Clamp (move)

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Clamp
からではさむ Clamp with Shell
[[File:|center]]
Type  Water
Category  Physical
PP  10 (max. 16)
Power  35
Accuracy  75%
Priority  {{{priority}}}
Target
Foe Foe Foe
Self Ally Ally
Does not affect any Pokémon*
Availability
Introduced  [[Generation {{{gen}}}]]
Condition  Tough
Appeal  3 ♥♥♥
Jam  0  
When the user makes the appeal, the crowd's excitement continues until the end of the round.
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 mostly accurate Water-type move introduced in Generation I that deals very little damage.

Effect

Generation I

Clamp 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 opponent will be unable to attack, and if the user of Clamp attacks before the opponent when used, the opponent will be unable to attack during that round as well.

Damage done by Clamp's continuing duration is done after recurrent damage. If the user switches out before the turn duration ends, the opponent will be unable to attack during that turn. If the opponent 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.

In-game, the opponent will get to select a move during each turn of Clamp's duration, and will attack your incoming pokémon with the selected move if you decide to switch before the duration is over.

In Stadium, you get to select a move during each turn of Clamp's duration. If the opponent 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 Onwards

The opponent is no longer unable to attack during Clamp's duration, and can act normally. Instead, it simply deals damage at the end of each round (like poison) for two to five turns upon use, in addition to the damage dealt when it is used.

In the anime

Pokémon

Shellder. Shellder closes its shell over the target.


Learnset

Generation I

By leveling up

Generation II

By leveling up

Generation III

By leveling up

Generation IV

By leveling up

In other languages

French: Claquoir, German: Schnapper

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