Clamp (move): Difference between revisions

(14 intermediate revisions by 12 users not shown)
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type=Water |
type=Water |
damagecategory=Physical |
damagecategory=Physical |
basepp=10 |
basepp={{tt|15|10 in Generations I-IV}} |
maxpp=16 |
maxpp={{tt|24|16 in Generations I-IV}} |
power=35 |
power=35 |
accuracy={{tt|85|75 in Generation I to IV}} |
accuracy={{tt|85|75 in Generations I-IV}} |
gen=I|
gen=I|
bdesc=??? |
bdesc=??? |
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appealsc=3 |
appealsc=3 |
scdesc=A basic performance using a move known by the Pokémon. |
scdesc=A basic performance using a move known by the Pokémon. |
appeal6=3 |
jam6=0 |
cdesc6=Temporarily stops the crowd from growing excited. |
pokefordex=clamp |
pokefordex=clamp |
touches=yes |
touches=yes |
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==Effect==
==Effect==
===Generation I===
===Generation I===
Clamp inflicts damage for 2-5 turns and has an Accuracy of 75. 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. While Clamp is in effect, the target will be unable to attack, and if the user of Clamp attacks before the target when used, the target will be unable to attack during that round as well.
Clamp inflicts damage for 2-5 turns and has an Accuracy of 75 and 10 {{PP}}. 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. While Clamp is in effect, the target will be unable to attack, and if the user of Clamp attacks before the target when used, the target will be unable to attack during that round as well.


Damage inflicted by Clamp's continuing duration is done after recurrent damage. If the user switches out before Clamp's duration ends, the target will be unable to attack during that turn. If the target switches out before Clamp's 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, but {{DL|List of glitches in Generation I|Struggle bypassing|the current PP of Clamp will roll over to 63}}, and full {{DL|Vitamin|PP Up}}s will be applied to it.
Damage inflicted by Clamp's continuing duration is done after recurrent damage. If the user switches out before Clamp's duration ends, the target will be unable to attack during that turn. If the target switches out before Clamp's 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, but {{DL|List of glitches in Generation I|Struggle bypassing|the current PP of Clamp will roll over to 63}}, and full {{DL|Vitamin|PP Up}}s will be applied to it.
 
In Pokémon Stadium, if the target Pokémon switches out before the duration ends Clamp is ended and the user's turn is skipped.


Even if Clamp misses, it will negate the recharge turn normally required for {{m|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. As said above, 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.
Even if Clamp misses, it will negate the recharge turn normally required for {{m|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. As said above, 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.
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===Generation III===
===Generation III===
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 {{a|Run Away}} or is holding a {{DL|In-battle effect item|Smoke Ball}}. However, these do not allow the player to switch the Pokémon out. The text also changes to "<User> CLAMPED <Pokémon>!".
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 {{a|Run Away}} or is holding a {{DL|In-battle effect item|Smoke Ball}}. However, these do not allow the player to switch the Pokémon out. The text also changes to "<User> CLAMPED <Pokémon>!"


===Generation IV===
===Generation IV===
In Generation IV, if the user of Clamp is holding a {{DL|In-battle effect item|Grip Claw}}, the duration will always be 5 turns. Also, if an affected Pokémon is holding a {{DL|In-battle effect item|Shed Shell}}, it can switch out.
If the user of Clamp is holding a {{DL|In-battle effect item|Grip Claw}}, the duration will always be five turns. Also, if an affected Pokémon is holding a {{DL|In-battle effect item|Shed Shell}}, it can switch out.


===Generation V===
===Generation V===
Clamp's accuracy is increased to 85, and lasts four to five turns. If a {{DL|In-battle effect item|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.
Clamp's accuracy is increased to 85, its PP is increased to 15, and it lasts four to five turns. If a {{DL|In-battle effect item|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.


===Generation VI===
===Generation VI===
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==Description==
==Description==
{{movedesc|Water}}
{{movedesc|Water}}
{{movedescentry|{{gameabbrev3|Stad}}|The target is gripped in the attacker's shell for two to five turns. It can't move while under the attack.}}
{{movedescentry|{{gameabbrevss|Stad}}|The target is gripped in the attacker's shell for two to five turns. It can't move while under the attack.}}
{{movedescentry|{{gameabbrev3|Stad2}}|Grips the target in the attacker's shell for two to five turns.}}
{{movedescentry|{{gameabbrevss|Stad2}}|Grips the target in the attacker's shell for two to five turns.}}
{{movedescentry|{{gameabbrev3|GSC}}|Traps the foe for 2-5 turns.}}
{{movedescentry|{{gameabbrev2|GSC}}|Traps the foe for 2-5 turns.}}
{{movedescentry|{{gameabbrev3|RSE}}|Traps and squeezes the foe for 2 to 5 turns.}}
{{movedescentry|{{gameabbrev3|RSE}}|Traps and squeezes the foe for 2 to 5 turns.}}
{{movedescentry|{{gameabbrev3|FRLG}}|The foe is clamped and squeezed by the user’s shell for two to five turns.}}
{{movedescentry|{{gameabbrev3|FRLG}}|The foe is clamped and squeezed by the user's shell for two to five turns.}}
{{movedescentry|{{gameabbrev3|Colo}}{{gameabbrev3|XD}}|Traps and squeezes the target for 2 to 5 turns.}}
{{movedescentry|{{gameabbrevss|Colo}}{{gameabbrevss|XD}}|Traps and squeezes the target for 2 to 5 turns.}}
{{movedescentry|{{gameabbrev3|DPPt}}{{gameabbrev3|HGSS}}|The foe is clamped and squeezed by the user’s very thick and sturdy shell for two to five turns.}}
{{movedescentry|{{gameabbrev4|DPPtHGSS}}|The foe is clamped and squeezed by the user's very thick and sturdy shell for two to five turns.}}
{{movedescentry|{{gameabbrev3|BWB2W2}}<br>{{gameabbrev3|XY}}|The target is clamped and squeezed by the user's very thick and sturdy shell for four to five turns.}}
{{movedescentry|{{gameabbrev5|BWB2W2}}<br>{{gameabbrev6|XYORAS}}|The target is clamped and squeezed by the user's very thick and sturdy shell for four to five turns.}}
|}
|}
|}{{left clear}}
|}{{left clear}}
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{{Moveheader/Level|Water|1}}
{{Moveheader/Level|Water|1}}
{{Moveentry/Level1|090|Shellder|1|Water|Water|23|41|41|FRLG=43|25|25|25|STAB='''}}
{{Moveentry/Level1|090|Shellder|1|Water|Water|23|41|41|FRLG=43|25|25|25|STAB='''}}
{{Moveentry/Level1|091|Cloyster|2|Water|Ice|--|no|no|no|no|STAB='''}}
{{Moveentry/Level1|091|Cloyster|2|Water|Ice|1|no|no|no|no|STAB='''}}
{{Moveentry/Level1|366|Clamperl|1|Water|Water|no|no|--|--|--|--|STAB='''}}
{{Moveentry/Level1|366|Clamperl|1|Water|Water|no|no|1|1|1|1|STAB='''}}
{{Moveentry/Level1|688|Binacle|2|Rock|Water|no|no|no|no|no|20|STAB='''}}
{{Moveentry/Level1|688|Binacle|2|Rock|Water|no|no|no|no|no|20|STAB='''}}
{{Moveentry/Level1|689|Barbaracle|2|Rock|Water|no|no|no|no|no|20|STAB='''}}
{{Moveentry/Level1|689|Barbaracle|2|Rock|Water|no|no|no|no|no|20|STAB='''}}
{{Movefooter|Water|1}}
{{Movefooter|Water|1}}
==In other games==
===Description===
{{movedesc|Water}}
{{movedescentry|{{gameabbrevmd|RB}}|Inflicts damage on the target. It may also cause constriction, making the foe incapable of movement.}}
|}
|}{{left clear}}


==In the anime==
==In the anime==
{{moveanime|type=water|exp=yes|gen=The user attaches itself to the opponent by using its shell.|image3=Tyra Cloyster.png|image3p=Cloyster|image1=Shellder Clamp.png|image1p=Shellder|image2=Shellder Clamp EP260.png|image2p=Shellder|image4=Clamperl Clamp.png|image4p=Clamperl}}
{{moveanime|type=water|exp=yes|gen=The user attaches itself to the opponent by using its shell.|image3=Tyra Cloyster.png|image3p=Cloyster|image1=Jessie Shellder Clamp.png|image1p=Shellder|image2=Shellder Clamp EP260.png|image2p=Shellder|image4=Clamperl Clamp.png|image4p=Clamperl}}
{{movep|type=water|ms=091|pkmn=Cloyster|method=Cloyster closes its shell on the opponent.}}
{{movep|type=water|ms=091|pkmn=Cloyster|method=Cloyster closes its shell on the opponent.}}
{{movemid|type=water|user=Tyra|user1=Tyra's Cloyster|startcode=EP036|startname=The Bridge Bike Gang|notes=Debut}}
{{movemid|type=water|user=Tyra|user1=Tyra's Cloyster|startcode=EP036|startname=The Bridge Bike Gang|notes=Debut}}
{{movep|type=water|ms=090|pkmn=Shellder|method=Shellder closes its shell over the opponent, or Shellder bites the opponent.}}
{{movep|type=water|ms=090|pkmn=Shellder|method=Shellder closes its shell over the opponent, or Shellder bites the opponent.}}
{{movemid|type=water|user=List of Pokémon temporarily owned by the Team Rocket trio#Shellder|user1=Jessie's Shellder|startcode=EP066|startname=The Evolution Solution!}}
{{movemid|type=water|user=List of Pokémon temporarily owned by the Team Rocket trio#Shellder|user1=Jessie's Shellder|startcode=EP066|startname=The Evolution Solution!}}
{{movemid|type=water|user=Shellder (Pokémon)|user1=Several wild Shellder|startcode=EP260|startname=A Crowning Achievement}}
{{movemid|type=water|user=Shellder (Pokémon)|user1=Multiple wild Shellder|startcode=EP260|startname=A Crowning Achievement}}
{{movep|type=water|ms=366|pkmn=Clamperl|method=Clamperl closes its shell over the opponent.}}
{{movep|type=water|ms=366|pkmn=Clamperl|method=Clamperl closes its shell over the opponent.}}
{{movemid|type=water|user=Clamperl (Pokémon)|user1=A wild Clamperl|startcode=AG093|startname=Clamperl of Wisdom}}
{{movemid|type=water|user=Clamperl (Pokémon)|user1=A wild Clamperl|startcode=AG093|startname=Clamperl of Wisdom}}
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Stad=Clamp Stad|
Stad=Clamp Stad|
Stad2=Clamp Stad2|
Stad2=Clamp Stad2|
Colo=Clamp Colo|
XD=Clamp XD|
}}
}}


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|zh_cmn=夾殼 ''{{tt|Jiā​ké|Shell Clamp}}​''
|zh_cmn=夾殼 ''{{tt|Jiā​ké|Shell Clamp}}​''
|da=Klemme<!--source: Danish version of The Official Pokémon Handbook-->
|da=Klemme<!--source: Danish version of The Official Pokémon Handbook-->
|nl=Klem
|nl=Clamp
|fi=Pihti
|fi=Pihti
|fr=Claquoir
|fr=Claquoir
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[[ja:からではさむ]]
[[ja:からではさむ]]
[[pl:Clamp]]
[[pl:Clamp]]
[[pt:Clamp]]
[[zh:夹壳(招式)]]
[[zh:夹壳(技能)]]