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.
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.