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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.
