Bind (move)

Bind
しめつける Bind
Type  Normal
Category  Physical
PP  20 (max. 32)
Power  15
Accuracy  75%
Priority  0
Range
Opponent Opponent Opponent
Self Ally Ally
Unknown
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 mostly accurate Normal-type move introduced in Generation I that deals very little damage.

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 opponent will be unable to attack, and if the user of Bind attacks before the opponent when used, the opponent 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 opponent will be unable to attack during that turn, since it did not get to select a move. If the opponent 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.

Although Bind can't damage Ghost types, it can immobilize them.

The opponent 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.

In Pokémon Stadium, the player gets to select a move during each turn of Bind's duration. If the opponent 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.

In the anime

Pokémon

Onix. It wraps its tail around its foe, and crushes it (in the picture's case, a Pikachu)

Learnset

Generation I

By leveling up

#   Pokémon Type Level
0095   Onix
Rock Ground 15
0114   Tangela
Grass --(R/G/B)
24 (Y)
0127   Pinsir
Bug 21(Y)
Bold indicates a Pokémon which gets STAB from this move.
Italic indicates a Pokémon whose evolution or alternate form gets STAB
from this move.

Generation II

By leveling up

#   Pokémon Type Level
0095   Onix
Rock Ground 10
0114   Tangela
Grass 25
0127   Pinsir
Bug 13
0208   Steelix
Steel Ground 10
Bold indicates a Pokémon which gets STAB from this move.
Italic indicates a Pokémon whose evolution or alternate form gets STAB
from this move.

Generation III

By leveling up

#   Pokémon Type Level
0095   Onix
Rock Ground 9(R/S/E)
8(FR/LG)
0114   Tangela
Grass 28
0127   Pinsir
Bug 7
0208   Steelix
Steel Ground 9(R/S/E)
8(FR/LG)
0352   Kecleon
Normal 4
0356   Dusclops
Ghost --
Bold indicates a Pokémon which gets STAB from this move.
Italic indicates a Pokémon whose evolution or alternate form gets STAB
from this move.

Generation IV

By leveling up

In other languages

  • French: Etreinte
  • German: Klammergriff
  • Italian: Legatutto
  • Spanish: Atadura
  • Portuguese: Apertar

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