Spinda
Base stats: HP 60 - ATT 60 - DEF 60 - SPD 60 - SPATT 60 - SPDF 60.
Moveset:
Thief
Seismic Toss
Baton Pass
Snatch
Trait: Own Tempo. Prevents confusion. Useful if you switch into something that likes confusing the opponent.
Other options: Teeter Dance, Trick, Encore, Toxic
Encore is useful for those subbers and status pokes whatnots. Alternatively, Trickband. Most might not expect that from a super UU pokemon like that, since it hasn't been used much. You can seriously screw up a tank. If you encored, when they switch out, or they have the balls enough to try to hax their way out of the encore quickly, finish them off or nail the new arrivee with a Seismic Toss. You shouldn't really give Spinda any attacking EVs. Another great way to take care of DDers or SDers is to Snatch them. Then baton pass your *** outta there. If upon seeing you Seismic Toss, the opposition switches into a wh*re like Blissey, Thief it. All these might sound like great strats. Pity Spinda can't take many hits.
Opinion: I'm using it in my UU team. My UU + Level Balance, that is, and it can't really compete with those OU teams without Level Balance, but it can take out at least 2 of the opponents' with proper prediction and timing. It isn't that bad.
Strategy: Use the Snatch/Pass set, where you can teeter and seismic non-stat raisers, or use the encore set, in which you seismic and toxic the opponent. Teeter Dance wouldn't hurt too. If you want permanence, let him hold a CB and put Trick over Encore. Works only once though. You might also like to squeeze Thief in somewhere as a surprise move on Tanks/Endure Pokes.
Counters: Pure sweepers. You might, however, be able to encore a hit and switch out to something resistant/immune. Then you can set up that poke.
Final Words: Kinda awesome in Level Balance.
But anyway, he's near crap. Or is crap. Shouldn't use him.
Base stats: HP 60 - ATT 60 - DEF 60 - SPD 60 - SPATT 60 - SPDF 60.
Moveset:
Thief
Seismic Toss
Baton Pass
Snatch
Trait: Own Tempo. Prevents confusion. Useful if you switch into something that likes confusing the opponent.
Other options: Teeter Dance, Trick, Encore, Toxic
Encore is useful for those subbers and status pokes whatnots. Alternatively, Trickband. Most might not expect that from a super UU pokemon like that, since it hasn't been used much. You can seriously screw up a tank. If you encored, when they switch out, or they have the balls enough to try to hax their way out of the encore quickly, finish them off or nail the new arrivee with a Seismic Toss. You shouldn't really give Spinda any attacking EVs. Another great way to take care of DDers or SDers is to Snatch them. Then baton pass your *** outta there. If upon seeing you Seismic Toss, the opposition switches into a wh*re like Blissey, Thief it. All these might sound like great strats. Pity Spinda can't take many hits.
Opinion: I'm using it in my UU team. My UU + Level Balance, that is, and it can't really compete with those OU teams without Level Balance, but it can take out at least 2 of the opponents' with proper prediction and timing. It isn't that bad.
Strategy: Use the Snatch/Pass set, where you can teeter and seismic non-stat raisers, or use the encore set, in which you seismic and toxic the opponent. Teeter Dance wouldn't hurt too. If you want permanence, let him hold a CB and put Trick over Encore. Works only once though. You might also like to squeeze Thief in somewhere as a surprise move on Tanks/Endure Pokes.
Counters: Pure sweepers. You might, however, be able to encore a hit and switch out to something resistant/immune. Then you can set up that poke.
Final Words: Kinda awesome in Level Balance.
But anyway, he's near crap. Or is crap. Shouldn't use him.