Bound

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Gastrodon being trapped by Seviper's Wrap

When a Pokémon is hit by a binding move it becomes bound. While it is bound, a Pokémon takes damage at the end of each turn and cannot switch out or flee.

Effect

Prior to Generation V, this lasts 2-5 turns (5 turns if the user of the binding move held a Grip Claw); from Generation V onward, this lasts 4-5 turns (7 turns if the user of the binding move held a Grip Claw). A Pokémon can only be bound by one binding move at a time.

From Generations II to V, the bound status deals damage equal to 1/16 of the afflicted Pokémon's maximum HP at the end of each turn. If the Pokémon that used the binding move held a Binding Band, the damage was instead equal to 1/8 of the afflicted Pokémon's maximum HP.

From Generation VI onward, the bound status deals damage equal to 1/8 of the afflicted Pokémon's maximum HP at the end of each turn. If the Pokémon that used the binding move held a Binding Band, the damage is instead equal to 1/6 of the afflicted Pokémon's maximum HP. Furthermore, Ghost-type Pokémon can now switch out or flee even if they are trapped by a binding move.

Generation I

In Generation I, binding moves inflict damage for 2-5 turns. There is a 37.5% chance that the move will last 2 turns, a 37.5% chance that it will last 3 turns, a 12.5% chance that it will last 4 turns, and a 12.5% chance that it will last 5 turns. Although only the first attack can be a critical hit, every attack from the binding will do the same amount of damage. While a Pokémon is bound, it cannot use moves, including on the turn it is hit if it would move second.

Damage done by a binding move's continuing duration is done after recurrent damage. If the user of the binding move switches out before the target is released, the target will be unable to attack during that turn. If the target switches out before the turn duration ends, the binding move will automatically be used against the incoming Pokémon, deducting an additional PP from the move. If at such a time the binding move has 0 PP, it will still be used against the incoming Pokémon; in this case, due to a glitch, the move's PP will roll over to 63 and full PP Ups will be applied to it.

Even if the binding move misses, the target will not need to recharge for Hyper Beam. Additionally, if the user of the binding move attacks before the user of Hyper Beam during a recharge turn and the use of the binding move misses, the user of Hyper Beam will automatically use Hyper Beam during that turn. If at such a time Hyper Beam has 0 PP, it will still be used; in this case, due to the same glitch, the move's 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 the binding move's duration, and will attack the incoming Pokémon with the selected move if the player switches before the duration is over.

In Pokémon Stadium, it is possible to select a move during each turn of the binding move's duration. If the target switches out before the duration ends, the incoming Pokémon will not automatically be attacked. A binding move will negate the recharge turn of Hyper Beam only if successful.

Generations II-IV

The target is now able to attack during a binding move's duration, and can act normally. Instead, the afflicted Pokémon takes damage equal to 1/16 of its maximum HP for 2-5 turns, in addition to the damage dealt when it is used. A bound Pokémon is also trapped, preventing it from switching and escape. A bound Pokémon can still flee (but not switch out) if it has the Ability Run Away or is holding a Smoke Ball. A bound Pokémon can still switch out (but not flee) if it is holding a Shed Shell.

If the user of the binding move is holding a Grip Claw, the duration will always be 5 turns.

If the user of the binding move switches out or is knocked out, all targets bound by that Pokémon's moves will be freed. If a bound Pokémon uses Rapid Spin, it will be freed.

Generation V

All binding moves now last 4-5 turns unless a Grip Claw is held, which causes the moves to last 7 turns.

If the user of the binding move held a Binding Band, the bound Pokémon takes 1/8 of its maximum HP as damage each turn (instead of 1/16).

Generation VI

A bound Pokémon now takes damage equal to 1/8 of its maximum HP each turn, instead of 1/16; if the user of the binding move held a Binding Band, the bound Pokémon takes damage equal to 1/6 of its maximum HP instead.

Ghost-type Pokémon can no longer be trapped, meaning that they can switch out and flee regardless of being bound. They are still afflicted by all other effects of being bound as normal, however.

Binding moves

A Pokémon can be bound when struck by any of the following moves.

Move Type Category Power Accuracy Notes
Bind Normal Physical 15 85%
Clamp Water Physical 35 85%
Fire Spin Fire Special 35 85%
G-Max Centiferno Fire Varies —% Exclusive G-Max Move of Gigantamax Centiskorch
G-Max Sandblast Ground Varies —% Exclusive G-Max Move of Gigantamax Sandaconda
Infestation Bug Special 20 100%
Magma Storm Fire Special 100 75%
Sand Tomb Ground Physical 35 85%
Snap Trap Grass Physical 35 100%
Thunder Cage Electric Special 80 90%
Whirlpool Water Special 35 85%
Wrap Normal Physical 15 90%

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