Generation I Move

Clamp

WaterPhysical

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:

GamePowerAcc.PPType
Black & White75%10

Pokémon That Learn Clamp

5 Pokémon can learn Clamp.