Bind (move)

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Bind
しめつける Bind
Bind.png
[[File:|center]]
Type  Normal
Category  Physical
PP  20 (max. 32)
Power  15
Accuracy  85%
Priority  {{{priority}}}
Target
Foe Foe Foe
Self Ally Ally
May affect anyone adjacent to the user
Availability
Introduced  Generation I
Condition  Tough
Appeal  3 ♥♥♥
Jam  0  
Temporarily stops the crowd from getting excited.
Condition  Tough
Appeal  0  
Earn a higher score the later the Pokémon performs.
Condition  Tough
Appeal  0  
Jamming  0  

Bind (Japanese: しめつける Bind) is a damage-dealing Template:Type2 move introduced in Generation I.

Effect

Generation I

Bind does damage for 2-5 turns. There is a 37.5% chance that it will attack for 2 turns, a 37.5% chance that it will attack for 3 turns, a 12.5% chance that it will attack for 4 turns, and a 12.5% chance that it will attack for 5 turns. Though technically only the first attack can critical hit, every attack during the duration will do the same amount of damage. During this turn duration, the target will be unable to attack, and if the user of Bind attacks before the target when used, the target will be unable to attack during that round as well.

Damage done by Bind's continuing duration is done after recurrent damage. If the user switches out before the turn duration ends, the target will be unable to attack during that turn, since it did not get to select a move. If the target switches out before the turn duration ends, Bind will automatically be used against the incoming Pokémon, deducting an additional PP from the move. If at such a time Bind has 0 PP, Bind will still be used against the incoming Pokémon. After that use, the current PP of Bind will roll over to 63, and full PP ups will be applied to it.

Even if Bind misses, it will negate the recharge turn normally required for Hyper Beam. Additionally, if the user of Bind attacks before the user of Hyper Beam during a recharge turn and the use of Bind misses, the user of Hyper Beam will automatically use Hyper Beam during that turn. If at such a time Hyper Beam has 0 PP, Hyper Beam will still be used, and afterwards its current PP will roll over to 63, and full PP ups will be applied to it.

The target will get to select a move during each turn of Bind's duration, and will attack the player's incoming Pokémon with the selected move if the player decides to switch before the duration is over.

Although Bind cannot affect Ghost-type Pokémon, it can still make them unable to move.

In Pokémon Stadium, the player gets to select a move during each turn of Bind's duration. If the target switches out before the duration ends, the incoming Pokémon will not automatically be attacked. Bind will negate the recharge turn of Hyper Beam only if successful.

Generation II

The target is now able to attack during Bind's duration, and can act normally. Instead, it inflicts 1/16 of the target's maximum HP as damage for two to five turns upon use, in addition to the damage dealt when it is used. It also traps the target, preventing switching and escape. If a trapped Pokémon uses Rapid Spin, it will be freed.

Generation III

The effects of Bind are the same as in Generation II, but if a wild Pokémon uses Bind on the player's Pokémon, the player may escape if the affected Pokémon has Run Away or is holding a Smoke Ball. However, these do not allow the player to switch the Pokémon out.

Generation IV

In Generation IV, if the user of Bind is holding a Grip Claw, the duration will always be 5 turns. Also, if an affected Pokémon is holding a Shed Shell, it can switch out.

Generation V

Bind's accuracy changed from 75% to 85%. Its effect will last either 4 or 5 turns.

Learnset

By leveling up

# Pokémon Type Level
I II III IV V VI
095   Onix Rock Ground 15 10 9 8 -- -- '
114   Tangela Grass Grass -- 24 25 28 22 22 '
127   Pinsir Bug Bug   21 13 7 4 4 '
208   Steelix Steel Ground   10 9 8 -- -- '
352   Kecleon Normal Normal     4 4 4 ''''
356   Dusclops Ghost Ghost     -- -- -- '
455   Carnivine Grass Grass       -- -- '
465   Tangrowth Grass Grass       22 22 '
477   Dusknoir Ghost Ghost       -- -- '
538   Throh Fighting Fighting         -- '
599   Klink Steel Steel         21 '
600   Klang Steel Steel         21 '
601   Klinklang Steel Steel         21 '
603   Eelektrik Electric Electric         9 '
615   Cryogonal Ice Ice         -- '
631   Heatmor Fire Fire         11 '
Bold indicates a Pokémon gains STAB from this move.
Italics indicates a Pokémon whose evolution or alternate form receives STAB from this move.
A dash (−) indicates a Pokémon cannot learn the move by the designated method.
An empty cell indicates a Pokémon that is unavailable in that game/generation.


In the anime

 
Byron's Steelix
 
Onix
 
Carnivine
 
Brock's Steelix
The user binds or squeezes the foe.
Pokémon Method
User First Used In Notes
  Onix wraps its tail around the opponent and crushes it.
Brock's Onix Showdown in Pewter City Debut
A Villager's Onix Meowth Rules None
Drake's Onix Hello, Pummelo! None
Multiple wild Onix Tunnel Vision None
  Steelix wraps its tail around the opponent and crushes it.
Harrison's Steelix Playing with Fire! Japanese version only
Brock's Steelix Grating Spaces! None
Byron's Steelix Dealing with Defensive Types! None
  Carnivine wraps its roots around the opponent and squeezes it.
James's Carnivine Arrival of a Rival! None


In the manga

Phantom Thief Pokémon 7


Pokémon Adventures


In other generations

In other languages

Language Title
  Dutch Koppel
  French Étreinte
  German Klammergriff
  Greek Δέσιμο
  Italian Legatutto
  Korean 조이기 Joigi
Portuguese   Brazil Apertar
  Portugal Imobilizar (Indigo League)
Apertão (Pokémon Chronicles)
Amarrar (DP Galactic Battles)
  Serbian Vezanje
  Spanish Atadura


  This article is part of Project Moves and Abilities, a Bulbapedia project that aims to write comprehensive articles on two related aspects of the Pokémon games.