Clamperl
Black/WhiteBlack 2/White 2

It makes a single pearl during its lifetime. The pearl is said to amplify psychic power.

Evolution Chain

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

Pokédex Data

Classification Bivalve Pokémon
Height 0.4 m (1'04")
Weight 52.5 kg (115.7 lbs)
Abilities

Held Items

Game Locations

  • Unova Route 4 Area

Training

EV Yield +1 defense
Catch Rate 255
Base Friendship 70
Growth Rate slow then very fast
Gender Ratio
Egg Groups Water1

Learned Moves

Level Up Moves

Black/White
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.
51 Shell Smash
15 Raises user's Attack, Special Attack, and Speed by two stages. Lower user's Defense and Special Defense by one stage.
Black 2/White 2
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.
51 Shell Smash
15 Raises user's Attack, Special Attack, and Speed by two stages. Lower user's Defense and Special Defense by one stage.

TM/HM Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
HM03 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
HM05 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
HM06 Dive
80 100% 10 User dives underwater, dodging all attacks, and hits next turn.
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.
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.
TM48 Round
60 100% 15 Has double power if it's used more than once per turn.
TM55 Scald
80 100% 15 Has a 30% chance to burn the target.
TM87 Swagger
85% 15 Raises the target's Attack by two stages and confuses the target.
TM90 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.

Tutor Moves

Black 2/White 2
Name Class Power Acc. PP Effect
Icy Wind
55 95% 15 Has a 100% chance to lower the target's Speed by one stage.
Iron Defense
15 Raises the user's Defense by two stages.
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.

Egg Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
Aqua Ring
20 Restores 1/16 of the user's max HP each turn.
Barrier
20 Raises the user's Defense by two stages.
Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
Brine
65 100% 10 Has double power against Pokémon that have less than half their max HP remaining.
Confuse Ray
100% 10 Confuses the target.
Endure
10 Prevents the user's HP from lowering below 1 this turn.
Mud Sport
15 Halves all Electric-type damage.
Muddy Water
90 85% 10 Has a 30% chance to lower the target's accuracy by one stage.
Refresh
20 Cleanses the user of a burn, paralysis, or poison.
Supersonic
55% 20 Confuses the target.
Water Pulse
60 100% 20 Has a 20% chance to confuse 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