Gastrodon being trapped by Seviper's Wrap

When a Pokémon is hit by a binding move it becomes bound. While it is bound, a Pokémon takes damage at the end of each turn and cannot switch out or flee.


In Generation I, the damage each turn is based on the damage done by the attack in the first turn. In later generations, the damage done is a portion of the target's HP; if the user was holding a Binding Band, the damage is increased.

Gen I Gen II Gen III Gen IV Gen V Gen VI Gen VII Gen VIII Gen IX
Broad effect Target cannot attack
Target cannot switch or flee
(with Binding Band)
Same as attack
1/16 max HP (1/8)
1/8 max HP (1/6)
(with Grip Claw)
2-5 turns (5)
4-5 turns (7)

A Pokémon can only be bound by one binding move at a time.

Generation I

While a Pokémon is bound, it cannot use moves, including on the turn it is hit if it would move second; if their Trainer selects Fight, it automatically takes the continuing damage. (Using an item and switching or fleeing are still available.) If it switches out while the bind effect is still active, the Pokémon that inflicted the effect will automatically use the same move against the incoming Pokémon, deducting an additional PP from the move (which leads to a glitch if the move had 0 PP). A Pokémon that is immune to a binding move will take no damage, but the bind effect will still occur.

If a Pokémon has bound a target, it cannot choose any moves; if their Trainer selects Fight, the move automatically continues. PP is deducted when the move is first selected, not when it causes recurring damage (but the move will automatically be used again if the target switches out before the effect is over). If it switches out while the bind effect is still active, the bound target will still be unable to attack that turn.

Every round of damage from the bind effect will do the same amount of damage as the initial attack did. This continuing damage occurs after damage from poison, burn, or Leech Seed.

The move's duration is weighted towards 2 or 3 turns, with a 37.5% chance that it will last 2 or 3 turns each and a 12.5% chance that it will last 4 or 5 turns each.

If a Pokémon that used Hyper Beam has not had its recharging turn and is targeted by a binding move, it will not need to recharge (regardless of whether the move hits). If a binding move misses immediately before a target would have its recharging turn, the target will automatically use Hyper Beam for its turn instead. (If Hyper Beam had 0 PP, this leads to a glitch.)

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

Generations II-IV

A bound Pokémon is now trapped, preventing it from switching or fleeing, but it is able to attack normally. A bound Pokémon will be able to flee if it has the Ability Run Away, is holding a Smoke Ball, or (in Generation II only) it uses Teleport; it will be able to switch out if it is holding a Shed Shell or uses a move that switches the user out. If a bound Pokémon uses Rapid Spin or Substitute, it will be freed.

A Pokémon that has bound a target can now act freely after using a binding move. If it switches out or faints, any target it has bound is freed.

Instead of taking damage equal to the first attack, a bound Pokémon now takes damage proportional to its maximum HP. (See the table above for details.)

Generation V

The minimum duration is now longer. The Binding Band is also introduced in this generation, which increases the damage a bound Pokémon takes. (See the table above for details.)

Generation VI

The base damage done during each turn of the effect is increased. (See the table above for details.)

Ghost-type Pokémon can now switch out and flee regardless of being bound. They still take damage from the effect.


Games Description
SMUSUMSwShSV The Pokémon is bound and takes damage every turn.

Binding moves

A Pokémon can be bound when struck by any of the following moves. (Data reflects the latest generation. Data marked by an asterisk (*) was different in an earlier generation.)

Move Type Category Power Accuracy Gen. introduced
Bind Normal Physical 15 85%* I
Clamp Water Physical 35 85%* I
Fire Spin Fire Special 35* 85%* I
G-Max Centiferno Fire Varies —% VIII
G-Max Sandblast Ground Varies —% VIII
Infestation Bug Special 20 100% VI
Magma Storm Fire Special 100* 75%* IV
Sand Tomb Ground Physical 35* 85%* III
Snap Trap Grass Physical 35 100% VIII
Thunder Cage Electric Special 80 90% VIII
Whirlpool Water Special 35* 85%* II
Wrap Normal Physical 15 90%* I

In other languages

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  This game mechanic article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games.