Generation I · Move No. 128

Clamp

Clamp is a Water-type, Physical-class Move. Review its attributes, effect, game availability and every Pokémon able to learn it.

35 Power
85% Accuracy
15 PP
#0128 Clamp
Overview

Move description

This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.

Overview

Target

Selected Pokémon

One other Pokémon on the field, selected by the trainer.

Overview

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.

Battle mechanics

Technical behavior, availability and special interactions for this move.

Generation I Kanto
Category Inflicts damage; inflicts status ailment
Priority 0
Condition Trap
Turns 5–6
Condition chance 100%

Availability

Main series

Interactions

Rules that affect how this move interacts with abilities, items and other moves.

Makes contact Blocked by Detect and Protect Copied by Mirror Move

History across games

See how this move, its values and official descriptions changed across the games.

16 versions Latest: Sword / Shield 1 change
Community

Would you recommend Clamp?

Compatibility

Pokémon that learn Clamp

Review compatible Pokémon, their learning method and the game version used as reference.

1–5 of 5 Pokémon Page 1 of 1