Clamp (move)

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If you were looking for the move with the Japanese name Clamp, see ViceGrip.
Clamp
からではさむ Clamp with Shell
Clamp.png
[[File:|center]]
Type  Water
Category  Physical
PP  10 (max. 16)
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  0  
Jamming  0  

Clamp (Japanese: からではさむ Clamp with Shell) is a damage-dealing Template:Type2 move introduced in Generation I. Prior to Generation III, it was the signature move of the Shellder evolutionary line.

Effect

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.

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.

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.

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. 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.

Generation IV

In Generation IV, if the user of Clamp 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.

Generation V

Clamp's accuracy is increased to 85, and lasts four to five turns.

Description

050Diglett.png This section is incomplete.
Please feel free to edit this section to add missing information and complete it.
Reason: XD 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 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.
BW 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 ''''
091 Cloyster Cloyster Water Ice --         ''''
366 Clamperl Clamperl Water Water     -- -- -- ''''
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 the anime

Tyra Cloyster.png
Cloyster
Shellder Clamp.png
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
Several wild Shellder A Crowning Achievement None
Clamperl Clamperl closes its shell over the opponent.
A wild Clamperl Clamperl of Wisdom None


In the manga

In the Pokémon Adventures manga


In other generations


In other languages

Language Title
Mandarin Chinese 夾殼 Jiā​ké
The Netherlands Flag.png Dutch Klem
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
Serbia Flag.png Serbian Klješta
Spanish CELAC Flag.png Latin America Tenaza
Spain Flag.png Spain Tenaza



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.