The Cave of Dragonflies ASB Database

Spinda

Normal
Speed
60
Rarity
5 ($15)
Gender
Female or male
Population
6

Abilities

Own Tempo
Prevents confusion.
Tangled Feet
Lowers incoming moves' accuracy by 10% when confused.
Contrary
(Hidden ability.) Inverts stat changes by expending 2% energy per conversion.

Type matchups

Weak to (1.5×)
Fighting
Resistant to (0.67×)
None
Immune to (0×)
Ghost

Evolution

Spinda

Moves

Move Type Stat Pow. En. Acc. Pri. Summary
Assist Normal * Uses a random move known by another Pokémon in the active squad.
Attract Normal 4% 100% Infatuates the target if it is the opposite gender.
Baton Pass Normal 3% Switches out, passing the user's stat modifiers and various effects to its replacement.
Body Slam Normal Physical 85 6% 100% Has a 30% chance to paralyze the target.
Brick Break Fighting Physical 75 4% 100% Breaks through Reflect and Light Screen.
Calm Mind Psychic 2% Raises the user's Special Attack and Special Defense by one stage.
Captivate Normal 2% 100% Lowers the target's Special Attack by two stages if it is the opposite gender.
Confide Normal 1% Lowers the target's Special Attack by one stage.
Copycat Normal * Uses the last move successfully used by any Pokémon in battle.
Counter Fighting Physical * * 100% −5 Counters a physical move, dealing twice as much damage as the user took.
Covet Normal Physical 60 3% 100% Steals the target's item.
Defense Curl Normal 1% Raises the user's Defense by one stage.
Dig Ground Physical 80 4% 100% Digs underground, dodging most moves, then hits. Costs 3% extra energy to do both in one action.
Disable Normal 4% 100% Prevents the target from using its last move for four actions.
Dizzy Punch Normal Physical 70 4% 100% Has a 20% chance to confuse the target.
Double-Edge Normal Physical 120 7% 100% Deals recoil damage to the user equal to 1/3 the damage dealt.
Double Team Normal * Produces a number of illusory clones which act as decoys for single-target moves.
Drain Punch Fighting Physical 75 4% 100% Drains half the damage dealt to heal the user.
Dream Eater Psychic Special 100 6% 100% Drains half the damage dealt to heal the user. Only works on sleeping targets.
Dynamic Punch Fighting Physical 100 7% 50% Has a 100% chance to confuse the target.
Encore Normal 4% 100% Makes the target repeat its last move for three actions.
Endure Normal * +4 Prevents direct damage from lowering the user's health below 1% this action.
Facade Normal Physical 70 4% 100% Base power is doubled if the user has a major status ailment, excluding sleep.
Fake Out Normal Physical 40 3% 100% +3 Makes the target flinch if the user has not already used this move since entering battle.
Fake Tears Dark 2% 100% Lowers the target's Special Defense by two stages.
Feint Attack Dark Physical 60 3% Never misses.
Fire Punch Fire Physical 75 4% 100% Has a 10% chance to burn the target.
Flail Normal Physical * * 100% Base power and energy cost rise as the user's health falls.
Flash Normal 1% 100% Lowers the target's Accuracy by one stage if it relies on sight.
Fling Dark Physical * * 100% Throws the user's held item at the target. Base power and energy cost depend on the item.
Focus Punch Fighting Physical 150 9% 100% −3 Fails if the user takes damage before using this move.
Frustration Normal Physical * * 100% Base power and energy cost vary with the user's mood.
Guard Split Psychic * Averages the user and target's Defense and Special Defense stages.
Headbutt Normal Physical 70 5% 100% Has a 30% chance to make the target flinch.
Helping Hand Normal * +5 Multiplies the power of an ally's move by 1.5 this action.
Hidden Power Normal Special 60 3% 100% Type is randomized per Pokémon per battle.
Hyper Voice Normal Special 90 5% 100% Deals damage. No other effect.
Hypnosis Psychic 2% 60% Puts the target to sleep.
Ice Punch Ice Physical 75 4% 100% Has a 10% chance to freeze the target.
Icy Wind Ice Special 55 4% 95% Has a 100% chance to lower each target's Speed by one stage.
Last Resort Normal Physical 140 8% 100% Only works if the user is below 33% health.
Low Kick Fighting Physical * * 100% Base power and energy cost vary with the target's weight.
Mega Kick Normal Physical 120 7% 75% Deals damage. No other effect.
Mega Punch Normal Physical 80 4% 85% Deals damage. No other effect.
Metronome Normal * Randomly uses any move.
Mimic Normal 1% Becomes any move used by any Pokémon since the user entered battle; reverts when the user leaves battle.
Mud-Slap Ground Special 20 2% 100% Has a 100% chance to lower the target's Accuracy by one stage.
Natural Gift Normal Physical * * 100% Has a really complicated effect based on the user's signature move. Going to change this soon.
Nightmare Ghost 4% 100% Damages the target for 5% health after each action as long as it stays asleep.
Power-Up Punch Fighting Physical 40 3% 100% Has a 100% chance to raise the user's Attack.
Protect Normal * +4 Protects the user against all moves this action.
Psybeam Psychic Special 65 3% 100% Has a 10% chance to confuse the target.
Psychic Psychic Special 90 5% 100% Has a 10% chance to lower the target's Special Defense by one stage.
Psycho Cut Psychic Physical 70 4% 100% Has a critical hit rate one stage higher than normal.
Psycho Shift Psychic 3% 100% Transfers the user's major status ailments to the target.
Psych Up Normal * Copies the target's stat stages.
Rain Dance Water 5% Changes the weather to rain for nine actions.
Rapid Spin Normal Physical 20 1% 100% Frees the user from Leech Seed and trapping moves, and clears Spikes et al.
Recycle Normal 3% Restores the user's held item.
Rest Psychic * Puts the user to sleep and fully heals it over three actions.
Retaliate Normal Physical 70 4% 100% Base power is doubled if an ally fainted this action or last action.
Return Normal Physical * * 100% Base power and energy cost vary with the user's mood.
Rock Slide Rock Physical 75 5% 90% Has a 30% chance to make each target flinch.
Rock Smash Fighting Physical 40 3% 100% Has a 50% chance to lower the target's Defense.
Rock Tomb Rock Physical 60 4% 95% Has a 100% chance to lower the target's Speed by one stage.
Role Play Psychic 3% Copies the target's ability.
Rollout Rock Physical 30 2% 90% Base power doubles with each consecutive use.
Round Normal Special 60 3% 100% Has double power if used by multiple Pokémon in one action.
Safeguard Normal * Protects the user and its allies from status ailments for five actions.
Secret Power Normal Physical 70 5% 100% Has a 30% chance of inflicting an extra effect that depends on the terrain.
Seismic Toss Fighting Physical * * 100% Base power and energy cost vary based on the user and target's weights.
Shadow Ball Ghost Special 80 4% 100% Has a 20% chance to lower the target's Special Defense by one stage.
Shock Wave Electric Special 60 3% Never misses.
Skill Swap Psychic 3% Swaps the user and target's abilities.
Sleep Talk Normal * Randomly uses any move the user has used since entering battle. Only works while asleep.
Smelling Salts Normal Physical 70 4% 100% Base power rises if the target is paralyzed, depending on the severity. Heals the target's paralysis.
Snatch Dark * +4 Steals the first non-damaging, self-targetted move used by any opponent this action.
Snore Normal Special 50 4% 100% Has a 30% chance to make the target flinch. Only works while asleep.
Spotlight Normal 3% +3 Redirects all other Pokémon's single-target moves to the target this action.
Stomping Tantrum Ground Physical 75 4% 100% Has double power if the user's previous move failed.
Strength Normal Physical 80 4% 100% Deals damage. No other effect.
Substitute Normal * Transfers 10%, 15%, or 20% of the user's health into a doll, which blocks moves targetting the user until the doll's health reaches 0.
Sucker Punch Dark Physical 70 5% 100% +1 Only works if the target is about to use a damaging move.
Sunny Day Fire 5% Changes the weather to strong sunlight for nine actions.
Swagger Normal 3% 85% Confuses the target and raises its Attack by two stages.
Swift Normal Special 60 3% Never misses.
Tackle Normal Physical 40 2% 100% Deals damage. No other effect.
Teeter Dance Normal 4% 100% Confuses all other Pokémon who see the user's dance.
Thief Dark Physical 60 3% 100% Steals the target's held item.
Thrash Normal Physical 120 7% 100% Forces the user to use this move for two to three actions, then confuses it.
Thunder Punch Electric Physical 75 4% 100% Has a 10% chance to paralyze the target.
Toxic Poison 4% 90% Badly poisons the target. Never misses if the user is Poison-type.
Trick Psychic 3% 100% Swaps the user and target's held items.
Trick Room Psychic 5% −7 Reverses the order in which trainers give commands and in which Pokémon move for the following six actions.
Uproar Normal Special 90 5% 100% Prevents Pokemon from falling asleep for up to three actions.
Water Pulse Water Special 60 3% 100% Has a 20% chance to confuse the target.
Wild Charge Electric Physical 90 5% 100% Deals recoil damage to the user equal to 1/4 the damage dealt.
Wish Normal * After two or three actions, restores 50% health to the user or whatever Pokémon has taken its place.
Work Up Normal 2% Raises the user's Attack and Special Attack by one stage.
Zen Headbutt Psychic Physical 80 4% 90% Has a 20% chance to make the target flinch.

Spinda in the league

Name Trainer Ability XP :3 Item
Hues Tumble Coloursfall Own Tempo 0 0
Spinda Bluberry Bat Own Tempo 0 0
Teetotaler Kratos Aurion Tangled Feet 0 0
the bears are in, part 1 Mimikyu Own Tempo 0 0
Twitterpate The Omskivar Own Tempo 0 0
Whoa Byrus Own Tempo 0 0