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Clamp

WaterPhysical

Clamp inflicts damage on the first turn then traps the opponent, causing them to lose 1⁄8 of their maximum HP after each turn, for 4-5 turns. If the user holds a Grip Claw, the after-effects last for 7 turns. If a Binding Band is held, the damage is 1⁄6 of the target's maximum HP.

Move data

Power

35

Accuracy

85%

PP

15

Makes contact

Yes

Introduced

Generation 1

Target

Targets a single adjacent Pokémon.

Game descriptions

  • Gold, Silver, Crystal:Traps the foe for 2-5 turns.
  • Ruby, Sapphire, Emerald:Traps and squeezes the foe for 2 to 5 turns.
  • FireRed, LeafGreen:The foe is clamped and squeezed by the user’s shell for two to five turns.
  • Diamond, Pearl, Platinum, HeartGold, SoulSilver:The foe is clamped and squeezed by the user’s very thick and sturdy shell for two to five turns.
  • Black, White, Black 2, White 2:The target is clamped and squeezed by the user’s very thick and sturdy shell for four to five turns.
  • X, Y, O.Ruby, A.Sapphire:The target is clamped and squeezed by the user’s very thick and sturdy shell for four to five turns.
  • Sun, Moon, Ultra Sun, Ultra Moon, L.G. Pikachu, L.G. Eevee:The target is clamped and squeezed by the user’s very thick and sturdy shell for four to five turns.
  • Sword, Shield, B.Diamond, S.Pearl:This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  • Scarlet, Violet:This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.

Learned by (4)