Clamperl
Ruby

CLAMPERL’s sturdy shell is not only good for protection - it is also used for clamping and catching prey. A fully grown CLAMPERL’s shell will be scored with nicks and scratches all over.

Sapphire

CLAMPERL grows while being protected by its rock-hard shell. When its body becomes too large to fit inside the shell, it is sure evidence that this POKéMON is getting close to evolution.

Emerald

A CLAMPERL slams its shell closed on prey to prevent escape. The pearl it creates upon evolution is said to be infused with a mysterious energy.

Firered/Leafgreen

It is protected by a sturdy shell. Once in a lifetime, it makes a magnificent pearl.

Evolution Chain

clamperl
Clamperl
🔄
Trade
+
deep-sea-tooth deep sea tooth
huntail
Huntail
🔄
Trade
+
deep-sea-scale deep sea scale
gorebyss
Gorebyss

Pokédex & Training Data

Classification Bivalve Pokémon
Height 0.4 m (1'04")
Weight 52.5 kg (115.7 lbs)
Abilities
EV Yield +1 defense
Catch Rate 255
Base Friendship 70
Growth Rate slow then very fast
Gender Ratio
♂ ♀
Egg Groups Water1

Pokédex Numbers

Hoenn (R/S/E) #176
Kalos (Coastal) #141
Hoenn (OR/AS) #185
Alola (US/UM) #140
National #366

Held Items

Game Locations

Hoenn Route 124 Underwater
Hoenn Route 126 Underwater

Learned Moves

Level Up Moves

Ruby/Sapphire
Lvl Name Class Power Acc. PP Effect
1 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
1 Clamp
35 85% 15 Prevents the target from fleeing and inflicts damage for 2-5 turns.
1 Whirlpool
35 85% 15 Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns.
1 Iron Defense
— — 15 Raises the user’s Defense by two stages.
Emerald
Lvl Name Class Power Acc. PP Effect
1 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
1 Clamp
35 85% 15 Prevents the target from fleeing and inflicts damage for 2-5 turns.
1 Whirlpool
35 85% 15 Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns.
1 Iron Defense
— — 15 Raises the user’s Defense by two stages.
FireRed/LeafGreen
Lvl Name Class Power Acc. PP Effect
1 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
1 Clamp
35 85% 15 Prevents the target from fleeing and inflicts damage for 2-5 turns.
1 Whirlpool
35 85% 15 Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns.
1 Iron Defense
— — 15 Raises the user’s Defense by two stages.

TM/HM Moves

Ruby/SapphireEmeraldFireRed/LeafGreen
Name Class Power Acc. PP Effect
HM03 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
HM07 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
HM08 Dive
80 100% 10 User dives underwater, dodging all attacks, and hits next turn.
TM03 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM07 Hail
— — 10 Changes the weather to a hailstorm for five turns.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM13 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TM14 Blizzard
110 70% 5 Has a 10% chance to freeze the target.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM43 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM45 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.

Tutor Moves

Emerald
Name Class Power Acc. PP Effect
Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
Icy Wind
55 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
Mimic
— — 10 Copies the target’s last used move.
Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Substitute
— — 10 Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
FireRed/LeafGreen
Name Class Power Acc. PP Effect
Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
Mimic
— — 10 Copies the target’s last used move.
Substitute
— — 10 Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.

Egg Moves

Ruby/SapphireEmeraldFireRed/LeafGreen
Name Class Power Acc. PP Effect
Barrier
— — 20 Raises the user’s Defense by two stages.
Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
Confuse Ray
— 100% 10 Confuses the target.
Mud Sport
— — 15 Halves all Electric-type damage.
Refresh
— — 20 Cleanses the user of a burn, paralysis, or poison.
Supersonic
— 55% 20 Confuses the target.

Base Stats

Hp 35
Attack 64
Defense 85
Sp. Atk 74
Sp. Def 55
Speed 32
Total 345

Type Defenses

(vs. Gen 6+ rules)

0.5x
0.5x
2x
2x
0.5x
0.5x