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Grip Pincer - Ability ID 373

In-Game Description

"50% chance to trap. Then ignores Defense & accuracy checks."

Extended In-Game Description (280-300 chars)

Contact moves have a 50% chance to trap the target (like Wrap), preventing escape or switching. Against trapped targets, the attacker's moves ignore defensive stats and always hit. Trapped targets take 1/8 max HP damage each turn. Trap lasts 4-5 turns (7 with Grip Claw).

Character count: 297

Detailed Mechanical Explanation

Trap Application

  • Trigger: Activates when the ability holder uses a contact move
  • Application Chance: 50% chance to apply trap status (STATUS2_WRAPPED)
  • Stack Prevention: Cannot trap already-trapped targets
  • Target Requirement: Target must be alive and affected by on-hit effects

Trap Duration

  • Base Duration: 4-5 turns (randomly chosen)
  • With Grip Claw: 7 turns
  • Turn Counter: Decreases at the end of each turn

Trap Effects

  1. Movement Restriction:

    • Trapped Pokémon cannot switch out or flee
    • Ghost-types are still trapped (unlike Gen 6+ mechanics for regular trapping moves)
    • Shed Shell allows escape despite trap
  2. End-of-Turn Damage:

    • Deals 1/8 of target's max HP at the end of each turn
    • Damage is dealt for the duration of the trap
    • Magic Guard prevents this damage
  3. Battle Advantages for Attacker:

    • Accuracy Bypass: All moves from the Grip Pincer user against trapped targets automatically hit
    • Defense Ignore: Physical and special moves ignore the target's defensive stat stages when calculating damage
    • These benefits only apply to the Pokémon with Grip Pincer, not its allies

Technical Implementation Details

Location: /src/abilities.cc lines 3860-3883

Primary Implementation:

cpp
constexpr Ability GripPincer = {
    .onAttacker = +[](ON_ATTACKER) -> int {
        CHECK(ShouldApplyOnHitAffect(gBattlerTarget))
        CHECK(IsBattlerAlive(battler))
        CHECK(IsMoveMakingContact(move, battler))
        CHECK_NOT(gBattleMons[target].status2 & STATUS2_WRAPPED)
        CHECK(Random() % 2)  // 50% chance

        gBattleMons[target].status2 |= STATUS2_WRAPPED;
        if (GetBattlerHoldEffect(battler, TRUE) == HOLD_EFFECT_GRIP_CLAW)
            gVolatileStructs[target].wrapTurns = 7;
        else
            gVolatileStructs[target].wrapTurns = (Random() % 2) + 4;

        gBattleStruct->wrappedMove[target] = gCurrentMove;
        gBattleStruct->wrappedBy[target] = battler;
        BattleScriptCall(BattleScript_GripPincerActivated);
        return TRUE;
    },
    .onAccuracy = +[](ON_ACCURACY) -> AccuracyPriority {
        CHECK(gBattleMons[target].status2 & STATUS2_WRAPPED)
        return ACCURACY_ALWAYS_HITS;
    },
};

Defense Ignoring Implementation: /src/battle_util.c line 7252 - CalcDefenseStat function ignores positive defensive stat stages when target is wrapped by Grip Pincer user.

Battle AI Implementation: /src/battle_ai_ability.c lines 366-368 - AI evaluates Grip Pincer with wrap scoring logic.

Interaction Details

  • The trap is linked to the specific move that triggered it (gBattleStruct->wrappedMove[target])
  • Trapper is recorded (gBattleStruct->wrappedBy[target]) for stat-ignoring checks
  • If the Grip Pincer user faints, the trap persists until its natural expiration
  • Multiple sources of trapping do not stack - only one trap can be active per target
  • The ability popup shows when trap damage is dealt (line 2537-2538 in battle_util.c)

Strategic Applications

Competitive Tier: High

  • Extremely powerful ability that combines trapping, damage boost, and accuracy insurance
  • Creates a "death sentence" scenario for many defensive Pokemon
  • Forces opponents into unfavorable positioning decisions

Primary Strategies:

  1. Defensive Wall Breaking: Ignores stat boosts and defensive investment
  2. Revenge Killing: Trap weakened opponents to prevent switching
  3. Multi-Hit Synergy: Increases trap application chances with moves like Fury Attack
  4. Grip Claw Synergy: 7-turn trap duration becomes nearly insurmountable

Optimal Pokemon Characteristics:

  • High contact move diversity
  • Decent Speed to capitalize on trapped opponents
  • Bulk to survive retaliatory attacks
  • Access to Grip Claw item

Counters and Limitations

  1. Shed Shell: Allows escape from trap status
  2. Magic Guard: Prevents trap damage (but not other effects)
  3. Ghost-types: Still trapped (unlike standard trapping moves in newer generations)
  4. Non-contact moves: Cannot trigger the trap effect
  5. 50% activation rate: Not guaranteed on contact

Elite Redux Ability Codex