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Bind

In Pokémon ChampionsGen I
Game

Pokémon Champions

NormalPhysical

Traps and damages the target for 4-5 turns.

Power
15
Accuracy
85%
PP
20
Hits
One Pokémon next to the user

Changes over time

How Bind changed from game to game, newest first.

  1. Gen IX

    … Baton Pass, Flip Turn, Parting Shot, added: Shed Tail, Teleport, U-turn, or Volt Switch. The … field, or if the target uses added: Mortal Spin, Rapid dropped: Spin added: Spin, or Substitute successfully. This effect is …

  2. Gen VIII

    … Shed Shell or uses Baton Pass, added: Flip Turn, Parting Shot, added: Teleport, U-turn, or Volt Switch. The effect …

  3. Gen VI

    … damage to the target equal to dropped: 1/16 added: 1/8 of its maximum HP dropped: (1/8 added: (1/6 if the user is holding Binding … Shed Shell or uses Baton Pass, added: Parting Shot, U-turn, or Volt Switch. The effect …

  4. Gen V

    Accuracy 75% → 85% Buffed

    Prevents the target from switching for dropped: two to added: four or five turns dropped: (always five added: (seven turns if the user is holding … equal to 1/16 of its maximum dropped: HP, added: HP (1/8 if the user is holding Binding Band), rounded down, at the end of … holding Shed Shell or uses Baton dropped: Pass added: Pass, U-turn, or dropped: U-turn. added: Volt Switch. The effect ends if either the …

  5. Gen IV

    Prevents the target from switching for two to five dropped: turns. added: turns (always five turns if the user is holding Grip Claw). Causes damage to the target equal … can still switch out if it added: is holding Shed Shell or uses Baton dropped: Pass. added: Pass or U-turn. The effect ends if either the …

  6. Gen II

    Before: The user spends two to five turns using this move. Has a 3/8 chance to last two or three turns, and a 1/8 chance to last four or five turns. The damage calculated for the first turn is used for every other turn. The user cannot select a move and the target cannot execute a move during the effect, but both may switch out. If the user switches out, the target remains unable to execute a move during that turn. If the target switches out, the user uses this move again automatically, and if it had 0 PP at the time, it becomes 63. If the user or the target switch out, or the user is prevented from moving, the effect ends. This move can prevent the target from moving even if it has type immunity, but will not deal damage.

    Now: Prevents the target from switching for two to five turns. Causes damage to the target equal to 1/16 of its maximum HP, rounded down, at the end of each turn during effect. The target can still switch out if it uses Baton Pass. The effect ends if either the user or the target leaves the field, or if the target uses Rapid Spin or Substitute successfully. This effect is not stackable or reset by using this or another binding move.

Numbers: PokéAPI’s changelog. Descriptions: Pokémon Showdown’s for each generation, PokéAPI’s notes where Showdown’s don’t differ. Champions: Pokémon Showdown.

See it in the games

No clip of Bind here yet. Find Bind on YouTube →

How it works in Champions

Prevents the target from switching for four or five turns (seven turns if the user is holding Grip Claw). Causes damage to the target equal to 1/8 of its maximum HP (1/6 if the user is holding Binding Band), rounded down, at the end of each turn during effect. The target can still switch out if it is holding Shed Shell or uses Baton Pass, Flip Turn, Parting Shot, Shed Tail, Teleport, U-turn, or Volt Switch. The effect ends if either the user or the target leaves the field, or if the target uses Mortal Spin, Rapid Spin, or Substitute successfully. This effect is not stackable or reset by using this or another .

  • Makes contact

“A long body, tentacles, or the like are used to bind and squeeze the target for four to five turns.”

In-game text, Scarlet & Violet

Good to know

Who learns Bind

5 Pokémon can learn it in Pokémon Champions.