Generation I Move
Clamp
Prevents the target from fleeing and inflicts damage for 2-5 turns.
- 35Power
- 85%Accuracy
- 15PP
- 0Priority
Clamp Battle Data
- Type
- Water
- Category
- Physical
- Power
- 35
- Accuracy
- 85%
- PP
- 15
- Priority
- 0
- Target
- Selected Pokémon
- Effect chance
- 100%
- Introduced
- Generation I
- Contest type
- Tough
Clamp Effect
Inflicts regular damage. For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn. The user continues to use other moves during this time. If the user leaves the field, this effect ends. Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use. Rapid Spin cancels this effect.
“This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.”
Target: One other Pokémon on the field, selected by the trainer.
Battle Mechanics
- Status condition
- Trap (100% chance)
- Duration
- 5–6 turns
Clamp In Other Generations
Clamp's values have changed over the years. Earlier games used:
| Game | Power | Acc. | PP | Type |
|---|---|---|---|---|
| Black & White | — | 75% | 10 | — |
Pokémon That Learn Clamp
5 Pokémon can learn Clamp.




