Prevents the target from fleeing and inflicts damage for 2-5 turns.
Power
35
Accuracy
85%
PP
15
Priority
0
Effect
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.
Changes across generations
Clamp had different stats in earlier games. A dash means that value was unchanged from what it is today.
| Games | Type | Power | Accuracy | PP |
|---|---|---|---|---|
| Through Gen 5 (B/W) | — | — | 75% | 10 |
| Current | Water | 35 | 85% | 15 |