Clamp からではさむ Clamp with Shell
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| The foe is clamped and squeezed by the user's very thick and sturdy shell for two to five turns.
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| Battles
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Target
| Foe
| Foe
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| Self
| Ally
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| May affect anyone but the user
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| Availability
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Contests
| Category
| Tough
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| Appeal
| 3 ♥♥♥
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| Jam
| 0
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| When the user makes the appeal, the crowd's excitement continues until the end of the round.
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| Super Contests
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Clamp (Japanese: からではさむ Clamp with Shell) is a damage-dealing Water-type move introduced in Generation I.
Effect
Generation I
Clamp inflicts 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. 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. 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 you decide 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 and on
The target is no longer unable to attack during Clamp's duration, and can act normally. Instead, Clamp simply deals damage at the end of each round for two to five turns upon use, in addition to the damage dealt when it is used.
In Generation IV, if the user of Clamp is holding a Grip Claw, the duration of Clamp will always be 5 turns.
Learnset
In the anime
Trivia
In other languages
- Spanish: Tenaza
- French: Claquoir
- German: Schnapper
- Italian: Tenaglia