Clamp (move)

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If you were looking for the move with the Japanese name Clamp, see Vice Grip.
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Clamp
からではさむ Clamp with Shell
Clamp V.png
Type  Water
Category  Physical
PP  15 (max. 24)
Power  35
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  3 ♥♥♥
A basic performance using a move known by the Pokémon.
Condition  Tough
Appeal  3 ♥♥♥
Jamming  0  
Temporarily stops the crowd from growing excited.

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 and traps the target for 2-5 turns, damaging the target at the end of each turn. 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. Although only the first hit can be a critical hit, each consecutive turn will deal the same amount of damage. Whilst the target is trapped, it will be unable to attack, and if the user of Clamp strikes before the target, when used, the target will also be unable to attack during the same turn.

Damage inflicted by Clamp'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. If the target switches out before the turn 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. After that use, 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.

The target will be able to select a move during each turn of Clamp's duration, and will hit an incoming Pokémon with the selected move if the user switches out before the duration is over.

In Pokémon Stadium, if the target switches out before Clamp's duration ends, the move is ended and the user's turn is skipped. A move can be selected 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.

Generations III and IV

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>!"

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.

Clamp can also be used as part of a Pokémon Contest combination, with the user gaining extra three appeal points if the move Rain Dance was used in the prior turn.

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

Games Description
Stad The target is gripped in the attacker's shell for two to five turns. It can't move while under the attack.
Stad2 Grips the target in the attacker's shell for two to five turns.
GSC Traps the foe for 2-5 turns.
RSE Traps and squeezes the foe for 2 to 5 turns.
FRLG The foe is clamped and squeezed by the user's shell for two to five turns.
ColoXD Traps and squeezes the target for 2 to 5 turns.
DPPtHGSSPBR The foe is clamped and squeezed by the user's very thick and sturdy shell for two to five turns.
BWB2W2
XYORAS
SM
The target is clamped and squeezed by the user's very thick and sturdy shell for four to five turns.


Learnset

By leveling up

# Pokémon Types Egg Groups Level
I II III IV V VI VII VIII IX
0090 Shellder WaterIC Big.png Water 3 Water 3 23 41 41RSE
43FRLG
25 25 25 25
0091 Cloyster WaterIC Big.png
IceIC Big.png
Water 3 Water 3 1
0366 Clamperl WaterIC Big.png Water 1 Water 1 1 1 1 1 1
0688 Binacle RockIC Big.png
WaterIC Big.png
Water 3 Water 3 20 20
0689 Barbaracle RockIC Big.png
WaterIC Big.png
Water 3 Water 3 20 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 other games

Description

Games Description
MDRB Inflicts damage on the target. It may also cause constriction, making the foe incapable of movement.


In the anime

Tyra Cloyster.png
Cloyster
Jessie Shellder Clamp.png
Jessie's Shellder
Clamperl Clamp.png
Clamperl
The user attaches itself to the opponent by using its shell.
Pokémon Method
User First Used In Notes
Cloyster Cloyster closes its shell on the opponent.
Tyra's Cloyster The Bridge Bike Gang Debut
Shellder 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 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


In other generations

Core series games

Spin-off series games

In other languages

Language Title
Chinese Cantonese 貝殼夾擊 Buihok Gaapgīk *
殼夾 Hokgaap
Mandarin 貝殼夾擊 / 贝壳夹击 Bèiké Jiájí *
夾殼 Jiā​ké *
Denmark Flag.png Danish Klemme
The Netherlands Flag.png Dutch Clamp
Finland Flag.png Finnish Pihti
France Flag.png French Claquoir
Germany Flag.png German Schnapper
Greece Flag.png Greek Μέγγενη
Italy Flag.png Italian Tenaglia
South Korea Flag.png Korean 껍질끼우기 Kkeopjil Kkiugi
Brazil Flag.png Brazilian Portuguese Prender
Capturar (TCG)
Serbia Flag.png Serbian Klješta
Spain Flag.png Spanish Tenaza
Vietnam Flag.png Vietnamese Kẹp Vỏ


Variations of the move Fire Spin
PhysicalIC HOME.png ClampSand Tomb
SpecialIC HOME.png Fire SpinWhirlpool


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