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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
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
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
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:
- Defensive Wall Breaking: Ignores stat boosts and defensive investment
- Revenge Killing: Trap weakened opponents to prevent switching
- Multi-Hit Synergy: Increases trap application chances with moves like Fury Attack
- 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
- Shed Shell: Allows escape from trap status
- Magic Guard: Prevents trap damage (but not other effects)
- Ghost-types: Still trapped (unlike standard trapping moves in newer generations)
- Non-contact moves: Cannot trigger the trap effect
- 50% activation rate: Not guaranteed on contact