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All moves

Clamp

Water Physical

Inflicts regular damage. For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn. The user continues to use other moves during this time. If the user leaves the field, this effect ends. Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use. Rapid Spin cancels this effect.

“This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.”

Power
35
Accuracy
85%
PP
15
Priority
0
Target
Selected Pokémon
Introduced
Generation I

Learned by 5 Pokémon

Data from PokéAPI. Sprites and cries from the PokéAPI archives.

Pokémon and its names are trademarks of Nintendo, Game Freak and Creatures. Dexa is a fan project.