground
Physical
75
100%
10
S
M
US
UM
Thunder Punch
Electric
Physical
75
100%
15
S
M
US
UM
Trick
Psychic
Status
—
100%
10
S
M
US
UM
Uproar
Normal
Special
90
100%
10
S
M
US
UM
Water Pulse
Water
Special
60
100%
20
S
M
US
UM
Zen Headbutt
Psychic
Physical
80
90%
15
A black or white 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
By
transfer
from another generation
Generation VII
Other generations:
IV
-
V
-
VI
-
VIII
-
IX
Gen.
Move
Type
Cat.
Pwr.
Acc.
PP
III
IV
V
VI
Body Slam
Normal
Physical
085
85
100}}
100%
15
III
IV
V
VI
Captivate
Normal
Status
0000
—
100}}
100%
20
III
IV
V
VI
Counter
Fighting
Physical
0000
—
100}}
100%
20
III
IV
V
VI
Defense Curl
Normal
Status
0000
—
00—}}
—%
40
III
IV
V
VI
Dig
Ground
Physical
080
80
100}}
100%
10
III
IV
V
VI
Dynamic Punch
Fighting
Physical
100
100
050}}
50%
5
III
IV
V
VI
Endure
Normal
Status
0000
—
00—}}
—%
10
III
IV
V
VI
Flash
Normal
Status
0000
—
100}}
100%
20
III
IV
V
VI
Headbutt
Normal
Physical
070
70
100}}
100%
15
III
IV
V
VI
Mega Kick
Normal
Physical
120
120
075}}
75%
5
III
IV
V
VI
Mega Punch
Normal
Physical
080
80
085}}
85%
20
III
IV
V
VI
Metronome
Normal
Status
0000
—
00—}}
—%
10
III
IV
V
VI
Mimic
Normal
Status
0000
—
00—}}
—%
10
III
IV
V
VI
Mud-Slap
Ground
Special
020
20
100}}
100%
10
III
IV
V
VI
Natural Gift
Normal
Physical
0000
—
100}}
100%
15
III
IV
V
VI
Nightmare
Ghost
Status
0000
—
100}}
100%
15
III
IV
V
VI
Power-Up Punch
Fighting
Physical
040
40
100}}
100%
20
III
IV
V
VI
Retaliate
Normal
Physical
070
70
100}}
100%
5
III
IV
V
VI
Rock Smash
Fighting
Physical
040
40
100}}
100%
15
III
IV
V
VI
Rollout
Rock
Physical
030
30
090}}
90%
20
III
IV
V
VI
Secret Power
Normal
Physical
070
70
100}}
100%
20
III
IV
V
VI
Seismic Toss
Fighting
Physical
0000
—
100}}
100%
20
III
IV
V
VI
Sing
Normal
Status
0000
—
055}}
55%
15
III
IV
V
VI
Strength
Normal
Physical
080
80
100}}
100%
15
III
IV
V
VI
Superpower
Fighting
Physical
120
120
100}}
100%
5
III
IV
V
VI
Swift
Normal
Special
060
60
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