From Bulbapedia, the community-driven Pokémon encyclopedia.
Bind (Japanese: しめつける Bind) is a damage-dealing Template:Type2 move introduced in 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.
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-type 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.
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. It also traps the target, preventing switching and escape. If a trapped Pokémon uses Rapid Spin, it will be freed.
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.
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.
Bind's accuracy changed from 75% to 85%. Its effect will last either 4 or 5 turns.
In the anime
In the manga
Phantom Thief Pokémon 7
In other generations
In other languages