Essentials

Clamp

water Physical

Generation 1

Summary

Prevents the target from fleeing and inflicts damage for 2-5 turns.

Damage Dealt

  • bug 1
  • dark 1
  • dragon ½
  • electric 1
  • fighting 1
  • fire 2
  • flying 1
  • ghost 1
  • grass ½
  • ground 2
  • ice 1
  • normal 1
  • poison 1
  • psychic 1
  • rock 2
  • steel 1
  • water ½
  • ??? 1

Stats

Power
35 — 14.5 percentile
Accuracy
75% ≈ 26.2 power
PP
10, up to 16 with PP Up PP Up
Target
Selected Pokémon
Effect chance
n/a
Priority
0 (normal)

Flags

  • Makes contact
  • Blocked by Detect and Protect
  • Reflectable with Magic Coat
  • Snatchable
  • Rolls accuracy
  • Flinches with King's Rock

Machines

Generation 1
Not a TM
Generation 2
Not a TM
Generation 3
Not a TM
Generation 4
Not a TM

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.

Categories

  • Regular damage at target
  • Multiple turns/hits at target
  • Trap at target

Flavor

Flavor Text

Generation 2
Gold, Silver, Crystal

Traps the foe for 2-5 turns.

Generation 3
Ruby, Sapphire, Emerald

Traps and squeezes the foe for 2 to 5 turns.

FireRed, LeafGreen

The foe is clamped and squeezed by the user’s shell for two to five turns.

Generation 4
Diamond, Pearl, Platinum, HeartGold, SoulSilver

The foe is clamped and squeezed by the user’s very thick and sturdy shell for two to five turns.

Foreign Names

Japanese
からではさむ (karadehasamu)
French
Claquoir
German
Schnapper
Spanish
Tenaza
Italian
Tenaglia

Contests

Generation 3 Contest

Type
tough
Appeal
♡♡♡
Jam
Flavor text
Temporarily stops the crowd from getting excited.
Use after
Use before
None

Generation 4 Super Contest

Type
tough
Appeal
♡♡♡
Flavor text
A basic performance using a move known by the Pokémon.
Use after
None
Use before
None

Similar moves

These moves all have the same effect as Clamp.

Move Type Class PP Power Acc Pri Effect
Bind normal Physical 20 15 75%

Prevents the target from fleeing and inflicts damage for 2-5 turns.

Wrap normal Physical 20 15 85%

Prevents the target from fleeing and inflicts damage for 2-5 turns.

Fire Spin fire Special 15 15 70%

Prevents the target from fleeing and inflicts damage for 2-5 turns.

Sand Tomb ground Physical 15 15 70%

Prevents the target from fleeing and inflicts damage for 2-5 turns.

Magma Storm fire Special 5 120 70%

Prevents the target from fleeing and inflicts damage for 2-5 turns.

Pokémon

Water Pokémon get STAB, and have their types highlighted in green.

Pokémon with higher Attack are more suited to Clamp's Physical damage, and have the stat highlighted in green.

Generation 1 Generation 2 Ruby, Sapphire
Emerald
FireRed, LeafGreen Generation 4 Pokémon Type Ability Gender Egg Group HP Atk Def SpA SpD Spd Total
Level up: Learned when a Pokémon reaches a certain level.
23 41 41 43 25 Shellder Shellder water Shell Armor
Skill Link
½ male, ½ female Water 3 30 65 100 45 25 40 305
Cloyster Cloyster water ice Shell Armor
Skill Link
½ male, ½ female Water 3 50 95 180 85 45 70 525
Clamperl Clamperl water Shell Armor ½ male, ½ female Water 1 35 64 85 74 55 32 345

External Links