Clamp

Water

Summary

Clamp is a Water-type move with 35 power and 85% accuracy. It is a multi-turn move that traps the target, dealing damage for 2-5 turns and preventing the target from fleeing or switching out. Each turn, Clamp deals damage equal to 1/16th of the target's maximum HP. Clamp was introduced in Generation I and its trapping effect, combined with ongoing damage, can apply strategic pressure on opponents by limiting their mobility. While not as commonly used as other Water-type moves, Clamp can be a useful tool in specific tactical situations where trapping an opponent is advantageous.

Effect

Inflicts regular damage. For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn. The user continues to use other moves during this time. If the user leaves the field, this effect ends. Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use. rapid spin cancels this effect.

Short Effect: Prevents the target from fleeing and inflicts damage for 2-5 turns.

Inflicts regular damage. For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn. The user continues to use other moves during this time. If the user leaves the field, this effect ends. Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use. rapid spin cancels this effect.

Game Descriptions

Traps the foe for 2-5 turns.

Traps the foe for 2-5 turns.

Traps and squeezes the foe for 2 to 5 turns.

Traps and squeezes the foe for 2 to 5 turns.

The foe is clamped and squeezed by the user’s shell for two to five turns.

The foe is clamped and squeezed by the user’s very thick and sturdy shell for two to five turns.

The foe is clamped and squeezed by the user’s very thick and sturdy shell for two to five turns.

The foe is clamped and squeezed by the user’s very thick and sturdy shell for two to five turns.

The target is clamped and squeezed by the user’s very thick and sturdy shell for four to five turns.

The target is clamped and squeezed by the user’s very thick and sturdy shell for four to five turns.

The target is clamped and squeezed by the user’s very thick and sturdy shell for four to five turns.

The target is clamped and squeezed by the user’s very thick and sturdy shell for four to five turns.

The target is clamped and squeezed by the user’s very thick and sturdy shell for four to five turns.

The target is clamped and squeezed by the user’s very thick and sturdy shell for four to five turns.

The target is clamped and squeezed by the user’s very thick and sturdy shell for four to five turns.

This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.

Move Details

Additional Info

  • Turn Count 5-6
  • Trap Chance 100%