Clamp (move): Difference between revisions
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* Every time Clamp is used in the anime, it is used on the opponent's tail. {{p|Cloyster}} used it on [[Misty's Psyduck]]'s tail, {{p|Shellder}} used it on a {{p|Slowpoke}}}, and {{p|Clamperl}} used it on {{MTR}}'s tail, except when the wild Shellders clamp onto the Slowpokes head, causing them to evolve into Slowking. | * Every time Clamp is used in the anime, it is used on the opponent's tail. {{p|Cloyster}} used it on [[Misty's Psyduck]]'s tail, {{p|Shellder}} used it on a {{p|Slowpoke}}}, and {{p|Clamperl}} used it on {{MTR}}'s tail, except when the wild Shellders clamp onto the Slowpokes head, causing them to evolve into Slowking. | ||
* Despite being Shellder's signature move in Generation I, {{p|PkMnaPkMnfPkMnk}}, {{p|PC4SH}} and {{p|P T}} can learn Clamp. | * Despite being Shellder's signature move in Generation I, {{p|PkMnaPkMnfPkMnk}}, {{p|PC4SH}} and {{p|P T}} can learn Clamp. | ||
* however, these are all glitch pokemon. | |||
==In other languages== | ==In other languages== |
Revision as of 04:48, 27 November 2010
Clamp からではさむ Clamp with Shell | ||||||||||||
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Clamp (Japanese: からではさむ Clamp with Shell) is a damage-dealing Template:Type2 move introduced in Generation I. Prior to Generation III, it was the signature move of the Shellder evolutionary line.
Effect
Generation I
Clamp inflicts damage for 2-5 turns and has an Accuracy of 75. There is a 37.5% chance that it will attack for 2 turns, a 37.5% chance that it will attack for 3 turns, a 12.5% chance that it will attack for 4 turns, and a 12.5% chance that it will attack for 5 turns. Though technically only the first attack can critical hit, every attack during the duration will do the same amount of damage. While Clamp is in effect, the target will be unable to attack, and if the user of Clamp attacks before the target when used, the target will be unable to attack during that round as well.
Damage inflicted by Clamp's continuing duration is done after recurrent damage. If the user switches out before Clamp's duration ends, the target will be unable to attack during that turn. If the target switches out before Clamp's duration ends, Clamp will automatically be used against the incoming Pokémon, deducting an additional PP from the move. If at such a time Clamp has 0 PP, Clamp will still be used against the incoming Pokémon, but the current PP of Clamp will roll over to 63, and full PP ups will be applied to it.
Even if Clamp misses, it will negate the recharge turn normally required for Hyper Beam. Additionally, if the user of Clamp attacks before the user of Hyper Beam during a recharge turn and the use of Clamp misses, the user of Hyper Beam will automatically use Hyper Beam during that turn. If at such a time Hyper Beam has 0 PP, Hyper Beam will still be used, and afterwards its current PP will roll over to 63, and full PP ups will be applied to it.
In-game, the target will get to select a move during each turn of Clamp's duration, and will attack your incoming Pokémon with the selected move if the player decides to switch before the duration is over.
In Stadium, the player selects a move during each turn of Clamp's duration. If the target switches out before the duration ends, the incoming Pokémon will not automatically be attacked. Clamp will negate the recharge turn of Hyper Beam only if successful.
Generation II
The target is now able to attack during Clamp's duration, and can act normally. Instead, it inflicts 1/16 of the target's maximum HP as damage for two to five turns upon use, in addition to the damage dealt when it is used. It also traps the target, preventing switching and escape. If a trapped Pokémon uses Rapid Spin, it will be freed.
Generation III
The effects of Clamp are the same as in Generation II, but if a wild Pokémon uses Clamp on the player's Pokémon, the player may escape if the affected Pokémon has Run Away or is holding a Smoke Ball. However, these do not allow the player to switch the Pokémon out.
Generation IV
In Generation IV, if the user of Clamp is holding a Grip Claw, the duration will always be 5 turns. Also, if an affected Pokémon is holding a Shed Shell, it can switch out.
Generation V
Clamp's accuracy is increased to 85, and lasts four to five turns.
Learnset
Generation I
By leveling up
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Generation II
By leveling up
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Generation III
By leveling up
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Generation IV
By leveling up
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Generation V
By leveling up
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In the anime
The picture used in this section is unsatisfactory. Please feel free to replace it so it conforms to Bulbapedia conventions. Reason: The Shellder picture is a grainy jpg. Not good. |
The user attaches itself to the opponent by using its shell. | |||
Pokémon | Method | ||
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User | First Used In | Notes | |
Cloyster closes its shell on the opponent. | |||
Tyra's Cloyster | The Bridge Bike Gang | Debut | |
Shellder closes its shell over the opponent. | |||
Jessie's Shellder | The Evolution Solution! | None | |
Several wild Shellder | A Crowning Achievement | None | |
Clamperl closes its shell over the opponent. | |||
A wild Clamperl | Clamperl of Wisdom | None |
In the manga
Pokémon Adventures
The user clamps its shell over the opponent. | |||
Pokémon | Method | ||
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User | First Chapter Used In | Notes | |
Shellder closes its shell over the opponent. | |||
Lorelei's Shellder | Striking Golduck | Debut |
Trivia
- Clamp is the Japanese name of ViceGrip.
- Clamp has the second highest power of all trapping moves, being 85 points below its closest rival.
- Every time Clamp is used in the anime, it is used on the opponent's tail. Cloyster used it on Misty's Psyduck's tail, Shellder used it on a Slowpoke}, and Clamperl used it on Meowth's tail, except when the wild Shellders clamp onto the Slowpokes head, causing them to evolve into Slowking.
- Despite being Shellder's signature move in Generation I, PkMnaPkMnfPkMnk, PC4SH and P T can learn Clamp.
- however, these are all glitch pokemon.
In other languages
- Dutch: Klem
- French: Claquoir
- German: Schnapper
- Greek: Μέγγενη
- Italian: Tenaglia
- Korean: 껍질끼우기 Kkeopjil Kkiugi
- Spanish: Tenaza