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Spinda

    Jump to Gen IV Pokédex

    Tip: Moves with a double border on their right get STAB. Levels that appear in bold are below Spinda's evolution level. If you want to teach your Pokémon a Level Up move that its level does not appear in bold, then press B while it evolves; you can always evolve it later. In case you want to teach it a Level Up move that it has forgotten, you can visit the move re-learner in Fallarbor Town (Hoenn) or Two Island (Kanto).

    Ruby/Sapphire/Emerald/Fire Red/Leaf Green Level Up Moves
    Move NameLevelTypePw.Acc.PPEff.%C.TypeAppealJam
    TackleNormal359535--Tough40
    No effect.
    A highly appealing move.
    Uproar5Normal5010010100Cute30
    User cannot sleep for 2-5 turns.
    Scrambles the order of appeals on the next turn.
    Faint Attack12Dark60--20--Smart20
    Cannot miss.
    The appeal works great if performed first.
    Psybeam16Psychic651002010Beauty30
    May induce CONFUSION.
    Scrambles the order of appeals on the next turn.
    Hypnosis23Psychic--6020--Smart13
    Induces sleep.
    Badly startles those that have made appeals.
    Dizzy Punch27Normal701001020Cool14
    May induce CONFUSION.
    Badly startles the POKéMON in front.
    Teeter Dance34Normal--10020--Cute44
    Confuses all Pokémon on the field.
    Jams the others, and misses one turn of appeals.
    Psych Up38Normal----10--Smart20
    Copies opponent's stat changes.
    Works well if it's the same type as the one before.
    Double-edge45Normal12010015--Tough60
    User takes recoil damage.
    After this move, the user is more easily startled.
    Flail49Normal??10015--Cute10
    Inflicts more damage when the user's HP is down.
    The appeal works better the later it is performed.
    Thrash56Normal9010020100Tough44
    User uses the same attack for 2-3 turns then becomes confused.
    Jams the others, and misses one turn of appeals.
    Machine Moves
    Move NameMachineTypePw.Acc.PPEff.%C.TypeAppealJam
    Focus PunchTM01Fighting15010020--Tough30
    User flinches if hit before attacking.
    The next appeal can be made later next turn.
    Water PulseTM03Water601002020Beauty30
    May induce CONFUSION.
    Scrambles the order of appeals on the next turn.
    Calm MindTM04Psychic----20--Smart20
    Raises user's SP. ATK and SP. DEF one stage.
    Can avoid being startled by others once.
    ToxicTM06Poison--8510100Smart30
    Induces severe poison.
    Worsens the condition of those that made appeals.
    Hidden PowerTM10Normal??10015--Smart30
    Power and type depend on user's IVs.
    Can be repeatedly used without boring the JUDGE.
    Sunny DayTM11Fire----5--Beauty10
    Causes Sunshine for 5 rounds.
    The appeal works best the more the crowd is excited.
    ProtectTM17Normal----10--Cute10
    Evades opponents next attack; the move's accuracy drops.
    Can avoid being startled by others.
    Rain DanceTM18Water----5--Tough10
    Causes Rain for 5 rounds.
    The appeal works best the more the crowd is excited.
    SafeguardTM20Normal----25--Beauty10
    Prevents all status problems.
    Can avoid being startled by others.
    FrustrationTM21Normal??10020--Cute10
    The less happy the user, the stronger the attack. Power is (255-Tameness)*10/25.
    An appeal that excites the audience in any CONTEST.
    ReturnTM27Normal??10020--Cute10
    The happier the user, the stronger the attack. Power is Tameness*10/25.
    An appeal that excites the audience in any CONTEST.
    DigTM28Ground6010010--Smart10
    The user is protected the first turn, attacks the second turn.
    Can avoid being startled by others.
    PsychicTM29Psychic901001010Smart13
    May lower opponent's SP. DEF one stage.
    Badly startles those that have made appeals.
    Shadow BallTM30Ghost801001520Smart30
    May lower opponent's SP. DEF one stage.
    Shifts the JUDGE's attention from others.
    Brick BreakTM31Fighting7510015--Cool14
    Destroys protective barriers.
    Badly startles the POKéMON in front.
    Double TeamTM32Normal----15--Cool20
    Raises user's EVASIVENESS one stage.
    Can avoid being startled by others once.
    Shock WaveTM34Electric60--20--Cool20
    Cannot miss.
    The appeal works great if performed first.
    Rock TombTM39Rock508010100Smart30
    May lower opponent's SPEED one stage.
    Temporarily stops the crowd from growing excited.
    FacadeTM42Normal7010020--Cute20
    ATTACK is doubled when burned, paralyzed, or poisoned.
    The appeal works great if performed last.
    Secret PowerTM43Normal701002030Smart10
    Depends on battle location.
    The appeal works well if the user's condition is good.
    RestTM44Psychic----10--Cute20
    User restores health, then sleeps.
    Can avoid being startled by others once.
    AttractTM45Normal--10015--Cute20
    Induces ATTRACT.
    Makes all POKéMON after the user nervous.
    ThiefTM46Dark4010010100Tough10
    May steal opponent's item (temporarily in trainer battles).
    Makes the appeal as good as those before it.
    Skill SwapTM48Psychic--10010--Smart10
    Use and target trade abilities.
    Makes the appeal as good as those before it.
    SnatchTM49Dark--10010--Smart21
    Steals the effects of opponent's next move.
    Badly startles all POKéMON that made good appeals.
    StrengthHM04Normal8010015--Tough21
    No effect.
    Startles POKéMON that made a same-type appeal.
    FlashHM05Normal--7020--Beauty30
    Lowers opponent's ACCURACY one stage.
    Shifts the JUDGE's attention from others.
    Rock SmashHM06Fighting201001550Tough10
    May lower opponent's DEFENSE one stage.
    The appeal works well if the user's condition is good.
    Fire Red/Leaf Green/Emerald Tutor Moves
    Move NameTypePw.Acc.PPEff.%C.TypeAppealJam
    Mega PunchNormal808520--Tough40
    No effect.
    A highly appealing move.
    Mega KickNormal120755--Cool40
    No effect.
    A highly appealing move.
    Body SlamNormal851001530Tough14
    May induce paralysis.
    Badly startles the POKéMON in front.
    Double-edgeNormal12010015--Tough60
    User takes recoil damage.
    After this move, the user is more easily startled.
    CounterFighting??10020--Tough20
    If hit by a physical attack, deals double the damage received.
    Can avoid being startled by others once.
    Seismic TossFighting??10020--Tough21
    Inflicts damage equal to the user's level.
    Startles POKéMON that made a same-type appeal.
    MimicNormal--10010--Cute10
    Copies opponents last move.
    Makes the appeal as good as the one before it.
    MetronomeNormal----10--Cute30
    Uses a random move.
    Can be repeatedly used without boring the JUDGE.
    Dream EaterPsychic10010015--Smart22
    User recovers half the damage inflicted on a sleeping opponent.
    Startles all POKéMON that have done their appeals.
    Rock SlideRock75901030Tough13
    May cause opponent to flinch.
    Badly startles those that have made appeals.
    SubstituteNormal----10--Smart20
    Creates a decoy using 1/4 of the user's maximum HP.
    Can avoid being startled by others once.
    Emerald Tutor Moves
    Move NameTypePw.Acc.PPEff.%C.TypeAppealJam
    DynamicpunchFighting100505100Cool21
    May induce CONFUSION.
    Startles the POKéMON that has the JUDGE's attention.
    RolloutRock309020--Tough30
    Uses the same move for 5 turns; move's power doubles every time it hits.
    Temporarily stops the crowd from growing excited.
    Psych UpNormal----10--Smart20
    Copies opponent's stat changes.
    Works well if it's the same type as the one before.
    SnoreNormal401001530Cute40
    Can only be used while asleep.
    A highly appealing move.
    Icy WindIce559515100Beauty13
    May lower opponent's SPEED one stage.
    Badly startles those that have made appeals.
    EndureNormal----10--Tough20
    Survives any attack for one turn leaving at least 1 HP but move's accuracy drops.
    Can avoid being startled by others once.
    Mud-slapGround2010010100Cute21
    May lower opponent's ACCURACY one stage.
    Startles the POKéMON that has the JUDGE's attention.
    Ice PunchIce751001510Beauty40
    May induce freeze.
    A highly appealing move.
    SwaggerNormal--9015100Cute20
    Induces CONFUSE. Raises opponent's ATTACK two stages.
    The appeal works great if performed first.
    Sleep TalkNormal----10--Cute30
    Uses an own random move while asleep.
    Can be repeatedly used without boring the JUDGE.
    SwiftNormal60--20--Cool20
    Cannot miss.
    The appeal works great if performed first.
    Defense CurlNormal----40--Cool20
    Raises user's DEFENSE one stage. Damage from ROLLOUT will be higher.
    Can avoid being startled by others once.
    ThunderpunchElectric751001510Cool40
    May induce paralysis.
    A highly appealing move.
    Fire PunchFire751001510Beauty40
    May induce burn.
    A highly appealing move.
    Egg Moves
    Move NameTypePw.Acc.PPEff.%C.TypeAppealJam
    EncoreNormal--1005--Cute20
    Opponent repears the last move.
    Makes all POKéMON after the user nervous.
    Rock SlideRock75901030Tough13
    May cause opponent to flinch.
    Badly startles those that have made appeals.
    AssistNormal--10020--Cute10
    Uses a random move from another Pokémon in the team.
    The appeal's quality varies depending on its timing.
    DisableNormal--5520--Smart20
    Disables opponent's last move.
    Makes all POKéMON after the user nervous.
    Baton PassNormal----40--Cute20
    Switches out the user but status changes remain.
    Makes all POKéMON after the user nervous.
    WishNormal--10010--Cute30
    Recovers HP. Delays 1 turn.
    Temporarily stops the crowd from growing excited.
    TrickPsychic--10010--Smart20
    User trades items with opponent.
    Works well if it's the same type as the one before.
    SmellingsaltNormal6010010--Smart23
    Stronger against a paralyzed opponent but also heals them.
    Startles the POKéMON that appealed before the user.
    Special Moves
    Move NameTypePw.Acc.PPEff.%C.TypeAppealJam
    SingNormal--5515--Cute20
    PokéPark Egg (March 2005)

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