Clamp (move): Difference between revisions
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(PP is changed to 15 in Gen 5) |
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type=Water | | type=Water | | ||
damagecategory=Physical | | damagecategory=Physical | | ||
basepp=10 | | basepp={{tt|15|10 in Generations I-IV}} | | ||
maxpp=16 | | maxpp={{tt|24|16 in Generations I-IV}} | | ||
power=35 | | power=35 | | ||
accuracy={{tt|85|75 in Generations I-IV}} | | accuracy={{tt|85|75 in Generations I-IV}} | | ||
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==Effect== | ==Effect== | ||
===Generation I=== | ===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. | Clamp inflicts damage for 2-5 turns and has an Accuracy of 75 and 10 [[PP]]. 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 | 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 {{DL|List of glitches in Generation I|Struggle bypassing|the current PP of Clamp will roll over to 63}}, and full {{DL|Vitamin|PP Up}}s will be applied to it. | ||
Even if Clamp misses, it will negate the recharge turn normally required for {{m|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. As said above, 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. | Even if Clamp misses, it will negate the recharge turn normally required for {{m|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. As said above, 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. | ||
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===Generation V=== | ===Generation V=== | ||
Clamp's accuracy is increased to 85, and lasts four to five turns. If a {{DL|In-battle effect item|Binding Band}} is held by the user, the damage done at the end of each turn will increase from 1/16 of the target's maximum HP to 1/8. | Clamp's accuracy is increased to 85, its PP is increased to 15, and it lasts four to five turns. If a {{DL|In-battle effect item|Binding Band}} is held by the user, the damage done at the end of each turn will increase from 1/16 of the target's maximum HP to 1/8. | ||
===Generation VI=== | ===Generation VI=== |
Revision as of 17:25, 8 February 2015
- If you were looking for the move with the Japanese name Clamp, see Vice Grip.
The picture used in this article is unsatisfactory. Please feel free to replace it so it conforms to Bulbapedia conventions. Reason: Should be replaced with Generation VI images |
Clamp からではさむ Clamp with Shell | ||||||||||||
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Range
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Availability
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Clamp (Japanese: からではさむ Clamp with Shell) is a damage-dealing Water-type move introduced in Generation I. Prior to Generation III, it was the signature move of Shellder and Cloyster.
Effect
Generation I
Clamp inflicts damage for 2-5 turns and has an Accuracy of 75 and 10 PP. 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. As said above, 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. "<Pokémon> was CLAMPED by <User>!" will appear. 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. The text also changes to "<User> CLAMPED <Pokémon>!"
Generation IV
If the user of Clamp is holding a Grip Claw, the duration will always be five turns. Also, if an affected Pokémon is holding a Shed Shell, it can switch out.
Generation V
Clamp's accuracy is increased to 85, its PP is increased to 15, and it lasts four to five turns. If a Binding Band is held by the user, the damage done at the end of each turn will increase from 1/16 of the target's maximum HP to 1/8.
Generation VI
The end turn damage of Clamp is increased from 1/16 to 1/8 of the target's maximum HP. If the user is holding a Binding Band, the end turn damage of Clamp will increase to 1/6 of the target's maximum HP.
Description
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Learnset
By leveling up
# | Pokémon | Type | Level | |||||||||||||
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I | II | III | IV | V | VI | |||||||||||
090 | Shellder | Water | 23 | 41 | 41 | 43 | 25 | 25 | 25 | |||||||
091 | Cloyster | Water | Ice | -- | ' | |||||||||||
366 | Clamperl | Water | -- | -- | -- | -- | ||||||||||
688 | Binacle | Rock | Water | 20 | ||||||||||||
689 | Barbaracle | Rock | Water | 20 | ||||||||||||
Bold indicates a Pokémon gains STAB from this move. Italics indicates a Pokémon whose evolution or alternate form receives STAB from this move. A dash (−) indicates a Pokémon cannot learn the move by the designated method. An empty cell indicates a Pokémon that is unavailable in that game/generation. |
In the anime
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, or Shellder bites the opponent. | |||
Jessie's Shellder | The Evolution Solution! | None | |
Multiple wild Shellder | A Crowning Achievement | None | |
Clamperl closes its shell over the opponent. | |||
A wild Clamperl | Clamperl of Wisdom | None | |
A wild Clamperl | Meloetta's Moonlight Serenade | None |
In the manga
In the Pokémon Adventures manga
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 |
In other generations
In other languages
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Variations of the move Fire Spin | ||||
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This article is part of Project Moves and Abilities, a Bulbapedia project that aims to write comprehensive articles on two related aspects of the Pokémon games. |