Clamp (move): Difference between revisions

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:''If you were looking for the move with the Japanese name Clamp, see {{m|ViceGrip}}.
:''If you were looking for the move with the Japanese name Clamp, see {{m|Vice Grip}}.
{{MoveInfobox|
{{bad picture|2=Should be replaced with Generation VI images}}
n=128 |
{{MoveInfobox
name=Clamp |
|n=128
jname=からではさむ |
|name=Clamp
jtrans=Clamp with Shell |
|jname=からではさむ
jtranslit=Kara de Hasamu|
|jtrans=Clamp with Shell
gameimage=Clamp.png |
|jtranslit=Kara de Hasamu
type=Water |
|gameimage=Clamp V.png
damagecategory=Physical |
|type=Water
basepp=10 |
|damagecategory=Physical
maxpp=16 |
|basepp={{tt|15|10 in Generations I-IV}}
power=35 |
|maxpp={{tt|24|16 in Generations I-IV}}
accuracy={{tt|85|75 in Generation I to IV}} |
|power=35
gen=I|
|accuracy={{tt|85|75 in Generations I-IV}}
bdesc=??? |
|gen=I
category=Tough |
|category=Tough
appeal=3 |
|appeal=3
jam=0 |
|jam=0
cdesc=Temporarily stops the crowd from getting excited. |
|cdesc=Temporarily stops the crowd from getting excited.
appealsc=3 |
|appealsc=3
scdesc=A basic performance using a move known by the Pokémon. |
|scdesc=A basic performance using a move known by the Pokémon.
pokefordex=clamp |
|appeal6=3
touches=yes |
|jam6=0
protect=yes |
|cdesc6=Temporarily stops the crowd from growing excited.
magiccoat=no |
|touches=yes
snatch=no |
|protect=yes
brightpowder=yes |
|magiccoat=no
kingsrock=yes |
|snatch=no
flag7=no |
|mirrormove=yes
flag8=no |
|mirrormove=yes
sound=no |
|kingsrock=yes
target=anyadjacent |
|sound=no
footnotes= }}
|target=anyadjacent
'''Clamp''' (Japanese: '''からではさむ''' ''Clamp with Shell'') is a damage-dealing {{type|Water}} [[move]] introduced in [[Generation I]]. Prior to [[Generation III]], it was the [[signature move]] of the {{p|Shellder}} evolutionary line.
}}
'''Clamp''' (Japanese: '''からではさむ''' ''Clamp with Shell'') is a damage-dealing {{type|Water}} [[move]] introduced in [[Generation I]]. Prior to [[Generation III]], it was the [[signature move]] of {{p|Shellder}} and {{p|Cloyster}}.


==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 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.


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


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-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.
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===Generation III===
===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 {{a|Run Away}} or is holding a {{DL|In-battle effect item|Smoke Ball}}. However, these do not allow the player to switch the Pokémon out. The text also changes to "<User> CLAMPED <Pokémon>!".
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 {{a|Run Away}} or is holding a {{DL|In-battle effect item|Smoke Ball}}. However, these do not allow the player to switch the Pokémon out. The text also changes to "<User> CLAMPED <Pokémon>!"


===Generation IV===
===Generation IV===
In Generation IV, if the user of Clamp is holding a {{DL|In-battle effect item|Grip Claw}}, the duration will always be 5 turns. Also, if an affected Pokémon is holding a {{DL|In-battle effect item|Shed Shell}}, it can switch out.
If the user of Clamp is holding a {{DL|In-battle effect item|Grip Claw}}, the duration will always be five turns. Also, if an affected Pokémon is holding a {{DL|In-battle effect item|Shed Shell}}, it can switch out.


===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===
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 {{DL|In-battle effect item|Binding Band}}, the end turn damage of Clamp will increase to 1/6 of the target's maximum HP.


==Description==
==Description==
{{incomplete|section|XD description}}
{{movedesc|Water}}
{{movedesc|Water}}
{{movedescentry|{{gameabbrev3|Stad}}|The target is gripped in the attacker's shell for two to five turns. It can't move while under the attack.}}
{{movedescentry|{{gameabbrevss|Stad}}|The target is gripped in the attacker's shell for two to five turns. It can't move while under the attack.}}
{{movedescentry|{{gameabbrev3|Stad2}}|Grips the target in the attacker's shell for two to five turns.}}
{{movedescentry|{{gameabbrevss|Stad2}}|Grips the target in the attacker's shell for two to five turns.}}
{{movedescentry|{{gameabbrev3|GSC}}|Traps the foe for 2-5 turns.}}
{{movedescentry|{{gameabbrev2|GSC}}|Traps the foe for 2-5 turns.}}
{{movedescentry|{{gameabbrev3|RSE}}|Traps and squeezes the foe for 2 to 5 turns.}}
{{movedescentry|{{gameabbrev3|RSE}}|Traps and squeezes the foe for 2 to 5 turns.}}
{{movedescentry|{{gameabbrev3|FRLG}}|The foe is clamped and squeezed by the user’s shell for two to five turns.}}
{{movedescentry|{{gameabbrev3|FRLG}}|The foe is clamped and squeezed by the user's shell for two to five turns.}}
{{movedescentry|{{gameabbrev3|Colo}}|Traps and squeezes the target for 2 to 5 turns.}}
{{movedescentry|{{gameabbrevss|Colo}}{{gameabbrevss|XD}}|Traps and squeezes the target for 2 to 5 turns.}}
{{movedescentry|{{gameabbrev3|DPPt}}{{gameabbrev3|HGSS}}|The foe is clamped and squeezed by the user’s very thick and sturdy shell for two to five turns.}}
{{movedescentry|{{gameabbrev4|DPPtHGSS}}|The foe is clamped and squeezed by the user's very thick and sturdy shell for two to five turns.}}
{{movedescentry|{{gameabbrev3|BWB2W2}}|The target is clamped and squeezed by the user's very thick and sturdy shell for four to five turns.}}
{{movedescentry|{{gameabbrev5|BWB2W2}}<br>{{gameabbrev6|XYORAS}}|The target is clamped and squeezed by the user's very thick and sturdy shell for four to five turns.}}
|}
|}
|}{{left clear}}
|}{{left clear}}
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===By [[Level|leveling up]]===
===By [[Level|leveling up]]===
{{Moveheader/Level|Water|1}}
{{Moveheader/Level|Water|1}}
{{Moveentry/Level1|090|Shellder|1|Water|Water|23|41|41|FRLG=43|25|25|'''}}
{{Moveentry/Level1|090|Shellder|1|Water|Water|23|41|41|FRLG=43|25|25|25|STAB='''}}
{{Moveentry/Level1|091|Cloyster|2|Water|Ice|--|no|no|no|no|'''}}
{{Moveentry/Level1|091|Cloyster|2|Water|Ice|1|no|no|no|no|STAB='''}}
{{Moveentry/Level1|366|Clamperl|1|Water|Water|no|no|--|--|--|'''}}
{{Moveentry/Level1|366|Clamperl|1|Water|Water|no|no|1|1|1|1|STAB='''}}
{{Moveentry/Level1|688|Binacle|2|Rock|Water|no|no|no|no|no|20|STAB='''}}
{{Moveentry/Level1|689|Barbaracle|2|Rock|Water|no|no|no|no|no|20|STAB='''}}
{{Movefooter|Water|1}}
{{Movefooter|Water|1}}
==In other games==
===Description===
{{movedesc|Water}}
{{movedescentry|{{gameabbrevmd|RB}}|Inflicts damage on the target. It may also cause constriction, making the foe incapable of movement.}}
|}
|}{{left clear}}


==In the anime==
==In the anime==
{{moveanime|type=water|exp=yes|gen=The user attaches itself to the opponent by using its shell.|image3=Tyra Cloyster.png|image3p=Cloyster|image1=Shellder Clamp.png|image1p=Shellder|image2=Shellder Clamp EP260.png|image2p=Shellder|image4=Clamperl Clamp.png|image4p=Clamperl}}
{{moveanime|type=water|exp=yes|gen=The user attaches itself to the opponent by using its shell.|image3=Tyra Cloyster.png|image3p=Cloyster|image1=Jessie Shellder Clamp.png|image1p=Jessie's Shellder|image2=Shellder Clamp EP260.png|image2p=Wild Shellder|image4=Clamperl Clamp.png|image4p=Clamperl}}
{{movep|type=water|ms=091|pkmn=Cloyster|method=Cloyster closes its shell on the opponent.}}
{{movep|type=water|ms=091|pkmn=Cloyster|method=Cloyster closes its shell on the opponent.}}
{{movemid|type=water|user=Tyra|user1=Tyra's Cloyster|startcode=EP036|startname=The Bridge Bike Gang|notes=Debut}}
{{movemid|type=water|user=Tyra|user1=Tyra's Cloyster|startcode=EP036|startname=The Bridge Bike Gang|notes=Debut}}
{{movep|type=water|ms=090|pkmn=Shellder|method=Shellder closes its shell over the opponent, or Shellder bites the opponent.}}
{{movep|type=water|ms=090|pkmn=Shellder|method=Shellder closes its shell over the opponent, or Shellder bites the opponent.}}
{{movemid|type=water|user=List of Pokémon temporarily owned by the Team Rocket trio#Shellder|user1=Jessie's Shellder|startcode=EP066|startname=The Evolution Solution!}}
{{movemid|type=water|user=List of Pokémon temporarily owned by the Team Rocket trio#Shellder|user1=Jessie's Shellder|startcode=EP066|startname=The Evolution Solution!}}
{{movemid|type=water|user=Shellder (Pokémon)|user1=Several wild Shellder|startcode=EP260|startname=A Crowning Achievement}}
{{movemid|type=water|user=Shellder (Pokémon)|user1=Multiple wild Shellder|startcode=EP260|startname=A Crowning Achievement}}
{{movep|type=water|ms=366|pkmn=Clamperl|method=Clamperl closes its shell over the opponent.}}
{{movep|type=water|ms=366|pkmn=Clamperl|method=Clamperl closes its shell over the opponent.}}
{{movemid|type=water|user=Clamperl (Pokémon)|user1=A wild Clamperl|startcode=AG093|startname=Clamperl of Wisdom}}
{{movemid|type=water|user=Clamperl (Pokémon)|user1=A wild Clamperl|startcode=AG093|startname=Clamperl of Wisdom}}
Line 101: Line 111:


==In other generations==
==In other generations==
{{Movegen|
{{Movegen
type=Water|
|type=Water
genI=Clamp I|
|genI=Clamp I
genII=Clamp II|
|genII=Clamp II
genIII=Clamp III|
|genIII=Clamp III
genIV=Clamp IV|
|genIV=Clamp IV
}}
}}
{{Movegen|
{{Movegen
type=Water|
|type=Water
Stad=Clamp Stad|
|PMDRB=Clamp PMD RB
Stad2=Clamp Stad2|
}}
{{Movegen
|type=Water
|Stad=Clamp Stad
|Stad2=Clamp Stad2
|Colo=Clamp Colo
|XD=Clamp XD
}}
}}
<!--==Trivia==-->


==In other languages==
==In other languages==
{{Langtable|color={{water color}}|bordercolor={{water color dark}}
{{Langtable|color={{water color}}|bordercolor={{water color dark}}
|zh_cmn=夾殼 ''{{tt|Jiā​ké|Shell Clamp}}​''
|zh_cmn=夾殼 ''{{tt|Jiā​ké|Shell Clamp}}​''
|nl=Klem
|da=Klemme<!--source: Danish version of The Official Pokémon Handbook-->
|fi=Pihtihyökkäys
|nl=Clamp
|fi=Pihti
|fr=Claquoir
|fr=Claquoir
|de=Schnapper
|de=Schnapper
Line 127: Line 141:
|it=Tenaglia
|it=Tenaglia
|ko=껍질끼우기 ''Kkeopjil Kkiugi''
|ko=껍질끼우기 ''Kkeopjil Kkiugi''
|pt_br=Prender<br>Capturar (TCG)
|sr=Klješta
|sr=Klješta
|pt_br=Aperto
|es=Tenaza
|es_la= Tenaza
|vi=Kẹp Vỏ
|es_eu=Tenaza}}
}}
{{-}}
{{-}}
{{Clamp}}
{{Clamp}}
{{-}}
{{-}}
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[[Category:Moves that partially trap]]
[[Category:Moves that partially trap]]
[[it:Tenaglia (mossa)]]
[[pt:Clamp]]


[[de:Schnapper]]
[[de:Schnapper]]
[[fr:Claquoir]]
[[fr:Claquoir]]
[[it:Tenaglia (mossa)]]
[[ja:からではさむ]]
[[ja:からではさむ]]
[[pl:Clamp]]
[[pl:Clamp]]
[[zh:夹壳(技能)]]
[[zh:夹壳(招式)]]

Revision as of 01:30, 26 October 2016

If you were looking for the move with the Japanese name Clamp, see Vice Grip.
Spr 1g 006.png 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
Clamp V.png
[[File:|center]]
Type  Water
Category  Physical
PP  15 (max. 24)
Power  35
Accuracy  85%
Priority  {{{priority}}}
Target
Foe Foe Foe
Self Ally Ally
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 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

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.
Colo.XD Traps and squeezes the target for 2 to 5 turns.
DPPtHGSS The foe is clamped and squeezed by the user's very thick and sturdy shell for two to five turns.
BWB2W2
XYORAS
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 Type Level
I II III IV V VI
090 Shellder Shellder Water Water 23 41 41 43 25 25 25
091 Cloyster Cloyster Water Ice 1         '
366 Clamperl Clamperl Water Water     1 1 1 1
688 Binacle Binacle Rock Water           20
689 Barbaracle 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 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

In other languages

Language Title
Mandarin Chinese 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


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.