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Clamp
Clamp
Battles
Type  Water
Category  Physical
PP  15 (max. 24)
Power  35
Accuracy  85%
Priority  {{{priority}}}
  • Makes contact
  • Affected by Protect
  • Not affected by Magic Coat or Magic Bounce
  • Not affected by Snatch
  • Affected by Mirror Move
  • Affected by King's Rock
Target
Foe Foe
Self Ally
May affect anyone but the user
Availability
  • Not a TM, HM or Move Tutor move.

Clamp (Japanese: からではさむ Clamp with Shell) is a damage-dealing Water-type move.

Effect

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.

It inflicts 1/8 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. "<User> CLAMPED <Pokémon>!" will appear. It also traps the target, preventing switching and escape. If a trapped Pokémon uses Rapid Spin, it will be freed.

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. Ghost-type Pokémon cannot be trapped by Clamp.

Description

Description
Traps and squeezes the foe for 2 to 5 turns.

Learnset

By leveling up

# Pokémon Type Egg Group Level
#064 064MS Haremit NormalIC Big
RockIC Big
Water 3 Field 29
#373 373MS Slughug WaterIC Big
PoisonIC Big
Dragon Dragon 1
#374 374MS Slugfugg WaterIC Big
PoisonIC Big
Dragon Dragon 1
  • Bold indicates a Pokémon gains STAB from this move.
  • Italics indicates a Pokémon whose evolution or alternate form receives STAB from this move.
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