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Change your preferences here. Clamp
DescriptionThis move deals damage and traps the opponent for 4-5 turns, dealing 1/16 of the target's maximum health at the end of each of those turns and preventing the target from switching. If the user is holding a Grip Claw, it traps the opponent for 5 turns all the time. If a trapped Pokemon uses Rapid Spin, it will be freed. If the user is holding a Binding Band, the damage dealt at the end of each turn increases to 1/8 of the target's maximum health. If the target is holding a Shed Shell, the trapping effect does not apply. Competitive UseDon't use this or any other low-power trapping moves. The only reason you would use it is for its effect, and even then, Mean Look or Block is almost always superior. In theory, Clamp could be used with Toxic to slowly stall opponents, and to keep them from switching and resetting the Toxic damage, although the Pokemon that learn it are much better offensively than defensively, and generally speaking you are unlikely to trap an opponent who has no way of hurting you, as few battlers would intentionally leave in such a Pokemon on your Pokemon. Related MovesSand Tomb is a Ground–type equivalent. Whirlpool is a special equivalent. Fire Spin is a special Fire-type equivalent.
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