Bound: Difference between revisions

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==Effect==
==Effect==
Prior to Generation V, this lasts 2-5 turns (5 turns if the user of the binding move held a [[Grip Claw]]); from Generation V onward, this lasts 4-5 turns (7 turns if the user of the binding move held a Grip Claw). A Pokémon can only be bound by one binding move at a time.
In [[Generation I]], the damage each turn is based on the damage done by the attack in the first turn. In later generations, the damage done is a portion of the target's HP; if the user was holding a [[Binding Band]], the damage is increased.
{| class="roundy" style="margin:auto; background: #ccf; text-align: center"
|- style="background: #ddf"
! colspan="2" |
! Gen I
! Gen II
! Gen III
! Gen IV
! Gen V
! Gen VI
! Gen VII
! Gen VIII
! Gen IX
|- style="background: #fff"
! rowspan="2" style="background: #ddf" | Broad effect
| Target cannot attack
| {{yes}}
| || || || || || || ||
|- style="background: #fff"
| Target cannot switch or flee
|
| {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}}
|- style="background: #fff"
! rowspan="3" style="background: #ddf" | Damage<br>(with [[Binding Band]])
| Same as attack
| {{yes}}
| || || || || || || ||
|- style="background: #fff"
| 1/16 max HP (1/8)
|
| {{yes}} || {{yes}} || {{yes}} || {{yes}}
| || || ||
|- style="background: #fff"
| 1/8 max HP (1/6)
| || || || ||
| {{yes}} || {{yes}} || {{yes}} || {{yes}}
|- style="background: #fff"
! rowspan="2" style="background: #ddf" | Duration<br>(with [[Grip Claw]])
| 2-5 turns (5)<!-- I-IV -->
| {{yes}} || {{yes}} || {{yes}} || {{yes}}
| || || || ||
|- style="background: #fff"
| 4-5 turns (7)<!-- V+ -->
| || || ||
| {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}}
|}


From Generations II to V, the bound status deals damage equal to 1/16 of the afflicted Pokémon's maximum HP at the end of each turn. If the Pokémon that used the binding move held a [[Binding Band]], the damage was instead equal to 1/8 of the afflicted Pokémon's maximum HP.
A Pokémon can only be bound by one binding move at a time.


From Generation VI onward, the bound status deals damage equal to 1/8 of the afflicted Pokémon's maximum HP at the end of each turn. If the Pokémon that used the binding move held a [[Binding Band]], the damage is instead equal to 1/6 of the afflicted Pokémon's maximum HP. Furthermore, {{type|Ghost}} Pokémon can now switch out or flee even if they are trapped by a binding move.
===Generation I===
While a Pokémon is bound, it cannot use moves, including on the turn it is hit if it would move second; if their Trainer selects Fight, it automatically takes the continuing damage. (Using an item and switching or fleeing are still available.) If it switches out while the bind effect is still active, the Pokémon that inflicted the effect will automatically use the same move against the incoming Pokémon, deducting an additional [[PP]] from the move (which leads to {{DL|List of battle glitches in Generation I|Struggle bypassing|a glitch}} if the move had 0 PP). A Pokémon that is immune to a binding move will take no damage, but the bind effect will still occur.


===Generation I===
If a Pokémon has bound a target, it cannot choose any moves; if their Trainer selects Fight, the move automatically continues. [[PP]] is deducted when the move is first selected, not when it causes recurring damage (but the move will automatically be used again if the target switches out before the effect is over). If it switches out while the bind effect is still active, the bound target will still be unable to attack that turn.
In Generation I, binding moves inflict damage for 2-5 turns. There is a 37.5% chance that the move will last 2 turns, a 37.5% chance that it will last 3 turns, a 12.5% chance that it will last 4 turns, and a 12.5% chance that it will last 5 turns. Although only the first attack can be a [[critical hit]], every attack from the binding will do the same amount of damage. While a Pokémon is bound, it cannot use moves, including on the turn it is hit if it would move second.


Damage done by a binding move's continuing duration is done after recurrent damage. If the user of the binding move switches out before the target is released, the target will be unable to attack during that turn. If the target switches out before the turn duration ends, the binding move will automatically be used against the incoming Pokémon, deducting an additional [[PP]] from the move. If at such a time the binding move has 0 PP, it will still be used against the incoming Pokémon; in this case, due to {{DL|List of glitches (Generation I)|Struggle bypassing|a glitch}}, the move's PP will roll over to 63 and full [[PP Up]]s will be applied to it.
Every round of damage from the bind effect will do the same amount of damage as the initial attack did. This continuing damage occurs after damage from {{status|poison}}, {{status|burn}}, or {{m|Leech Seed}}.


Even if the binding move misses, the target will not need to recharge for {{m|Hyper Beam}}. Additionally, if the user of the binding move attacks before the user of Hyper Beam during a recharge turn and the use of the binding move misses, the user of Hyper Beam will automatically use Hyper Beam during that turn. If at such a time Hyper Beam has 0 PP, it will still be used; in this case, due to {{DL|List of glitches (Generation I)|Struggle bypassing|the same glitch}}, the move's PP will roll over to 63 and full [[PP Up]]s will be applied to it.
The move's duration is weighted towards 2 or 3 turns, with a 37.5% chance that it will last 2 or 3 turns each and a 12.5% chance that it will last 4 or 5 turns each.


In-game, the target will get to select a move during each turn of the binding move's duration, and will attack the incoming Pokémon with the selected move if the player switches before the duration is over.
If a Pokémon that used {{m|Hyper Beam}} has not had its recharging turn and is targeted by a binding move, it will not need to recharge (regardless of whether the move hits). If a binding move misses immediately before a target would have its recharging turn, the target will automatically use Hyper Beam for its turn instead. (If Hyper Beam had 0 PP, this leads to {{DL|List of battle glitches in Generation I|Struggle bypassing|a glitch}}.)


In {{eng|Pokémon Stadium}}, it is possible to select a move during each turn of the binding move's duration. If the target switches out before the duration ends, the incoming Pokémon will not automatically be attacked. A binding move will negate the recharge turn of Hyper Beam only if successful.
In [[Pokémon Stadium]], it is possible to select a move during each turn of the binding move's duration. If the target switches out before the duration ends, the incoming Pokémon will not automatically be attacked. A binding move will negate the recharge turn of Hyper Beam only if successful.


===Generations II-IV===
===Generations II-IV===
The target is now able to attack during a binding move's duration, and can act normally. Instead, the afflicted Pokémon takes damage equal to 1/16 of its maximum HP for 2-5 turns, in addition to the damage dealt when it is used. A bound Pokémon is also trapped, preventing it from switching and [[escape]]. A bound Pokémon can still flee (but not switch out) if it has the Ability {{a|Run Away}} or is holding a [[Smoke Ball]]. A bound Pokémon can still switch out (but not flee) if it is holding a [[Shed Shell]].
A bound Pokémon is now trapped, preventing it from switching or [[escape|fleeing]], but it is able to attack normally. A bound Pokémon will be able to flee if it has the Ability {{a|Run Away}}, is holding a [[Smoke Ball]], or (in [[Generation II]] only) it uses {{m|Teleport}}; it will be able to switch out if it is holding a [[Shed Shell]] or uses {{cat|Moves that switch the user out|a move that switches the user out}}. If a bound Pokémon uses {{m|Rapid Spin}} or {{m|Substitute}}, it will be freed.


If the user of the binding move is holding a [[Grip Claw]], the duration will always be 5 turns.
A Pokémon that has bound a target can now act freely after using a binding move. If it switches out or faints, any target it has bound is freed.


If the user of the binding move switches out or is knocked out, all targets bound by that Pokémon's moves will be freed. If a bound Pokémon uses {{m|Rapid Spin}}, it will be freed.
Instead of taking damage equal to the first attack, a bound Pokémon now takes damage proportional to its maximum HP. (See the table above for details.)


===Generation V===
===Generation V===
All binding moves now last 4-5 turns unless a Grip Claw is held, which causes the moves to last 7 turns.
The minimum duration is now longer. The [[Binding Band]] is also introduced in this generation, which increases the damage a bound Pokémon takes. (See the table above for details.)


If the user of the binding move held a [[Binding Band]], the bound Pokémon takes 1/8 of its maximum HP as damage each turn (instead of 1/16).
===Generation VI===
The base damage done during each turn of the effect is increased. (See the table above for details.)


===Generation VI===
{{type|Ghost}} Pokémon can now switch out and flee regardless of being bound. They still take damage from the effect.
A bound Pokémon now takes damage equal to 1/8 of its maximum HP each turn, instead of 1/16; if the user of the binding move held a [[Binding Band]], the bound Pokémon takes damage equal to 1/6 of its maximum HP instead.


{{type|Ghost}} Pokémon can no longer be trapped, meaning that they can switch out and flee regardless of being bound. They are still afflicted by all other effects of being bound as normal, however.
==Description==
{{movedesc|normal}}
{{movedescentry|{{gameabbrev7|SMUSUM}}{{gameabbrev8|SwSh}}{{gameabbrev9|SV}}|The Pokémon is bound and takes damage every turn.}}
|}
|}


==Binding moves==
==Binding moves==
A Pokémon can be bound when struck by any of the following moves.
A Pokémon can be bound when struck by any of the following moves. (Data reflects the latest generation. Data marked by a * was different in an earlier generation.)
{| class="roundy" width="100%" style="background: #{{normal color}}; border: 5px solid #{{normal color light}};"
{| class="roundy" style="margin: auto; background: #{{normal color}}; border: 5px solid #{{normal color light}};"
|-
|-
|  
|  
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! [[Power]]
! [[Power]]
! [[Accuracy]]
! [[Accuracy]]
! width="40%" | Notes
! Gen. introduced
|-
|-
| class="l" | {{m|Bind}}
| class="l" | {{m|Bind}}
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{{statustable|Physical}}
{{statustable|Physical}}
| 15
| 15
| {{tt|85%|75% in Generations I-IV}}
| 85%*
|
| I
|-
|-
| class="l" | {{m|Clamp}}
| class="l" | {{m|Clamp}}
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{{statustable|Physical}}
{{statustable|Physical}}
| 35
| 35
| {{tt|85%|75% in Generations I-IV}}
| 85%*
|
| I
|-
|-
| class="l" | {{m|Fire Spin}}
| class="l" | {{m|Fire Spin}}
{{typetable|Fire}}
{{typetable|Fire}}
{{statustable|Special}}
{{statustable|Special}}
| {{tt|35|15 in Generations I-IV}}
| 35*
| {{tt|85%|70% in Generations I-IV}}
| 85%*
|
| I
|-
|-
| class="l" | {{m|G-Max Centiferno}}
| class="l" | {{m|G-Max Centiferno}}
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| —
| —
| —%
| —%
| class="l" | Exclusive [[G-Max Move]] of [[Gigantamax]] {{p|Centiskorch}}
| VIII
|-
|-
| class="l" | {{m|G-Max Sandblast}}
| class="l" | {{m|G-Max Sandblast}}
Line 85: Line 134:
| —
| —
| —%
| —%
| class="l" | Exclusive [[G-Max Move]] of [[Gigantamax]] {{p|Sandaconda}}
| VIII
|-
|-
| class="l" | {{m|Infestation}}
| class="l" | {{m|Infestation}}
Line 92: Line 141:
| 20
| 20
| 100%
| 100%
|
| VI
|-
|-
| class="l" | {{m|Magma Storm}}
| class="l" | {{m|Magma Storm}}
{{typetable|Fire}}
{{typetable|Fire}}
{{statustable|Special}}
{{statustable|Special}}
| {{tt|100|120 in Generations IV-V}}
| 100*
| {{tt|75%|70% in Generation IV}}
| 75%*
|
| IV
|-
|-
| class="l" | {{m|Sand Tomb}}
| class="l" | {{m|Sand Tomb}}
{{typetable|Ground}}
{{typetable|Ground}}
{{statustable|Physical}}
{{statustable|Physical}}
| {{tt|35|15 in Generations III-IV}}
| 35*
| {{tt|85%|70% in Generations III-IV}}
| 85%*
|
| III
|-
|-
| class="l" | {{m|Snap Trap}}
| class="l" | {{m|Snap Trap}}
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| 35
| 35
| 100%
| 100%
|
| VIII
|-
|-
| class="l" | {{m|Thunder Cage}}
| class="l" | {{m|Thunder Cage}}
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| 80
| 80
| 90%
| 90%
|
| VIII
|-
|-
| class="l" | {{m|Whirlpool}}
| class="l" | {{m|Whirlpool}}
{{typetable|Water}}
{{typetable|Water}}
{{statustable|Special}}
{{statustable|Special}}
| {{tt|35|15 in Generations II-IV}}
| 35*
| {{tt|85%|70% in Generations II-IV}}
| 85%*
|
| II
|-
|-
| class="l" | {{m|Wrap}}
| class="l" | {{m|Wrap}}
Line 133: Line 182:
{{statustable|Physical}}
{{statustable|Physical}}
| 15
| 15
| {{tt|90%|85% in Generations I-IV}}
| 90%*
|
| I
|}
|}
|}
|}
==In other languages==
==In other languages==
{{incomplete|section}}
{{incomplete|section}}
{{langtable|color={{normal color light}}|bordercolor={{normal color dark}}
|ja=バインド ''Bind''
|zh_yue=
|zh_cmn=
|fr=Ligoté
|de=
|it=Imprigionamento
|ko=
|es=Apresado
}}


{{-}}
{{-}}
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[[Category:Terminology]]
[[Category:Terminology]]
[[Category:Game mechanics]]
[[Category:Game mechanics]]
[[Category:Binding moves|*]]
[[ja:バインド]]
[[zh:束缚(状态)]]

Latest revision as of 01:56, 1 July 2024

Gastrodon being trapped by Seviper's Wrap

When a Pokémon is hit by a binding move it becomes bound. While it is bound, a Pokémon takes damage at the end of each turn and cannot switch out or flee.

Effect

In Generation I, the damage each turn is based on the damage done by the attack in the first turn. In later generations, the damage done is a portion of the target's HP; if the user was holding a Binding Band, the damage is increased.

Gen I Gen II Gen III Gen IV Gen V Gen VI Gen VII Gen VIII Gen IX
Broad effect Target cannot attack
Target cannot switch or flee
Damage
(with Binding Band)
Same as attack
1/16 max HP (1/8)
1/8 max HP (1/6)
Duration
(with Grip Claw)
2-5 turns (5)
4-5 turns (7)

A Pokémon can only be bound by one binding move at a time.

Generation I

While a Pokémon is bound, it cannot use moves, including on the turn it is hit if it would move second; if their Trainer selects Fight, it automatically takes the continuing damage. (Using an item and switching or fleeing are still available.) If it switches out while the bind effect is still active, the Pokémon that inflicted the effect will automatically use the same move against the incoming Pokémon, deducting an additional PP from the move (which leads to a glitch if the move had 0 PP). A Pokémon that is immune to a binding move will take no damage, but the bind effect will still occur.

If a Pokémon has bound a target, it cannot choose any moves; if their Trainer selects Fight, the move automatically continues. PP is deducted when the move is first selected, not when it causes recurring damage (but the move will automatically be used again if the target switches out before the effect is over). If it switches out while the bind effect is still active, the bound target will still be unable to attack that turn.

Every round of damage from the bind effect will do the same amount of damage as the initial attack did. This continuing damage occurs after damage from poison, burn, or Leech Seed.

The move's duration is weighted towards 2 or 3 turns, with a 37.5% chance that it will last 2 or 3 turns each and a 12.5% chance that it will last 4 or 5 turns each.

If a Pokémon that used Hyper Beam has not had its recharging turn and is targeted by a binding move, it will not need to recharge (regardless of whether the move hits). If a binding move misses immediately before a target would have its recharging turn, the target will automatically use Hyper Beam for its turn instead. (If Hyper Beam had 0 PP, this leads to a glitch.)

In Pokémon Stadium, it is possible to select a move during each turn of the binding move's duration. If the target switches out before the duration ends, the incoming Pokémon will not automatically be attacked. A binding move will negate the recharge turn of Hyper Beam only if successful.

Generations II-IV

A bound Pokémon is now trapped, preventing it from switching or fleeing, but it is able to attack normally. A bound Pokémon will be able to flee if it has the Ability Run Away, is holding a Smoke Ball, or (in Generation II only) it uses Teleport; it will be able to switch out if it is holding a Shed Shell or uses a move that switches the user out. If a bound Pokémon uses Rapid Spin or Substitute, it will be freed.

A Pokémon that has bound a target can now act freely after using a binding move. If it switches out or faints, any target it has bound is freed.

Instead of taking damage equal to the first attack, a bound Pokémon now takes damage proportional to its maximum HP. (See the table above for details.)

Generation V

The minimum duration is now longer. The Binding Band is also introduced in this generation, which increases the damage a bound Pokémon takes. (See the table above for details.)

Generation VI

The base damage done during each turn of the effect is increased. (See the table above for details.)

Ghost-type Pokémon can now switch out and flee regardless of being bound. They still take damage from the effect.

Description

Games Description
SMUSUMSwShSV The Pokémon is bound and takes damage every turn.

Binding moves

A Pokémon can be bound when struck by any of the following moves. (Data reflects the latest generation. Data marked by a * was different in an earlier generation.)

Move Type Category Power Accuracy Gen. introduced
Bind Normal Physical 15 85%* I
Clamp Water Physical 35 85%* I
Fire Spin Fire Special 35* 85%* I
G-Max Centiferno Fire Varies —% VIII
G-Max Sandblast Ground Varies —% VIII
Infestation Bug Special 20 100% VI
Magma Storm Fire Special 100* 75%* IV
Sand Tomb Ground Physical 35* 85%* III
Snap Trap Grass Physical 35 100% VIII
Thunder Cage Electric Special 80 90% VIII
Whirlpool Water Special 35* 85%* II
Wrap Normal Physical 15 90%* I

In other languages

050Diglett.png This section is incomplete.
Please feel free to edit this section to add missing information and complete it.
Language Title
Japan Flag.png Japanese バインド Bind
France Flag.png French Ligoté
Italy Flag.png Italian Imprigionamento
Spain Flag.png Spanish Apresado



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