Spinda

breh

強いだね
[Overview]

<p>A few strange gimmick Pokemon have been made by Game Freak over the course of five generations of Pokemon: Castform was meant to showcase then-new weather moves and abilities, Unown was made to furnish the Ruins of Alph and create a mildly inconvenient form of code writing, Smeargle could learn every move but had pitiful stats with which to do so, and Plusle and Minun were Pikachu clones meant to represent double battles. At the very least, such Pokemon served a purpose, no matter how contrived. In comparison, Spinda seems extremely random, if you pardon the pun. It's a Pokemon with a variable sprite based on PID and... that's about it. Spinda is, to put it bluntly, a terrible Pokemon. No matter what it tries to do, it will always be held back by its abysmal stats, nearly matched by such fearsome monsters such as Farfetch'd and Snorunt. For some strange reason, Game Freak had the urge to polish one of their turds and released Spinda in the Dream World with Superpower — a move Spinda literally cannot learn in any other way — to go with Contrary, allowing it to effectively gain a Bulk Up boost upon launching off a strong Fighting-type attack. Sadly, Game Freak paused the process and, evidently, forgot about it — Spinda cannot learn Superpower in BW2, which means that the surprisingly decent combination of Baton Pass, Rapid Spin, and Superpower remains illegal. In the meantime, Spinda will remain a mangled mess, a useless piece of junk that nobody is ever meant to use, simply a remnant of Game Freak's caprice.</p>

[SET]
name: Attacker?
move 1: Double-Edge
move 2: Superpower
move 3: Sucker Punch
move 4: Trick Room
item: Life Orb
ability: Contrary
nature: Brave
evs: 252 HP / 252 Atk / 4 SpD
ivs: 0 Spe

[SET COMMENTS]

<p>Although this set might be dangerous in the hands of something with better stats, in the stubs of Spinda, it's barely threatening. After bravely switching Spinda in (hopefully on a Pokemon that has been hit by Memento and also uses Memento), use Trick Room to give Spinda a tiny chance to deal a bit of damage. Double-Edge is Spinda's strongest STAB move; our permanently disabled koala definitely needs any power it can obtain. Superpower, as previously mentioned, allows Spinda to raise its stats while firing off a moderately powerful attack that pairs well with its STAB. Sucker Punch is the second strongest priority move in the game and Spinda's strongest move against Ghost-types. Using it against a frail Pokemon that has already taken a Superpower might, hilariously enough, actually result in a KO for Spinda!</p>

[ADDITIONAL COMMENTS]

<p>Spinda has a large number of options, yet almost all of them are, unsurprisingly, stuck in its Egg moves and therefore illegal with Superpower. As a result, the best moves Spinda has to offer include: Return, a safer but weaker alternative to Double-Edge; Drain Punch, which can be used over Trick Room to recover a bit of health in a pinch; Toxic, a move that every Pokemon learns to break down walls; and Substitute, which can protect Spinda from harmful status but not, unfortunately, equally harmful damage. Spinda can use Leftovers, but loses a great deal of its superpower without a Life Orb. Spinda needs as many entry hazards as it can get, so be sure to set up as many as possible with Pokemon like Cacturne or Garbodor to even entertain the possibility of a mythical Spinda sweep.</p>

[Other Options]

<p>It seems genuinely unfair that a Pokemon with such a rich list of Egg moves, including Rapid Spin, Wish, Baton Pass, Encore, and Disable, cannot use any due to illegalities. Without these moves, Spinda is stuck with little else. However, if you feel brave enough to use Spinda without Superpower, these Egg moves become legal, allowing Spinda to be the sole user of both Baton Pass and Rapid Spin in the tier; it can also Baton Pass Calm Mind. Spinda's movepool is filled with random physical attacks such as Zen Headbutt, the elemental punches, and Wild Charge, but each lacks power and, most importantly, purpose. Teeter Dance is an option to make your opponent play recklessly by making him or her think that you are a terrible player.</p>

[Checks and Counters]

<p>Spinda cannot get past a single Ghost-type in the tier without Toxic; most have status moves and thus cannot be hit by any of Spinda's moves while switching in or by Sucker Punch. Whether the Ghost-type is Golurk or Shuppet, Spinda is not going to win against it. Most strong special attackers are able to take Spinda out in one fell swoop, especially as damage from Life Orb racks up; however, they must be aware of Sucker Punch. Physically defensive Pokemon, especially Tangela, Alomomola, and Shelgon, have little difficulty walling Spinda, even after one or two uses of Superpower. However, as Spinda begins to accumulate boosts, entertainingly enough, it becomes harder and harder to get rid of; previously solid Pokemon like those mentioned become easier and easier to KO with sufficient prior damage. Ironically, Superpower is, in itself, a cap on most of the power Spinda will ever hope to have. The move's pitiful 8 PP ensures that a Spinda that has had its sweep interrupted will not sweep again.</p>
 

JockeMS

formerly SuperJOCKE
is a Site Content Manager Alumnusis a Top Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Before anything happens, I just wanna adress something:

Castform was meant to showcase then-new weather conditions
The only weather condition that was new in Gen 3 was hail, so you might wanna rephrase that sentence.
 

erisia

Innovative new design!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
Spinda's too good for NU, has swept me more than once. I wish I was lying ;_;

QC APPROVED 2/3
 

GatoDelFuego

The Antimonymph of the Internet
is a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Community Leader Alumnusis a Smogon Discord Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Amateur check
REMOVE CHANGE COMMENTS

[Overview]
<p>A few strange gimmick Pokemon have been made by Gamefreak over the course of five generations of Pokemon - Castform was meant to showcase then-new weather moves and abilities, Unown was made to furnish the Ruins of Alph and create a mildly inconvenient form of code writing, Smeargle could learn every move but had pitiful stats with which to do so, and Plusle and Minun were Pikachu clones meant to represent double battles. At the very least, such Pokemon served a purpose, no matter how contrived. In comparison, Spinda seems extremely random, if you pardon the pun. It's a Pokemon with a variable sprite based on PID and... that's about it. Spinda is, to put it blatantly, a terrible Pokemon. No matter what it tries to do, it will always be held back by its abysmal stats, stats nearly matched by such fearsome monsters as Farfetch'd and Snorunt. For some strange reason, Gamefreak had the urge to polish one of their turds and released Spinda in the Dream World with Superpower - a move Spinda literally cannot learn in any other way - to go with Contrary, allowing it to effectively gain a Bulk Up boost upon launching off a strong Fighting-type attack. Sadly, Gamefreak paused the process and, evidently, forgot about it - Spinda cannot learn Superpower in Black 2 or White 2, meaning that the surprisingly decent combination of Baton Pass, Rapid Spin, and Superpower remains illegal. In the meantime, Spinda will remain a mangled mess, a useless piece of junk that nobody was ever meant to use, simply a remnant of Gamefreak's caprice.</p>

[SET]
name: Attacker?
move 1: Double-Edge
move 2: Superpower
move 3: Sucker Punch
move 4: Trick Room
item: Life Orb
Ability: Contrary
nature: Brave
evs: 252 HP / 252 Atk / 4 SpD
ivs: 0 Spe

[SET COMMENTS]
<p>Although a set that might well be dangerous in the hands of something with better stats, in the stubs of Spinda, this set is barely threatening. After bravely switching Spinda in (hopefully, on a Pokemon that has been hit by Memento and also uses Memento), use Trick Room to give Spinda a tiny, yet hopefully nonzero chance to deal a bit of damage. Double Edge is Spinda's strongest STAB move; our permanently disabled koala definitely needs any power it can obtain. Superpower, as previously mentioned, allows Spinda to raise its stats while firing off a moderately powerful attack that pairs well with its STAB. Sucker Punch is the second strongest priority move in the game and Spinda's most powerful move against Ghost-types. Using it on a frail Pokemon that has already taken a Superpower may, hilariously enough, actually result in a KO for Spinda!</p>

[ADDITIONAL COMMENTS]
<p>Spinda has a huge number of options, yet almost all of them are, unsurprisingly, stuck in its egg moves. As a result, the best moves Spinda has to offer include Return, a safer but weaker alternative to Double-Edge, Drain Punch, which can be used over Trick Room to recover a bit of health in a pinch, Toxic, a move that every Pokemon that learns TMs can use to break down walls, and Substitute, which can protect Spinda from harmful status but not, unfortunately, equally harmful damage. Spinda can use Leftovers, but loses a great deal of its superpower without a Life Orb. Spinda needs as many entry hazards as it can get, so be sure to set up as many as possible with Pokemon such as Cacturne or Garbodor to even entertain the possibility of a mythical Spinda sweep.</p>

[Other Options]
<p>It seems genuinely unfair that a Pokemon with such a rich list of egg moves, including Rapid Spin, Wish, Baton Pass, Encore, and Disable, cannot use any due to illegalities. Without these moves, Spinda is stuck with little else. However, if you feel brave enough to use Spinda without Superpower, those egg moves become legal, allowing Spinda to be the sole user of both Baton Pass and Rapid Spin in the tier; it can also Baton Pass Calm Mind. Spinda's movepool is filled with random physical attacks like Zen Headbutt, the elemental punches, and Wild Charge, but each is weak and lacks power and, more importantly, purpose. Teeter Dance is an option to make your opponent play recklessly by making him or her think that you are a terrible player.</p>

[Checks and Counters]
<p>Spinda cannot get past a single Ghost-type in the tier without Toxic; most have non-attacking moves and thus all of them cannot be hit by neither any of Spinda's moves while switching in nor Sucker Punch. Whether the Ghost-type is Golurk or Shuppet, Spinda is not going to win against it. If Spinda has not accumulated too many boosts, most strong special attackers are able to take it out in one fell swoop, especially as damage from Life Orb racks up. Most physically defensive Pokemon, especially Tangela, Alomomola, and Shelgon, have little difficulty walling Spinda, even after one or two uses of Superpower. However, as Spinda begins to accumulate boosts, entertainingly enough, it becomes harder and harder to get rid of; previously solid Pokemon like those mentioned above become easier and easier to KO with sufficient prior damage. Ironically, Superpower is, in itself, a kind of check on most of the power Spinda ever hoped to have. The move's pitiful 8 PP ensures that a Spinda that has had its sweep interrupted will not sweep again.</p>
 

Yonko7

Guns make you stupid. Duct tape makes you smart.
is a Contributor Alumnus
Working over Gato's check

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[Overview]
Space
<p>A few strange gimmick Pokemon have been made by Game fFreak over the course of five generations of Pokemon - Castform was meant to showcase then-new weather moves and abilities, Unown was made to furnish the Ruins of Alph and create a mildly inconvenient form of code writing, Smeargle could learn every move but had pitiful stats with which to do so, and Plusle and Minun were Pikachu clones meant to represent double battles. At the very least, such Pokemon served a purpose, no matter how contrived. In comparison, Spinda seems extremely random, if you pardon the pun. It's a Pokemon with a variable sprite based on PID and... that's about it. Spinda is, to put it blatantly bluntly, a terrible Pokemon. No matter what it tries to do, it will always be held back by its abysmal stats, nearly matched by such fearsome monsters such as Farfetch'd and Snorunt. For some strange reason, Game fFreak had the urge to polish one of their turds and released Spinda in the Dream World with Superpower - a move Spinda literally cannot learn in any other way - to go with Contrary, allowing it to effectively gain a Bulk Up boost upon launching off a strong Fighting-type attack. Sadly, Game fFreak paused the process and, evidently, forgot about it - Spinda cannot learn Superpower in BWlack 2 or White2, which meansing that the surprisingly decent combination of Baton Pass, Rapid Spin, and Superpower remains illegal. In the meantime, Spinda will remain a mangled mess, a useless piece of junk that nobody wais ever meant to use, simply a remnant of Game fFreak's humor caprice.</p>

[SET]
name: Attacker?
move 1: Double-Edge
move 2: Superpower
move 3: Sucker Punch
move 4: Trick Room
item: Life Orb
Ability: Contrary
nature: Brave
evs: 252 HP / 252 Atk / 4 SpD
ivs: 0 Spe

[SET COMMENTS]
Space
<p>Although a this set that might well be dangerous in the hands of something with better stats, in the stubs of Spinda, this set is it's barely threatening. After bravely switching Spinda in (hopefully, on a Pokemon that has been hit by Memento and also uses Memento), use Trick Room to give Spinda a tiny nonzero chance to deal a bit of damage. Double Edge is Spinda's strongest STAB move; our permanently disabled koala definitely needs any power it can obtain. Superpower, as previously mentioned, allows Spinda to raise its stats while firing off a moderately powerful attack that pairs well with its STAB. Sucker Punch is the second strongest priority move in the game and Spinda's most powerful strongest move against Ghost-types. Using it on against a frail Pokemon that has already taken a Superpower mightay, hilariously enough, actually result in a KO for Spinda!</p>

[ADDITIONAL COMMENTS]
Space
<p>Spinda has a huge large number of options, yet almost all of them are, unsurprisingly, stuck in its egg moves. As a result, the best moves Spinda has to offer include: Return, a safer but weaker alternative to Double-Edge,; Drain Punch, which can be used over Trick Room to recover a bit of health in a pinch,; Toxic, a move that every Pokemon that learns TMs can use to break down walls,; and Substitute, which can protect Spinda from harmful status but not, unfortunately, equally harmful damage. Spinda can use Leftovers, but loses a great deal of its superpower without a Life Orb. Spinda needs as many entry hazards as it can get, so be sure to set up as many as possible with Pokemon such as Cacturne or Garbodor to even entertain the possibility of a mythical Spinda sweep.</p>

[Other Options]
Space
<p>It seems genuinely unfair that a Pokemon with such a rich list of egg moves, including Rapid Spin, Wish, Baton Pass, Encore, and Disable, cannot use any due to illegalities. Without these moves, Spinda is stuck with little else. However, if you feel brave enough to use Spinda without Superpower, thoese egg moves become legal, allowing Spinda to be the sole user of both Baton Pass and Rapid Spin in the tier; it can also Baton Pass Calm Mind. Spinda's movepool is filled with random physical attacks like such as Zen Headbutt, the elemental punches, and Wild Charge, but each is weak and lacks power and, more importantly, purpose. Teeter Dance is an option to make your opponent play recklessly by making him or her think that you are a terrible player.</p>

[Checks and Counters]
Space
<p>Spinda cannot get past a single Ghost-type in the tier without Toxic; most have non-attacking moves support attacks and thus cannot be hit by neither any of Spinda's moves while switching in nor by Sucker Punch. Whether the Ghost-type is Golurk or Shuppet, Spinda is not going to win against it. If Spinda has not accumulated too many boosts, most strong special attackers are able to take it out in one fell swoop, especially as damage from Life Orb racks up. Most physically defensive Pokemon, especially Tangela, Alomomola, and Shelgon, have little difficulty walling Spinda, even after one or two uses of Superpower. However, as Spinda begins to accumulate boosts, entertainingly enough, it becomes harder and harder to get rid of; previously solid Pokemon like those mentioned above become easier and easier to KO with sufficient prior damage. Ironically, Superpower is, in itself, a kind of check on most of the power Spinda ever hoped to have. The move's pitiful 8 PP ensures that a Spinda that has had its sweep interrupted will not sweep again.</p>


-Game Freak, not Gamefreak!

[Overview]

<p>A few strange gimmick Pokemon have been made by Game Freak over the course of five generations of Pokemon - Castform was meant to showcase then-new weather moves and abilities, Unown was made to furnish the Ruins of Alph and create a mildly inconvenient form of code writing, Smeargle could learn every move but had pitiful stats with which to do so, and Plusle and Minun were Pikachu clones meant to represent double battles. At the very least, such Pokemon served a purpose, no matter how contrived. In comparison, Spinda seems extremely random, if you pardon the pun. It's a Pokemon with a variable sprite based on PID and... that's about it. Spinda is, to put it bluntly, a terrible Pokemon. No matter what it tries to do, it will always be held back by its abysmal stats, nearly matched by such fearsome monsters such as Farfetch'd and Snorunt. For some strange reason, Game Freak had the urge to polish one of their turds and released Spinda in the Dream World with Superpower - a move Spinda literally cannot learn in any other way - to go with Contrary, allowing it to effectively gain a Bulk Up boost upon launching off a strong Fighting-type attack. Sadly, Game Freak paused the process and, evidently, forgot about it - Spinda cannot learn Superpower in BW2, which means that the surprisingly decent combination of Baton Pass, Rapid Spin, and Superpower remains illegal. In the meantime, Spinda will remain a mangled mess, a useless piece of junk that nobody is ever meant to use, simply a remnant of Game Freak's humor.</p>

[SET]
name: Attacker?
move 1: Double-Edge
move 2: Superpower
move 3: Sucker Punch
move 4: Trick Room
item: Life Orb
Ability: Contrary
nature: Brave
evs: 252 HP / 252 Atk / 4 SpD
ivs: 0 Spe

[SET COMMENTS]

<p>Although this set might be dangerous in the hands of something with better stats, in the stubs of Spinda, it's barely threatening. After bravely switching Spinda in (hopefully, on a Pokemon that has been hit by Memento and also uses Memento), use Trick Room to give Spinda a tiny chance to deal a bit of damage. Double Edge is Spinda's strongest STAB move; our permanently disabled koala definitely needs any power it can obtain. Superpower, as previously mentioned, allows Spinda to raise its stats while firing off a moderately powerful attack that pairs well with its STAB. Sucker Punch is the second strongest priority move in the game and Spinda's strongest move against Ghost-types. Using it against a frail Pokemon that has already taken a Superpower might, hilariously enough, actually result in a KO for Spinda!</p>

[ADDITIONAL COMMENTS]

<p>Spinda has a large number of options, yet almost all of them are, unsurprisingly, stuck in its egg moves. As a result, the best moves Spinda has to offer include: Return, a safer but weaker alternative to Double-Edge; Drain Punch, which can be used over Trick Room to recover a bit of health in a pinch; Toxic, a move that every Pokemon learns to break down walls; and Substitute, which can protect Spinda from harmful status but not, unfortunately, equally harmful damage. Spinda can use Leftovers, but loses a great deal of its superpower without a Life Orb. Spinda needs as many entry hazards as it can get, so be sure to set up as many as possible with Pokemon such as Cacturne or Garbodor to even entertain the possibility of a mythical Spinda sweep.</p>

[Other Options]

<p>It seems genuinely unfair that a Pokemon with such a rich list of egg moves, including Rapid Spin, Wish, Baton Pass, Encore, and Disable, cannot use any due to illegalities. Without these moves, Spinda is stuck with little else. However, if you feel brave enough to use Spinda without Superpower, these egg moves become legal, allowing Spinda to be the sole user of both Baton Pass and Rapid Spin in the tier; it can also Baton Pass Calm Mind. Spinda's movepool is filled with random physical attacks such as Zen Headbutt, the elemental punches, and Wild Charge, but each is weak and lacks power and, more importantly, purpose. Teeter Dance is an option to make your opponent play recklessly by making him or her think that you are a terrible player.</p>

[Checks and Counters]

<p>Spinda cannot get past a single Ghost-type in the tier without Toxic; most have support attacks and thus cannot be hit by any of Spinda's moves while switching in or by Sucker Punch. Whether the Ghost-type is Golurk or Shuppet, Spinda is not going to win against it. If Spinda has not accumulated too many boosts, most strong special attackers are able to take it out in one fell swoop, especially as damage from Life Orb racks up. Most physically defensive Pokemon, especially Tangela, Alomomola, and Shelgon, have little difficulty walling Spinda, even after one or two uses of Superpower. However, as Spinda begins to accumulate boosts, entertainingly enough, it becomes harder and harder to get rid of; previously solid Pokemon like those mentioned become easier and easier to KO with sufficient prior damage. Ironically, Superpower is, in itself, a kind of check on most of the power Spinda ever hoped to have. The move's pitiful 8 PP ensures that a Spinda that has had its sweep interrupted will not sweep again.</p>


Nice work Gato and breh!

[GP]1/2[/GP]
 

michael

m as in mancy
is a Battle Simulator Admin Alumnusis a Forum Moderator Alumnusis a Contributor Alumnus
Amateur GP check

Changes Additions Deletions

[Overview]

<p>A few strange gimmick Pokemon have been made by Game Freak over the course of five generations of Pokemon: Castform was meant to showcase then-new weather moves and abilities, Unown was made to furnish the Ruins of Alph and create a mildly inconvenient form of code writing, Smeargle could learn every move but had pitiful stats with which to do so, and Plusle and Minun were Pikachu clones meant to represent double battles. At the very least, such Pokemon served a purpose, no matter how contrived. In comparison, Spinda seems extremely random, if you pardon the pun. It's a Pokemon with a variable sprite based on PID and... that's about it. Spinda is, to put it bluntly, a terrible Pokemon. No matter what it tries to do, it will always be held back by its abysmal stats, nearly matched by such fearsome monsters such as Farfetch'd and Snorunt. For some strange reason, Game Freak had the urge to polish one of their turds and released Spinda in the Dream World with Superpower&mdash;a move Spinda literally cannot learn in any other way&mdash;to go with Contrary, allowing it to effectively gain a Bulk Up boost upon launching off a strong Fighting-type attack. Sadly, Game Freak paused the process and, evidently, forgot about it&mdash;Spinda cannot learn Superpower in BW2, which means that the surprisingly decent combination of Baton Pass, Rapid Spin, and Superpower remains illegal. In the meantime, Spinda will remain a mangled mess, a useless piece of junk that nobody is ever meant to use, simply a remnant of Game Freak's caprice.</p>

[SET]
name: Attacker?
move 1: Double-Edge
move 2: Superpower
move 3: Sucker Punch
move 4: Trick Room
item: Life Orb
Ability: Contrary
nature: Brave
evs: 252 HP / 252 Atk / 4 SpD
ivs: 0 Spe

[SET COMMENTS]

<p>Although this set might be dangerous in the hands of something with better stats, in the stubs of Spinda, it's barely threatening. After bravely switching Spinda in (hopefully, on a Pokemon that has been hit by Memento and also uses Memento), use Trick Room to give Spinda a tiny chance to deal a bit of damage. Double Edge is Spinda's strongest STAB move; our permanently disabled koala definitely needs any power it can obtain. Superpower, as previously mentioned, allows Spinda to raise its stats while firing off a moderately powerful attack that pairs well with its STAB. Sucker Punch is the second strongest priority move in the game and Spinda's strongest move against Ghost-types. Using it against a frail Pokemon that has already taken a Superpower might, hilariously enough, actually result in a KO for Spinda!</p>

[ADDITIONAL COMMENTS]

<p>Spinda has a large number of options, yet almost all of them are, unsurprisingly, stuck in its egg moves. As a result, the best moves Spinda has to offer include: Return, a safer but weaker alternative to Double-Edge; Drain Punch, which can be used over Trick Room to recover a bit of health in a pinch; Toxic, a move that every Pokemon learns to break down walls; and Substitute, which can protect Spinda from harmful status but not, unfortunately, equally harmful damage. Spinda can use Leftovers, but loses a great deal of its superpower without a Life Orb. Spinda needs as many entry hazards as it can get, so be sure to set up as many as possible with Pokemon such as Cacturne or Garbodor to even entertain the possibility of a mythical Spinda sweep.</p>

[Other Options]

<p>It seems genuinely unfair that a Pokemon with such a rich list of egg moves, including Rapid Spin, Wish, Baton Pass, Encore, and Disable, cannot use any due to illegalities. Without these moves, Spinda is stuck with little else. However, if you feel brave enough to use Spinda without Superpower, these egg moves become legal, allowing Spinda to be the sole user of both Baton Pass and Rapid Spin in the tier; it can also Baton Pass Calm Mind. Spinda's movepool is filled with random physical attacks such as Zen Headbutt, the elemental punches, and Wild Charge, but each is weak, and lacks power, and most importantly purpose. Teeter Dance is an option to make your opponent play recklessly by making him or her think that you are a terrible player.</p>

[Checks and Counters]

<p>Spinda cannot get past a single Ghost-type in the tier without Toxic; most have status moves and thus cannot be hit by any of Spinda's moves while switching in or by Sucker Punch. Whether the Ghost-type is Golurk or Shuppet, Spinda is not going to win against it. If Spinda has not accumulated too many boosts, Most strong special attackers are able to take it out in one fell swoop, especially as damage from Life Orb racks up. Physically defensive Pokemon, especially Tangela, Alomomola, and Shelgon, have little difficulty walling Spinda, even after one or two uses of Superpower. However, as Spinda begins to accumulate boosts, entertainingly enough, it becomes harder and harder to get rid of; previously solid Pokemon like those mentioned become easier and easier to KO with sufficient prior damage. Ironically, Superpower is, in itself, a cap on most of the power Spinda ever hoped to have. The move's pitiful 8 PP ensures that a Spinda that has had its sweep interrupted will not sweep again.</p>
 

Oglemi

Borf
is a Forum Moderatoris a Top Contributoris a Tournament Director Alumnusis a Site Content Manager Alumnusis a Community Contributor Alumnusis a Researcher Alumnusis a Tiering Contributor Alumnusis a Top Smogon Media Contributor Alumnusis an Administrator Alumnusis a Top Dedicated Tournament Host Alumnus
working over Mikel's check (i converted some of mikel's green changes to blue ones since it's just easier to distinguish)

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[Overview]

<p>A few strange gimmick Pokemon have been made by Game Freak over the course of five generations of Pokemon: Castform was meant to showcase then-new weather moves and abilities, Unown was made to furnish the Ruins of Alph and create a mildly inconvenient form of code writing, Smeargle could learn every move but had pitiful stats with which to do so, and Plusle and Minun were Pikachu clones meant to represent double battles. At the very least, such Pokemon served a purpose, no matter how contrived. In comparison, Spinda seems extremely random, if you pardon the pun. It's a Pokemon with a variable sprite based on PID and... that's about it. Spinda is, to put it bluntly, a terrible Pokemon. No matter what it tries to do, it will always be held back by its abysmal stats, nearly matched by such fearsome monsters such as Farfetch'd and Snorunt. For some strange reason, Game Freak had the urge to polish one of their turds and released Spinda in the Dream World with Superpower&mdash;a move Spinda literally cannot learn in any other way&mdash;to go with Contrary, allowing it to effectively gain a Bulk Up boost upon launching off a strong Fighting-type attack. Sadly, Game Freak paused the process and, evidently, forgot about it&mdash;Spinda cannot learn Superpower in BW2, which means that the surprisingly decent combination of Baton Pass, Rapid Spin, and Superpower remains illegal. In the meantime, Spinda will remain a mangled mess, a useless piece of junk that nobody is ever meant to use, simply a remnant of Game Freak's caprice.</p>

[SET]
name: Attacker?
move 1: Double-Edge
move 2: Superpower
move 3: Sucker Punch
move 4: Trick Room
item: Life Orb
ability: Contrary
nature: Brave
evs: 252 HP / 252 Atk / 4 SpD
ivs: 0 Spe

[SET COMMENTS]

<p>Although this set might be dangerous in the hands of something with better stats, in the stubs of Spinda, it's barely threatening. After bravely switching Spinda in (hopefully on a Pokemon that has been hit by Memento and also uses Memento), use Trick Room to give Spinda a tiny chance to deal a bit of damage. Double-Edge is Spinda's strongest STAB move; our permanently disabled koala definitely needs any power it can obtain. Superpower, as previously mentioned, allows Spinda to raise its stats while firing off a moderately powerful attack that pairs well with its STAB. Sucker Punch is the second strongest priority move in the game and Spinda's strongest move against Ghost-types. Using it against a frail Pokemon that has already taken a Superpower might, hilariously enough, actually result in a KO for Spinda!</p>

[ADDITIONAL COMMENTS]

<p>Spinda has a large number of options, yet almost all of them are, unsurprisingly, stuck in its Egg moves and therefore illegal with Contrary. As a result, the best moves Spinda has to offer include: Return, a safer but weaker alternative to Double-Edge; Drain Punch, which can be used over Trick Room to recover a bit of health in a pinch; Toxic, a move that every Pokemon learns to break down walls; and Substitute, which can protect Spinda from harmful status but not, unfortunately, equally harmful damage. Spinda can use Leftovers, but loses a great deal of its superpower without a Life Orb. Spinda needs as many entry hazards as it can get, so be sure to set up as many as possible with Pokemon like Cacturne or Garbodor to even entertain the possibility of a mythical Spinda sweep.</p>

[Other Options]

<p>It seems genuinely unfair that a Pokemon with such a rich list of Egg moves, including Rapid Spin, Wish, Baton Pass, Encore, and Disable, cannot use any due to illegalities. Without these moves, Spinda is stuck with little else. However, if you feel brave enough to use Spinda without Superpower, these Egg moves become legal, allowing Spinda to be the sole user of both Baton Pass and Rapid Spin in the tier; it can also Baton Pass Calm Mind. Spinda's movepool is filled with random physical attacks such as Zen Headbutt, the elemental punches, and Wild Charge, but each is weak, and lacks power, and most importantly purpose. Teeter Dance is an option to make your opponent play recklessly by making him or her think that you are a terrible player.</p>

[Checks and Counters]

<p>Spinda cannot get past a single Ghost-type in the tier without Toxic; most have status moves and thus cannot be hit by any of Spinda's moves while switching in or by Sucker Punch. Whether the Ghost-type is Golurk or Shuppet, Spinda is not going to win against it. If Spinda has not accumulated too many boosts, Most strong special attackers are able to take it out in one fell swoop, especially as damage from Life Orb racks up. Physically defensive Pokemon, especially Tangela, Alomomola, and Shelgon, have little difficulty walling Spinda, even after one or two uses of Superpower. However, as Spinda begins to accumulate boosts, entertainingly enough, it becomes harder and harder to get rid of; previously solid Pokemon like those mentioned become easier and easier to KO with sufficient prior damage. Ironically, Superpower is, in itself, a cap on most of the power Spinda will ever hoped to have. The move's pitiful 8 PP ensures that a Spinda that has had its sweep interrupted will not sweep again.</p>
[gp]2/2[/gp]
 

breh

強いだね
OK, implemented that check. Flagging as done. Thanks for the very prompt response, Oglemi!
 

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