Clamp (move)

Clamp
からではさむ Shell Squeeze
Clamp PE.png
Clamp PE 2.png
Type  Water
Category  Physical
PP  15 (max. 24)
Power  35
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 growing excited.
Condition  Tough
Appeal  3 ♥♥♥
A basic performance using a move known by the Pokémon.
Condition  Tough
Appeal  3 ♥♥♥
Jamming  0  
Temporarily stops the crowd from growing excited.

Clamp (Japanese: からではさむ Shell Squeeze) is a damage-dealing Water-type move introduced in Generation I. Prior to Generation III, it was the signature move of Shellder and Cloyster.

Effect

Generation I

Clamp inflicts damage and traps the target for 2-5 turns, damaging the target at the end of each turn. 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. Although only the first hit can be a critical hit, each consecutive turn will deal the same amount of damage. Whilst the target is trapped, it will be unable to attack, and if the user of Clamp strikes before the target, when used, the target will also be unable to attack during the same turn. Clamp will prevent the target from attacking even if it hits a Substitute.

Damage inflicted by Clamp'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. If the target switches out before the turn duration ends, Clamp will automatically be used against the incoming Pokémon, deducting an additional PP from the move. If at such a time Clamp has 0 PP, Clamp will still be used against the incoming Pokémon. After that use, the current PP of Clamp will roll over to 63, and full PP Ups will be applied to it.

Even if Clamp misses, it will negate the recharge turn normally required for Hyper Beam. Additionally, if the user of Clamp attacks before the user of Hyper Beam during a recharge turn and the use of Clamp 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 be able to select a move during each turn of Clamp's duration, and will hit an incoming Pokémon with the selected move if the user switches out before the duration is over.

In Pokémon Stadium, if the target switches out before Clamp's duration ends, the move is ended and the user's turn is skipped. A move can be selected during each turn of Clamp's duration. If the target switches out before the duration ends, the incoming Pokémon will not automatically be attacked. Clamp will negate the recharge turn of Hyper Beam only if successful.

Generation II

The target is now able to attack during Clamp'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. "<Pokémon> was CLAMPED by <User>!" will appear. It also traps the target, preventing switching and escape. If the user switches out, the target will be freed. If a trapped Pokémon uses Rapid Spin, it will be freed.

Generations III and IV

The effects of Clamp are the same as in Generation II, but if a wild Pokémon uses Clamp 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. The text also changes to "<User> CLAMPED <Pokémon>!"

If the user of Clamp is holding a Grip Claw, the duration will always be five turns. Also, if an affected Pokémon is holding a Shed Shell, it can switch out.

Clamp can be used as the second move of a Pokémon Contest combination, with the user gaining 3 bonus appeal points if Rain Dance was used in the previous turn.

Clamp is now affected by King's Rock.

Generation V

Clamp's accuracy is increased to 85, its PP is increased to 15, and it lasts four to five turns. If a Binding Band is held by the user, the damage done at the end of each turn will increase from 1/16 of the target's maximum HP to 1/8. If the user of Clamp is holding a Grip Claw, the duration will be 7 turns.

Generations VI and VII

The end turn damage of Clamp is increased from 1/16 to 1/8 of the target's maximum HP. If the user is holding a Binding Band, the end turn damage of Clamp will increase to 1/6 of the target's maximum HP. Ghost-type Pokémon cannot be trapped by Clamp.

Generation VIII onwards

Clamp cannot be selected in a battle.

Description

Games Description
Stad The target is gripped in the attacker's shell for two to five turns. It can't move while under the attack.
Stad2 Grips the target in the attacker's shell for two to five turns.
GSC Traps the foe for 2-5 turns.
RSE Traps and squeezes the foe for 2 to 5 turns.
FRLG The foe is clamped and squeezed by the user's shell for two to five turns.
Colo.XD Traps and squeezes the target for 2 to 5 turns.
DPPtHGSSPBR The foe is clamped and squeezed by the user's very thick and sturdy shell for two to five turns.
BWB2W2
XYORAS
SMUSUMPE
The target is clamped and squeezed by the user's very thick and sturdy shell for four to five turns.
SwShBDSPLA
SV
This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.


Learnset

By leveling up

# Pokémon Types Egg Groups Level
0090     Water 3 Water 3 23 41 41RSE
43FRLG
25 25 25 25 22
0091    
 
Water 3 Water 3 1
0366     Water 1 Water 1 1 1 1 1 1
0688    
 
Water 3 Water 3 20 20
0689    
 
Water 3 Water 3 20 20
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 other games

Pokémon Mystery Dungeon series

In the Rescue Team, Explorers, and Adventure Squad series, Clamp deals damage and can inflict the Constriction status condition on the enemy. With this, the Pokémon cannot move (though it may attack), cannot switch places with the team leader, and loses 5 HP every two turns (for 4-6 turns).

From Super Mystery Dungeon, it instead can cause the Clamp status condition which causes the enemy to lose 3 HP at the end of every 2 turns (lasting 6 turns).

Game Base
Power
Max
Power
Base
PP
Max
PP
Base
Accuracy
Max
Accuracy
Range Target Cuts
corners
MDRB 6 - 17 - 78% - Front Enemy No
MDTDS 6 - 17 - 78% - Front Enemy No
BSL 6 - 17 - 78% - Front Enemy No
SMD 3 99 15 30 95% 98% Front Enemy No
With some exceptions, Pokémon learnsets match those from the core series games:

Pokémon Rumble Rush

  Clamp
Attack power 13.09219
Charge time 0.9 seconds
Range type Arc (melee)
Number of hits 3
Number of projectiles 1
Critical hit rate 1.5%
Additional effect None

Description

Games Description
MDRB Inflicts damage on the target. It may also cause constriction, making the foe incapable of movement.
MDTDS Inflicts damage on the target. It may also afflict the targeted enemy with a Constriction status condition, making it incapable of movement.
BSL てきポケモンに ダメージをあたえる しかも いっていのかくりつで しめつけじょうたいにして いどうできなくする
MDGtI  UNUSED
SMD It damages an enemy. It could also cause the Clamp status condition.


In the anime

 
Cloyster
 
Jessie's Shellder
 
Clamperl
 
Wild Shellder
The user clamps and squeezes the target.
Pokémon Method
User First Used In Notes
  Cloyster closes its shell on the opponent.
Tyra's Cloyster The Bridge Bike Gang Debut
  Shellder closes its shell over the opponent; or, Shellder bites the opponent.
Jessie's Shellder The Evolution Solution None
Multiple wild Shellder A Crowning Achievement None
A wild Shellder The Ancient Poké Ball None
  Clamperl closes its shell over the opponent.
A wild Clamperl Clamperl of Wisdom None
A wild Clamperl Meloetta's Moonlight Serenade None


In the manga

Pokémon Adventures


In other generations

Core series games

Side series games

Spin-off series games

In other languages

Language Title
Chinese Cantonese 貝殼夾擊 Buihok Gaapgīk *
殼夾 Hokgaap *
Mandarin 貝殼夾擊 / 贝壳夹击 Bèiké Jiájí / Bèiké Jiájī *
夾殼 / 夹壳 Jiāké *
  Czech Sevření
  Danish Klemme
  Dutch Clamp
  Finnish Pihti
  French Claquoir
  German Schnapper
  Greek Μέγγενη
  Italian Tenaglia
  Korean 껍질끼우기 Kkeopjilkkiugi
Portuguese   Brazil Capturar (TCG, manga)
Prender
  Portugal Gancho
  Serbian Klješta
  Spanish Tenaza
  Vietnamese Kẹp Vỏ


Variations of the move Fire Spin
  ClampSand Tomb
  Fire SpinWhirlpool


  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.