Competitive Information for Spinda [Ruby/Sapphire]

Competitive Pokemon Ruby/Sapphire Movesets and Strategies for Spinda spinda
Base Stats for Spinda

Normal

Abilities:
Own TempoOwn Tempo: This Pokemon cannot be confused.


Evolutions / Family:
Spinda

Weakness Chart for Normal-type:
Bug
Dark
Dragon
Electric
Fighting
Fire
Flying
Ghost
Grass
  
  
  
  
2x
  
  
0x
  
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
  
  
  
  
  
  
  
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for SpindaVisit Serebii's Pokedex for location, breeding, and other game details about SpindaVisit Bulbapedia for more information about Spinda

Movesets for Singles


What is a good competitive moveset for Spinda? These builds have been optimized for Pokemon competing in Ruby/Sapphire Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Ruby/Sapphire generation metagame.


Spinda is a sensational Normal-typed Pokemon. Spinda is a pretty standard Pokemon to see in Generation 3. Spinda's only type-related weakness is Fighting.


Species: Spinda
Item: Life Orb / Focus Sash
Ability: Own Tempo
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Double-Edge / Return
- Shadow Ball
- Brick Break
- Rock Slide

Physical Sweeper Spinda (Own Tempo)

Spinda is an interesting Physical Sweeper. It is primarily designed to take down the opponent's team with brute physical power. Before Generation IV, a move's damage category was determined by its type. Focus Sash helps protect Spinda from being one-shotted and allowing it to atleast use a crucial move when brought out. With Own Tempo, Spinda cannot be confused.

Double-Edge is a physical STAB-boosted 120-base power Normal-type move (has 1/3 recoil).
Return is a physical STAB-boosted 0-base power Normal-type move (max 102 power at maximum happiness).
Shadow Ball is a physical 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).
Brick Break is a physical 75-base power Fighting-type move (destroys screens, even if the target is immune).
Rock Slide is a physical 75-base power Rock-type move (30% chance to flinch the foes).




Species: Spinda
Item: Life Orb / Focus Sash
Ability: Own Tempo
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Psychic
- Fire Punch
- Ice Punch
- Thunder Punch

Special Sweeper Spinda (Own Tempo)

Spinda is an astounding Special Sweeper. It's designed to take down the opponent's team with high-damaging special attacks. Don't forget back before Generation IV, a move's damage category was determined by its type. Focus Sash helps protect Spinda from being one-shotted and allowing it to atleast use a crucial move when brought out. With Own Tempo, Spinda cannot be confused.

Psychic is a special 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Fire Punch is a special 75-base power Fire-type move (10% chance to burn the target).
Ice Punch is a special 75-base power Ice-type move (10% chance to freeze the target).
Thunder Punch is a special 75-base power Electric-type move (10% chance to paralyze the target).



Movesets for Doubles


What is a good doubles moveset for Spinda? These builds have been optimized for Ruby/Sapphire Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Ruby/Sapphire generation metagame.


Species: Spinda
Item: Life Orb / Focus Sash
Ability: Own Tempo
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Double-Edge / Return
- Rock Slide
- Shadow Ball
- Brick Break

Doubles Physical Sweeper Spinda (Own Tempo)

Spinda is a pretty decent Physical Sweeper. It tries to take down the opponent's team with brute physical power. In the old days prior to Generation IV, a move's damage category was determined by its type. Focus Sash helps protect Spinda from being one-shotted and allowing it to atleast use a crucial move when brought out. With Own Tempo, Spinda cannot be confused.

Double-Edge is a physical STAB-boosted 120-base power Normal-type move (has 1/3 recoil).
Return is a physical STAB-boosted 0-base power Normal-type move (max 102 power at maximum happiness).
Rock Slide is a physical 75-base power Rock-type move (30% chance to flinch the foes).
Shadow Ball is a physical 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).
Brick Break is a physical 75-base power Fighting-type move (destroys screens, even if the target is immune).




Species: Spinda
Item: Life Orb / Focus Sash
Ability: Own Tempo
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Icy Wind / Ice Punch
- Psychic
- Fire Punch
- Thunder Punch

Doubles Special Sweeper Spinda (Own Tempo)

Spinda is a marvelous Special Sweeper. It's designed to take down the opponent's team with high-damaging special attacks. Years before Generation IV, a move's damage category was determined by its type. Focus Sash helps protect Spinda from being one-shotted and allowing it to atleast use a crucial move when brought out. With Own Tempo, Spinda cannot be confused.

Icy Wind is a special 55-base power Ice-type move (100% chance to lower the foes speed by 1 stage).
Ice Punch is a special 75-base power Ice-type move (10% chance to freeze the target).
Psychic is a special 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Fire Punch is a special 75-base power Fire-type move (10% chance to burn the target).
Thunder Punch is a special 75-base power Electric-type move (10% chance to paralyze the target).



Movepool


Wondering what moves can Spinda learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Dream Eater
100
100%
15
User gains 1/2 HP inflicted. Sleeping target only.
Feint Attack
60
--
20
This move does not check accuracy.
Fire Punch
75
100%
15
10% chance to burn the target.
Ice Punch
75
100%
15
10% chance to freeze the target.
Icy Wind
55
95%
15
100% chance to lower the foe(s) Speed by 1.
Psybeam
65
100%
20
10% chance to confuse the target.
Psychic
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Shock Wave
60
--
20
This move does not check accuracy.
Thief
40
100%
10
If the user has no item, it steals the target's.
Thunder Punch
75
100%
15
10% chance to paralyze the target.
Water Pulse
60
100%
20
20% chance to confuse the target.
Body Slam
85
100%
15
30% chance to paralyze the target.
Brick Break
75
100%
15
Destroys screens, even if the target is immune.
Counter
--
100%
20
If hit by physical attack, returns double damage.
Dig
60
100%
10
Digs underground turn 1, strikes turn 2.
Dizzy Punch
70
100%
10
20% chance to confuse the target.
Double-Edge
120
100%
15
Has 1/3 recoil.
Dynamic Punch
100
50%
5
100% chance to confuse the target.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Flail
--
100%
15
More power the less HP the user has left.
Focus Punch
150
100%
20
Fails if the user takes damage before it hits.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Mega Kick
120
75%
5
No additional effect.
Mega Punch
80
85%
20
No additional effect.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Return
--
100%
20
Max 102 power at maximum Happiness.
Rock Slide
75
90%
10
30% chance to flinch the foe(s).
Rock Smash
20
100%
15
50% chance to lower the target's Defense by 1.
Rock Tomb
50
80%
10
100% chance to lower the target's Speed by 1.
Rollout
30
90%
20
Power doubles with each hit. Repeats for 5 turns.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Seismic Toss
--
100%
20
Does damage equal to the user's level.
Shadow Ball
80
100%
15
20% chance to lower the target's Sp. Def by 1.
Smelling Salts
60
100%
10
Damage doubles if target is paralyzed; cures it.
Snore
40
100%
15
User must be asleep. 30% chance to flinch target.
Strength
80
100%
15
No additional effect.
Swift
60
--
20
This move does not check accuracy. Hits foes.
Tackle
35
95%
35
No additional effect.
Thrash
90
100%
20
Lasts 2-3 turns. Confuses the user afterwards.
Uproar
50
100%
10
Lasts 3-5 turns. Active Pokemon cannot sleep.
Assist
--
--
20
Uses a random move known by a team member.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Baton Pass
--
--
40
User switches, passing stat changes and more.
Calm Mind
--
--
20
Raises the user's Sp. Atk and Sp. Def by 1.
Defense Curl
--
--
40
Raises the user's Defense by 1.
Disable
--
55%
20
For 2-5 turns, disables the target's last move.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Encore
--
100%
5
The target repeats its last move for 3-6 turns.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Flash
--
70%
20
Lowers the target's accuracy by 1.
Hypnosis
--
60%
20
Causes the target to fall asleep.
Metronome
--
--
10
Picks a random move.
Mimic
--
--
10
The last move the target used replaces this one.
Nightmare
--
100%
15
A sleeping target is hurt by 1/4 max HP per turn.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Psych Up
--
--
10
Copies the target's current stat stages.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Safeguard
--
--
25
For 5 turns, protects user's party from status.
Sing
--
55%
15
Causes the target to fall asleep.
Skill Swap
--
--
10
The user and the target trade Abilities.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Snatch
--
--
10
User steals certain support moves to use itself.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Sunny Day
--
--
5
For 5 turns, intense sunlight powers Fire moves.
Swagger
--
90%
15
Raises the target's Attack by 2 and confuses it.
Teeter Dance
--
100%
20
Confuses adjacent Pokemon.
Toxic
--
85%
10
Badly poisons the target.
Trick
--
100%
10
User switches its held item with the target's.
Wish
--
--
10
Next turn, heals 50% of the recipient's max HP.

Combo List


These are a list of several common move combinations Spinda can perform in Ruby/Sapphire. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive RS Move and Ability Combos for Spinda

Create a build


Have an idea in mind for Spinda that you'd like to test? Customize the IVs, EVs and their Ruby/Sapphire moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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