Bound

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Gastrodon being trapped bySeviper'sWrap

When a Pokémon is hit by abinding move, it becomesbound. While it is bound, a Pokémon takes damage at the end of each turn and cannot switch out or flee.

Effect

InGeneration I, the damage each turn is based on the damage done by the attack in the first turn. In later generations, the damage done is a portion of the target's HP; if the user was holding aBinding Band, the damage is increased.

Gen IGen IIGen IIIGen IVGen VGen VIGen VIIGen VIIIGen IX
Broad effectTarget cannot attack
Target cannot switch or flee
Damage
(withBinding Band)
Same as attack
1/16 max HP (1/8)
1/8 max HP (1/6)
Duration
(withGrip Claw)
2-5 turns (5)
4-5 turns (7)

A Pokémon can only be bound by one binding move at a time.

Generation I

While a Pokémon is bound, it cannot use moves, including on the turn it is hit if it would move second; if their Trainer selects Fight, it automatically takes the continuing damage. (Using an item and switching or fleeing are still available.) If it switches out while the bind effect is still active, the Pokémon that inflicted the effect will automatically use the same move against the incoming Pokémon, deducting an additionalPP from the move (which leads toa glitch if the move had 0 PP). A Pokémon that is immune to a binding move will take no damage, but the bind effect will still occur.

If a Pokémon has bound a target, it cannot choose any moves; if their Trainer selects Fight, the move automatically continues.PP is deducted when the move is first selected, not when it causes recurring damage (but the move will automatically be used again if the target switches out before the effect is over). If it switches out while the bind effect is still active, the bound target will still be unable to attack that turn.

Every round of damage from the bind effect will do the same amount of damage as the initial attack did. This continuing damage occurs after damage frompoison,burn, orLeech Seed.

The move's duration is weighted towards 2 or 3 turns, with a 37.5% chance that it will last 2 or 3 turns each and a 12.5% chance that it will last 4 or 5 turns each.

If a Pokémon that usedHyper Beam has not had its recharging turn and is targeted by a binding move, it will not need to recharge (regardless of whether the move hits). If a binding move misses immediately before a target would have its recharging turn, the target will automatically use Hyper Beam for its turn instead. (If Hyper Beam had 0 PP, this leads toa glitch.)

InPokémon Stadium, it is possible to select a move during each turn of the binding move's duration. If the target switches out before the duration ends, the incoming Pokémon will not automatically be attacked. A binding move will negate the recharge turn of Hyper Beam only if successful.

Generations II-III

A bound Pokémon is now trapped, preventing it from switching orfleeing, but it is able to attack normally. A bound Pokémon will be able to flee if it has the AbilityRun Away, is holding aSmoke Ball, or (inGeneration II only) it usesTeleport; it will be able to switch out if it is holding aShed Shell or usesa move that switches the user out. If a bound Pokémon usesRapid Spin orSubstitute, it will be freed.

A Pokémon that has bound a target can now act freely after using a binding move. If it switches out or faints, any target it has bound is freed.

Instead of taking damage equal to the first attack, a bound Pokémon now takes damage proportional to its maximum HP. (See the table above for details.)

Generation IV

A bound Pokémon is able to switch out if it is holding aShed Shell or usesa move that switches the user out.

In this generation only, due to anoversight, if a bound Pokémon has usedRage and then selects a different move, it will be freed, but its rage will still be building.

Generation V

The minimum duration is now longer. TheBinding Band is also introduced in this generation, which increases the damage a bound Pokémon takes. (See the table above for details.)

Generation VI

The base damage done during each turn of the effect is increased. (See the table above for details.)

Ghost-type Pokémon can now switch out and flee regardless of being bound. They still take damage from the effect.

Description

GamesDescription
SMUSUMSwShSVThe Pokémon is bound and takes damage every turn.

Binding moves

A Pokémon can be bound when struck by any of the following moves. (Data reflects the latest generation. Data marked by a * was different in an earlier generation.)

MoveTypeCategoryPowerAccuracyGen. introduced
BindNormalPhysical1585%*I
ClampWaterPhysical3585%*I
Fire SpinFireSpecial35*85%*I
G-Max CentifernoFireVaries—%VIII
G-Max SandblastGroundVaries—%VIII
InfestationBugSpecial20100%VI
Magma StormFireSpecial100*75%*IV
Sand TombGroundPhysical35*85%*III
Snap TrapGrassPhysical35100%VIII
Thunder CageElectricSpecial8090%VIII
WhirlpoolWaterSpecial35*85%*II
WrapNormalPhysical1590%*I

In other languages

This section is incomplete.
Please feel free to edit this section to add missing information and complete it.
LanguageTitle
JapaneseバインドBind
FrenchLigoté
ItalianImprigionamento
SpanishApresado


This game mechanic article is part ofProject Games, aBulbapedia project that aims to write comprehensive articles on thePokémon games.