Clamp
Sun & Moon and Ultra Sun & Ultra Moon
Traps and damages the target for 4-5 turns.
- Power
- 35
- Accuracy
- 85%
- PP
- 15
- Hits
- One Pokémon next to the user
Changes over time
How Clamp changed from game to game, newest first.
- Gen VI
… damage to the target equal to
dropped: 1/16added: 1/8 of its maximum HPdropped: (1/8added: (1/6 if the user is holding Binding … Shed Shell or uses Baton Pass, added: Parting Shot, U-turn, or Volt Switch. The effect … - Gen V
Accuracy 75% → 85% Buffed
PP 10 → 15 Buffed
Prevents the target from switching for
dropped: two toadded: four or five turnsdropped: (always fiveadded: (seven turns if the user is holding … equal to 1/16 of its maximumdropped: HP,added: HP (1/8 if the user is holding Binding Band), rounded down, at the end of … holding Shed Shell or uses Batondropped: Passadded: Pass, U-turn, ordropped: U-turn.added: Volt Switch. The effect ends if either the … - Gen IV
Became Physical (the physical/special split)
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 Batondropped: Pass.added: Pass or U-turn. The effect ends if either the … - 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 Clamp here yet. Find Clamp on YouTube →
How it works in Gen VII
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, Parting Shot, U-turn, or Volt Switch. 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 .
- Makes contact
“The target is clamped and squeezed by the user’s very thick and sturdy shell for four to five turns.”
In-game text, Sun & Moon, Ultra Sun & Ultra Moon and Let's Go Pikachu & Eevee
Good to know
- Makes contact: Rough Skin, Iron Barbs and Rocky Helmet hurt the attacker; Protective Pads prevents it.Contact moves
Who learns Clamp
It isn’t in Pokémon Champions.