- If you were looking for the move with the Japanese name Clamp, see Vise Grip (move).
からではさむ Clamp with Shell
Clamp (Japanese: からではさむ Clamp with Shell) is a damage-dealing Water-type move introduced in Generation I. Prior to Generation III, it was the signature move of Shellder and Cloyster.
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.
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.
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.
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.
By leveling up
|Bold indicates a Pokémon gains STAB from this move.|
Italics indicates a Pokémon whose evolution or alternate form receives STAB from this move.
In other games
Pokémon Mystery Dungeon series
In Red Rescue Team and Blue Rescue Team, and Explorers of Time, Darkness and Sky, Clamp is a move with base power of 6, 17PP and 78% accuracy. It hits enemy in the front, and might inflict the Constriction status condition on the enemy.
Pokémon Rumble Rush
In the anime
|Cloyster||Jessie's Shellder||Wild Shellder||Clamperl|
|The user clamps and squeezes the target.|
|User||First Used In||Notes|
|Cloyster||Cloyster closes its shell on the opponent.|
|Tyra's Cloyster||The Bridge Bike Gang||Debut|
|Shellder||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|
|Clamperl||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
|The user clamps its shell over the opponent.|
|User||First Chapter Used In||Notes|
|Shellder||Shellder closes its shell over the opponent.|
|Lorelei's Shellder||Striking Golduck||Debut|
In other generations
Core series games
Side series games
Spin-off series games
In other languages
|Variations of the move Fire Spin|
|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.|