Spinda Great, Ultra & Master League PvP Guide

See where Spinda shines in GO Battle League. Compare its Great, Ultra and Master League rankings, find the ideal IV spread and moveset, and learn which opponents it can beat—or should avoid.

Defensive Type Chart

Spinda takes increased damage from:Spinda takes increased damage from:
+60.0%
  • FightingFighting
Spinda takes reduced damage from:Spinda takes reduced damage from:
-60.9%
  • GhostGhost

Spinda in Great League

Great League League icon

Spinda is ranked 275 out of 1143 Pokémon eligible for the Great League. Spinda's best Great League moves are Sucker Punch, Rock Tomb, and Icy Wind. Spinda's best IVs for the Great League are 15/15/15, available at level 50 and 1380 CP.

TierBest IVsCP
B Tier#275
  • 15ATK
  • 15DEF
  • 15STA
Level 50
1380 CP
ATKDEFHP
110 ATK110 DEF142 HP

Best Moveset

Fast MoveDarkSucker Punch Multipurpose
Charged Move 1RockRock Tomb GeneralDebuff
Special effectsSpecial

Rock Tomb has a 100.0% chance to:

  • Decrease Target's Attack by 20.0%
Charged Move 2IceIcy Wind Spam / BaitDebuff
Special effectsSpecial

Icy Wind has a 100.0% chance to:

  • Decrease Target's Attack by 20.0%

Compare All Spinda PvP Move Combinations

Move set
Charge cycle info
Fast move
Charge move
Charge Time
DMG per cycle
DarkSucker Punch MultipurposeGroundDig General8s (8)50
DarkSucker Punch MultipurposeRockRock Tomb GeneralDebuff
Special effectsSpecial

Rock Tomb has a 100.0% chance to:

  • Decrease Target's Attack by 20.0%
8s (8)51
DarkSucker Punch MultipurposeIceIcy Wind Spam / BaitDebuff
Special effectsSpecial

Icy Wind has a 100.0% chance to:

  • Decrease Target's Attack by 20.0%
7s (7)44
PsychicPsycho Cut Fast ChargeGroundDig General6s (6)37
PsychicPsycho Cut Fast ChargeRockRock Tomb GeneralDebuff
Special effectsSpecial

Rock Tomb has a 100.0% chance to:

  • Decrease Target's Attack by 20.0%
6s (6)38
PsychicPsycho Cut Fast ChargeIceIcy Wind Spam / BaitDebuff
Special effectsSpecial

Icy Wind has a 100.0% chance to:

  • Decrease Target's Attack by 20.0%
5s (5)32

Spinda PvP Fast Moves

Name
DPT
EPT
PWR
ENG
CD
DarkSucker Punch Multipurpose4.003.50871s
PsychicPsycho Cut Fast Charge2.004.50491s

Fast attacks create energy when used, which can later be used to fire off a Charge move. Unlike Charge attacks, Fast attacks don't have special status effects.

Ideally, for fast attacks you're looking for a move that has both high EPT and high DPT, for example Dragon Breath which has 4 DPT and 3 EPT. It's widely considered that 3 DPT and 3 EPT is the rough baseline for fast attacks in PvP.

InfoFast Attack stats explained
  • PWR - Power, how much damage the move does
  • ENG - Energy, how much energy the move generates per use
  • CD - How long does it take to perform this move
  • DPTDamage per turn
  • EPTEnergy per turn

Spinda PvP Charged Moves

Name
DPE 🔽
PWR
ENG
RockRock Tomb GeneralDebuff
Special effectsSpecial

Rock Tomb has a 100.0% chance to:

  • Decrease Target's Attack by 20.0%
1.507550
GroundDig General1.407050
IceIcy Wind Spam / BaitDebuff
Special effectsSpecial

Icy Wind has a 100.0% chance to:

  • Decrease Target's Attack by 20.0%
1.336045

Charge attacks cost energy to use, deal a large amount of damage, and some of them even have Special Effects that can change your or your Opponents stats.

Similar to Fast Attacks, some Charge attacks are strictly better than others. The main metric for comparing charge attacks is DPE (Damage per Energy), which describes how much damage you output per Energy point spent.

InfoCharge Attack stats explained
  • PWR - Power, how much damage the move does
  • ENG - Energy, how much energy the move generates per use
  • DPEDamage per Energy

Spinda PvP IVs Explained

The best IVs for PvP are IVs which grant you the maximum amount of Defense and Stamina, and the least amount of Attack. Attack contributes to CP the most, which makes it not ideal for Trainer Battles, while high Stamina and Defense can get you through a lot more battles.

For Leagues with lower CP limits, such as the Great League, usually the best IVs you can have are 0 / 15 / 15, or something similar to that. The reasoning behind this is that we want to pack as much stats as possible in under 1500 CP, and low Attack IV allows us to do that.

For Ultra League, the situation is a bit different, as the CP cap is higher. Pokémon which top over 2500 CP will still prefer 0 / 15 / 15 and similar IVs, but Pokémon whose Max CP doesn't reach 2500 will prefer 15 / 15 / 15. Examples like Watchog whose Max CP is 2056 CP, should have 15 / 15 / 15 for Ultra League, while Scizor (3393 CP) should have 0 / 15 / 15 IVs which will result in 2499 CP, just under the cutoff point.

For Master League, where there is no CP cap, you want perfect Pokémon IVs - 15 / 15 / 15 - regardless of which Pokémon we are talking about.

In general, it is usually Pokémon with IVs you wouldn't use for Raids that are good for Trainer Battles. Also be aware that PvP IVs are important, but not as important as having correct moves and team composition.

For more guides on Pokémon GO Trainer Battles, check out our main website.

Spinda PvP Guide: Great, Ultra & Master League | Pokémon GO