Clamp
waterPhysicalGeneration 1

Type Effectiveness
normal1×
fighting1×
flying1×
poison1×
ground2×
rock2×
bug1×
ghost1×
steel1×
fire2×
water0.5×
grass0.5×
electric1×
psychic1×
ice1×
dragon0.5×
dark1×
fairy1×
Game Text
No game text available for this game.
Detailed 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.

