Bind (move)

From Bulbapedia, the community-driven Pokémon encyclopedia.
Jump to navigationJump to search
Bind
しめつける Bind
Bind.png
Type  Normal
Category  Physical
PP  20 (max. 32)
Power  15
Accuracy  85%
Priority  0
Range
Opponent Opponent Opponent
Self Ally Ally
Normal: May affect anyone adjacent to the user
Availability
Introduced  Generation I
Condition  Tough
Appeal  3 ♥♥♥
Jam  0  
Temporarily stops the crowd from getting excited.
Condition  Tough
Appeal  0  
Earn a higher score the later the Pokémon performs.
Condition  Tough
Appeal  0  
Jamming  0  

Bind (Japanese: しめつける Bind) is a damage-dealing Normal-type move introduced in Generation I.

Effect

Generation I

Bind does damage for 2-5 turns. 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. During this turn duration, the target will be unable to attack, and if the user of Bind attacks before the target when used, the target will be unable to attack during that round as well.

Damage done by Bind's continuing duration is done after recurrent damage. If the user switches out before the turn duration ends, the target will be unable to attack during that turn, since it did not get to select a move. If the target switches out before the turn duration ends, Bind will automatically be used against the incoming Pokémon, deducting an additional PP from the move. If at such a time Bind has 0 PP, Bind will still be used against the incoming Pokémon. After that use, the current PP of Bind will roll over to 63, and full PP ups will be applied to it.

In Pokémon Stadium, if the target Pokémon switches out before the duration ends Bind is ended and the user's turn is skipped.

Even if Bind misses, it will negate the recharge turn normally required for Hyper Beam. Additionally, if the user of Bind attacks before the user of Hyper Beam during a recharge turn and the use of Bind 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.

The target will get to select a move during each turn of Bind's duration, and will attack the player's incoming Pokémon with the selected move if the player decides to switch before the duration is over.

Although Bind cannot affect Ghost Pokémon, it can still make them unable to move.

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

Generation II

The target is now able to attack during Bind'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. The quote "<user> used BIND on <Pokémon>!" 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 Bind are the same as in Generation II, but if a wild Pokémon uses Bind 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 "<Pokémon> was squeezed by <User>'s BIND!"

Generation IV

In Generation IV, if the user of Bind 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. The text changes again, this time to "<Pokémon> was squeezed by <User>!"

Generation V

Bind's accuracy changed from 75% to 85%. Its effect will last either 4 or 5 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.

Description

Games Description
Traps and squeezes the target over several turns. The target cannot move while under attack.
Binds the target for 2-5 turns.
RSE Binds and squeezes the foe for 2 to 5 turns.
Binds and squeezes the target for 2 to 5 turns.
FRLG A long body or tentacles are used to bind the foe for two to five turns.
A long body or tentacles are used to bind and squeeze the foe for two to five turns.
Things such as long bodies or tentacles are used to bind and squeeze the target for four to five turns.


Learnset

By leveling up

# Pokémon Type Level
I II III IV V VI
095 Onix Onix Rock Ground 15 10 9 8 -- -- '
114 Tangela Tangela Grass Grass -- 24 25 28 22 22 17 '
127 Pinsir Pinsir Bug Bug   21 13 7 4 4 '
208 Steelix Steelix Steel Ground   10 9 8 -- -- '
352 Kecleon Kecleon Normal Normal     4 4 4 ''''
356 Dusclops Dusclops Ghost Ghost     -- -- -- '
455 Carnivine Carnivine Grass Grass       -- -- '
465 Tangrowth Tangrowth Grass Grass       22 22 17 '
477 Dusknoir Dusknoir Ghost Ghost       -- -- '
538 Throh Throh Fighting Fighting         -- '
599 Klink Klink Steel Steel         21 '
600 Klang Klang Steel Steel         21 '
601 Klinklang Klinklang Steel Steel         21 '
603 Eelektrik Eelektrik Electric Electric         9 '
615 Cryogonal Cryogonal Ice Ice         -- '
631 Heatmor Heatmor Fire Fire         11 '
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.


By Move Tutor

# Pokémon Type Game
BW B2W2
001 Bulbasaur Bulbasaur Grass Poison
002 Ivysaur Ivysaur Grass Poison
003 Venusaur Venusaur Grass Poison
023 Ekans Ekans Poison Poison
024 Arbok Arbok Poison Poison
069 Bellsprout Bellsprout Grass Poison
070 Weepinbell Weepinbell Grass Poison
071 Victreebel Victreebel Grass Poison
072 Tentacool Tentacool Water Poison
073 Tentacruel Tentacruel Water Poison
095 Onix Onix Rock Ground
108 Lickitung Lickitung Normal Normal
114 Tangela Tangela Grass Grass
127 Pinsir Pinsir Bug Bug
138 Omanyte Omanyte Rock Water
139 Omastar Omastar Rock Water
147 Dratini Dratini Dragon Dragon
148 Dragonair Dragonair Dragon Dragon
149 Dragonite Dragonite Dragon Flying
151 Mew Mew Psychic Psychic
206 Dunsparce Dunsparce Normal Normal
208 Steelix Steelix Steel Ground
213 Shuckle Shuckle Bug Rock
224 Octillery Octillery Water Water
336 Seviper Seviper Poison Poison
345 Lileep Lileep Rock Grass
346 Cradily Cradily Rock Grass
350 Milotic Milotic Water Water
352 Kecleon Kecleon Normal Normal
356 Dusclops Dusclops Ghost Ghost
358 Chimecho Chimecho Psychic Psychic
367 Huntail Huntail Water Water
368 Gorebyss Gorebyss Water Water
384 Rayquaza Rayquaza Dragon Flying
386 Deoxys Deoxys Psychic Psychic
386 Deoxys Deoxys Psychic Psychic
386 Deoxys Deoxys Psychic Psychic
386 Deoxys Deoxys Psychic Psychic
425 Drifloon Drifloon Ghost Flying
426 Drifblim Drifblim Ghost Flying
433 Chingling Chingling Psychic Psychic
455 Carnivine Carnivine Grass Grass
463 Lickilicky Lickilicky Normal Normal
465 Tangrowth Tangrowth Grass Grass
477 Dusknoir Dusknoir Ghost Ghost
495 Snivy Snivy Grass Grass
496 Servine Servine Grass Grass
497 Serperior Serperior Grass Grass
538 Throh Throh Fighting Fighting
592 Frillish Frillish Water Ghost
593 Jellicent Jellicent Water Ghost
599 Klink Klink Steel Steel
600 Klang Klang Steel Steel
601 Klinklang Klinklang Steel Steel
603 Eelektrik Eelektrik Electric Electric
604 Eelektross Eelektross Electric Electric
615 Cryogonal Cryogonal Ice Ice
631 Heatmor Heatmor Fire Fire
Bold indicates a Pokémon gains STAB from this move.
Italics indicates a Pokémon whose evolution or alternate form receives STAB from this move.

In the anime

Montgomery Throh Bind.png
Throh
Brock Onix Bind.png
Onix
James Carnivine Bind.png
Carnivine
Byron Steelix Bind.png
Steelix
The user binds or squeezes the foe.
Pokémon Method
User First Used In Notes
Onix Onix wraps its tail around the opponent and crushes it.
Brock's Onix Showdown in Pewter City Debut
A Villager's Onix Meowth Rules None
Drake's Onix Hello, Pummelo! None
Multiple wild Onix Tunnel Vision None
Steelix Steelix wraps its tail around the opponent and crushes it.
Harrison's Steelix Playing with Fire! Japanese version only
Referred as Wrap in the English dub
Brock's Steelix Grating Spaces! None
Byron's Steelix Dealing with Defensive Types! None
Carnivine Carnivine wraps its roots around the opponent and squeezes it.
James's Carnivine Arrival of a Rival! None
Throh Throh grabs the opponent with its arms and locks in a submission hold, similar to a rear naked choke or sleeper hold.
Montgomery's Throh Commanding the Clubsplosion Crown! None


In the manga

In The Electric Tale of Pikachu manga


In the Phantom Thief Pokémon 7 manga


In the Pokémon Adventures manga


In the Pokémon Diamond and Pearl Adventure! manga


In other generations

In other languages

Language Title
Mandarin Chinese 綁緊 Bǎngjǐn
The Netherlands Flag.png Dutch Koppel
France Flag.png French Étreinte
Germany Flag.png German Klammergriff
Greece Flag.png Greek 'Δέσμευση
Italy Flag.png Italian Legatutto
South Korea Flag.png Korean 조이기 Joigi
Portuguese Brazil Flag.png Brazil Apertar
Portugal Flag.png Portugal Imobilizar (Indigo League)
Apertão (Pokémon Chronicles)
Amarrar (DP Galactic Battles)
Romania Flag.png Romanian Legătura
Serbia Flag.png Serbian Vezanje
Spain Flag.png Spanish Atadura


Project Moves and Abilities logo.png 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.