How has the Clamp move evolved throughout Pokémon generations. What are the key effects of Clamp in different game versions. Can Clamp be used effectively in Pokémon battles and contests.
Table of Contents
The Origins and Mechanics of Clamp in Pokémon
Clamp, known as “からではさむ” (Clamp with Shell) in Japanese, is a Water-type move introduced in the first generation of Pokémon games. Originally the signature move of Shellder and Cloyster, Clamp has undergone significant changes throughout the series’ history.
In its initial iteration, Clamp was a unique move that combined damage dealing with a trapping effect. The move would inflict damage and prevent the target from acting for 2-5 turns, with varying probabilities for each duration:
37.5% chance for 2 turns
37.5% chance for 3 turns
12.5% chance for 4 turns
12.5% chance for 5 turns
During this period, only the first hit could be a critical hit, but subsequent turns would deal consistent damage. This mechanic made Clamp a potentially powerful move in the right situations, especially when used strategically.
Evolution of Clamp Across Pokémon Generations
As the Pokémon franchise evolved, so did the mechanics of Clamp. Each generation brought new changes and refinements to the move:
Generation II Changes
In the second generation, Clamp’s mechanics were significantly altered. The move no longer prevented the target from attacking but instead inflicted damage over time. Key changes included:
Damage dealt was 1/16 of the target’s maximum HP per turn
Duration remained 2-5 turns
The move now trapped the target, preventing switching and escape
These changes transformed Clamp from a potentially frustrating move to a more balanced damage-over-time attack.
Generations III and IV Refinements
The third and fourth generations brought further refinements to Clamp:
Introduction of items affecting Clamp’s duration (Grip Claw) and escape possibilities (Smoke Ball, Shed Shell)
Ability to use Clamp in Pokémon Contests as part of combinations
These additions provided more strategic depth to the use of Clamp in both battles and contests.
Generation V Enhancements
The fifth generation saw several improvements to Clamp:
Accuracy increased to 85%
PP increased to 15
Duration changed to 4-5 turns
Introduction of Binding Band to increase damage
These changes made Clamp a more reliable and potent move, especially when combined with specific held items.
Clamp’s Effectiveness in Pokémon Battles
The effectiveness of Clamp in Pokémon battles has varied throughout the generations. In its early iterations, Clamp could be a powerful tool for restricting opponent actions. However, as the move evolved, its utility shifted towards consistent damage output over time.
Is Clamp a viable move in competitive battling? The answer depends on several factors:
Team composition: Clamp can be effective when used by Pokémon with high defense, allowing them to outlast opponents while dealing consistent damage.
Move synergy: Combining Clamp with moves that boost defense or heal can create a formidable strategy.
Item choice: Using items like Binding Band can significantly increase Clamp’s damage output.
Metagame considerations: The prevalence of Ghost-type Pokémon or those with moves that can break the trap effect can impact Clamp’s viability.
While not always a top-tier move, Clamp can be a useful tool in the right hands and situations.
Clamp in Pokémon Contests: A Creative Approach
Beyond battles, Clamp has found a place in Pokémon Contests, particularly in Generation III and IV games. In these contests, Clamp can be used as part of combination moves to earn extra appeal points.
How can Clamp be effectively used in Pokémon Contests? One strategy involves using Rain Dance in the turn prior to Clamp, which grants an additional three appeal points. This combination showcases the move’s versatility beyond its battle applications.
Contestants looking to maximize their appeal can consider the following strategies:
Pairing Clamp with water-themed moves for thematic consistency
Using Clamp as a follow-up to moves that set the stage, like Rain Dance
Incorporating Clamp into a routine that tells a “story” of trapping and squeezing
By thinking creatively, trainers can turn this battle-oriented move into a contest spectacle.
Technical Aspects of Clamp: PP, Accuracy, and Type
Understanding the technical aspects of Clamp is crucial for trainers looking to incorporate it into their strategy. Here’s a breakdown of its key attributes:
Type: Water
Category: Physical (Gen I-III), Special (Gen IV onwards)
PP: 10 (Gen I-IV), 15 (Gen V onwards)
Accuracy: 75% (Gen I-IV), 85% (Gen V onwards)
These stats have implications for Clamp’s usage. Its Water typing makes it effective against Fire, Ground, and Rock types, while its improved accuracy in later generations increases its reliability.
Are there any Pokémon that particularly excel at using Clamp? While originally a signature move for Shellder and Cloyster, other Water-type Pokémon with high defense stats can make good use of Clamp, such as:
Slowbro
Kingler
Octillery
These Pokémon can withstand attacks while Clamp deals damage over time, making them suitable users of the move.
Clamp’s Interaction with Other Moves and Abilities
Clamp’s mechanics interact interestingly with various other moves and abilities in the Pokémon world. Understanding these interactions can give trainers an edge in battles.
Move Interactions
Clamp has unique interactions with certain moves:
Rapid Spin: Can free a Pokémon from Clamp’s effects
Hyper Beam: In Generation I, a missed Clamp could negate Hyper Beam’s recharge turn
Protect and Detect: These moves can prevent Clamp’s initial hit, but not its continuing damage
Ability Interactions
Certain abilities can affect how Clamp functions:
Run Away: Allows escape from wild Pokémon using Clamp (Gen III onwards)
Magic Guard: Prevents the recurring damage from Clamp
Liquid Ooze: Causes the user of Clamp to take damage instead of healing when used with moves like Leech Seed
These interactions add layers of strategy to using Clamp, requiring trainers to consider their opponents’ potential moves and abilities.
The Future of Clamp in Pokémon Games
As of Generation VIII, Clamp cannot be selected in battles, marking a significant change in the move’s status. This raises questions about the future of Clamp in the Pokémon franchise.
Will Clamp make a return in future generations? While it’s impossible to predict with certainty, Game Freak has shown a willingness to reintroduce and reimagine old moves. Potential future iterations of Clamp could include:
A reworked version with new effects or typing
A Z-Move or Max Move variant
A return to its roots as a signature move for specific Pokémon
Trainers and fans alike will have to wait and see how Game Freak chooses to handle this classic move in future installments of the series.
Clamp (move) – Bulbapedia, the community-driven Pokémon encyclopedia
If you were looking for the move with the Japanese name Clamp, see Vise Grip (move).
Clamp (Japanese: からではさむClamp with Shell) is a damage-dealing Water-type move introduced in Generation I. Prior to Generation III, it was the signature move of Shellder and Cloyster.
Effect
Generation I
Clamp inflicts damage and traps the target for 2-5 turns, damaging the target at the end of each turn. There is a 37.5% chance that it will attack for 2 turns, a 37.5% chance that it will attack for 3 turns, a 12.5% chance that it will attack for 4 turns, and a 12.5% chance that it will attack for 5 turns. Although only the first hit can be a critical hit, each consecutive turn will deal the same amount of damage. Whilst the target is trapped, it will be unable to attack, and if the user of Clamp strikes before the target, when used, the target will also be unable to attack during the same turn.
Damage inflicted by Clamp’s continuing duration is done after recurrent damage. If the user switches out before the turn duration ends, the target will be unable to attack during that turn. If the target switches out before the turn duration ends, Clamp will automatically be used against the incoming Pokémon, deducting an additional PP from the move. If at such a time Clamp has 0 PP, Clamp will still be used against the incoming Pokémon. After that use, the current PP of Clamp will roll over to 63, and full PP Ups will be applied to it.
Even if Clamp misses, it will negate the recharge turn normally required for Hyper Beam. Additionally, if the user of Clamp attacks before the user of Hyper Beam during a recharge turn and the use of Clamp misses, the user of Hyper Beam will automatically use Hyper Beam during that turn. If at such a time Hyper Beam has 0 PP, Hyper Beam will still be used, and afterwards its current PP will roll over to 63, and full PP ups will be applied to it.
The target will be able to select a move during each turn of Clamp’s duration, and will hit an incoming Pokémon with the selected move if the user switches out before the duration is over.
In Pokémon Stadium, if the target switches out before Clamp’s duration ends, the move is ended and the user’s turn is skipped. A move can be selected during each turn of Clamp’s duration. If the target switches out before the duration ends, the incoming Pokémon will not automatically be attacked. Clamp will negate the recharge turn of Hyper Beam only if successful.
Generation II
The target is now able to attack during Clamp’s duration, and can act normally. Instead, it inflicts 1/16 of the target’s maximum HP as damage for two to five turns upon use, in addition to the damage dealt when it is used. “<Pokémon> was CLAMPED by <User>!” will appear. It also traps the target, preventing switching and escape. If the user switches out, the target will be freed. If a trapped Pokémon uses Rapid Spin, it will be freed.
Generations III and IV
The effects of Clamp are the same as in Generation II, but if a wild Pokémon uses Clamp on the player’s Pokémon, the player may escape if the affected Pokémon has Run Away or is holding a Smoke Ball. However, these do not allow the player to switch the Pokémon out. The text also changes to “<User> CLAMPED <Pokémon>!”
If the user of Clamp is holding a Grip Claw, the duration will always be five turns. Also, if an affected Pokémon is holding a Shed Shell, it can switch out.
Clamp can also be used as part of a Pokémon Contest combination, with the user gaining extra three appeal points if the move Rain Dance was used in the prior turn.
Generation V
Clamp’s accuracy is increased to 85, its PP is increased to 15, and it lasts four to five turns. If a Binding Band is held by the user, the damage done at the end of each turn will increase from 1/16 of the target’s maximum HP to 1/8. If the user of Clamp is holding a Grip Claw, the duration will be 7 turns.
Generations VI and VII
The end turn damage of Clamp is increased from 1/16 to 1/8 of the target’s maximum HP. If the user is holding a Binding Band, the end turn damage of Clamp will increase to 1/6 of the target’s maximum HP. Ghost-type Pokémon cannot be trapped by Clamp.
Generation VIII
Clamp cannot be selected in a battle.
Description
Games
Description
Stad
The target is gripped in the attacker’s shell for two to five turns. It can’t move while under the attack.
Stad2
Grips the target in the attacker’s shell for two to five turns.
GSC
Traps the foe for 2-5 turns.
RSE
Traps and squeezes the foe for 2 to 5 turns.
FRLG
The foe is clamped and squeezed by the user’s shell for two to five turns.
Colo. XD
Traps and squeezes the target for 2 to 5 turns.
DPPtHGSSPBR
The foe is clamped and squeezed by the user’s very thick and sturdy shell for two to five turns.
BWB2W2 XYORAS SMUSUMPE
The target is clamped and squeezed by the user’s very thick and sturdy shell for four to five turns.
SwSh
This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
Learnset
By leveling up
In other games
Pokémon Mystery Dungeon series
In Red Rescue Team and Blue Rescue Team, and Explorers of Time, Darkness and Sky, Clamp is a move with base power of 6, 17PP and 78% accuracy. It hits enemy in the front, and might inflict the Constriction status condition on the enemy.
Description
Games
Description
MDRB
Inflicts damage on the target. It may also cause constriction, making the foe incapable of movement.
MDTDS
Inflicts damage on the target. It may also afflict the targeted enemy with a Constriction status condition, making it incapable of movement.
It damages an enemy. It could also cause the Clamp status condition.
In the anime
In the manga
Pokémon Adventures
Lorelei’s Shellder was revealed to know Clamp on the official web site, but she was never shown using the move.
In other generations
Core series games
Side series games
Spin-off series games
In other languages
Clamp (move) – Bulbapedia, the community-driven Pokémon encyclopedia
If you were looking for the move with the Japanese name Clamp, see Vise Grip (move).
Clamp (Japanese: からではさむClamp with Shell) is a damage-dealing Water-type move introduced in Generation I. Prior to Generation III, it was the signature move of Shellder and Cloyster.
Effect
Generation I
Clamp inflicts damage and traps the target for 2-5 turns, damaging the target at the end of each turn. There is a 37.5% chance that it will attack for 2 turns, a 37.5% chance that it will attack for 3 turns, a 12.5% chance that it will attack for 4 turns, and a 12.5% chance that it will attack for 5 turns. Although only the first hit can be a critical hit, each consecutive turn will deal the same amount of damage. Whilst the target is trapped, it will be unable to attack, and if the user of Clamp strikes before the target, when used, the target will also be unable to attack during the same turn.
Damage inflicted by Clamp’s continuing duration is done after recurrent damage. If the user switches out before the turn duration ends, the target will be unable to attack during that turn. If the target switches out before the turn duration ends, Clamp will automatically be used against the incoming Pokémon, deducting an additional PP from the move. If at such a time Clamp has 0 PP, Clamp will still be used against the incoming Pokémon. After that use, the current PP of Clamp will roll over to 63, and full PP Ups will be applied to it.
Even if Clamp misses, it will negate the recharge turn normally required for Hyper Beam. Additionally, if the user of Clamp attacks before the user of Hyper Beam during a recharge turn and the use of Clamp misses, the user of Hyper Beam will automatically use Hyper Beam during that turn. If at such a time Hyper Beam has 0 PP, Hyper Beam will still be used, and afterwards its current PP will roll over to 63, and full PP ups will be applied to it.
The target will be able to select a move during each turn of Clamp’s duration, and will hit an incoming Pokémon with the selected move if the user switches out before the duration is over.
In Pokémon Stadium, if the target switches out before Clamp’s duration ends, the move is ended and the user’s turn is skipped. A move can be selected during each turn of Clamp’s duration. If the target switches out before the duration ends, the incoming Pokémon will not automatically be attacked. Clamp will negate the recharge turn of Hyper Beam only if successful.
Generation II
The target is now able to attack during Clamp’s duration, and can act normally. Instead, it inflicts 1/16 of the target’s maximum HP as damage for two to five turns upon use, in addition to the damage dealt when it is used. “<Pokémon> was CLAMPED by <User>!” will appear. It also traps the target, preventing switching and escape. If the user switches out, the target will be freed. If a trapped Pokémon uses Rapid Spin, it will be freed.
Generations III and IV
The effects of Clamp are the same as in Generation II, but if a wild Pokémon uses Clamp on the player’s Pokémon, the player may escape if the affected Pokémon has Run Away or is holding a Smoke Ball. However, these do not allow the player to switch the Pokémon out. The text also changes to “<User> CLAMPED <Pokémon>!”
If the user of Clamp is holding a Grip Claw, the duration will always be five turns. Also, if an affected Pokémon is holding a Shed Shell, it can switch out.
Clamp can also be used as part of a Pokémon Contest combination, with the user gaining extra three appeal points if the move Rain Dance was used in the prior turn.
Generation V
Clamp’s accuracy is increased to 85, its PP is increased to 15, and it lasts four to five turns. If a Binding Band is held by the user, the damage done at the end of each turn will increase from 1/16 of the target’s maximum HP to 1/8. If the user of Clamp is holding a Grip Claw, the duration will be 7 turns.
Generations VI and VII
The end turn damage of Clamp is increased from 1/16 to 1/8 of the target’s maximum HP. If the user is holding a Binding Band, the end turn damage of Clamp will increase to 1/6 of the target’s maximum HP. Ghost-type Pokémon cannot be trapped by Clamp.
Generation VIII
Clamp cannot be selected in a battle.
Description
Games
Description
Stad
The target is gripped in the attacker’s shell for two to five turns. It can’t move while under the attack.
Stad2
Grips the target in the attacker’s shell for two to five turns.
GSC
Traps the foe for 2-5 turns.
RSE
Traps and squeezes the foe for 2 to 5 turns.
FRLG
The foe is clamped and squeezed by the user’s shell for two to five turns.
Colo.XD
Traps and squeezes the target for 2 to 5 turns.
DPPtHGSSPBR
The foe is clamped and squeezed by the user’s very thick and sturdy shell for two to five turns.
BWB2W2 XYORAS SMUSUMPE
The target is clamped and squeezed by the user’s very thick and sturdy shell for four to five turns.
SwSh
This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
Learnset
By leveling up
In other games
Pokémon Mystery Dungeon series
In Red Rescue Team and Blue Rescue Team, and Explorers of Time, Darkness and Sky, Clamp is a move with base power of 6, 17PP and 78% accuracy. It hits enemy in the front, and might inflict the Constriction status condition on the enemy.
Description
Games
Description
MDRB
Inflicts damage on the target. It may also cause constriction, making the foe incapable of movement.
MDTDS
Inflicts damage on the target. It may also afflict the targeted enemy with a Constriction status condition, making it incapable of movement.
It damages an enemy. It could also cause the Clamp status condition.
In the anime
In the manga
Pokémon Adventures
Lorelei’s Shellder was revealed to know Clamp on the official web site, but she was never shown using the move.
In other generations
Core series games
Side series games
Spin-off series games
In other languages
Clamp (move) – Bulbapedia, the community-driven Pokémon encyclopedia
If you were looking for the move with the Japanese name Clamp, see Vise Grip (move).
Clamp (Japanese: からではさむClamp with Shell) is a damage-dealing Water-type move introduced in Generation I. Prior to Generation III, it was the signature move of Shellder and Cloyster.
Effect
Generation I
Clamp inflicts damage and traps the target for 2-5 turns, damaging the target at the end of each turn. There is a 37. 5% chance that it will attack for 2 turns, a 37.5% chance that it will attack for 3 turns, a 12.5% chance that it will attack for 4 turns, and a 12.5% chance that it will attack for 5 turns. Although only the first hit can be a critical hit, each consecutive turn will deal the same amount of damage. Whilst the target is trapped, it will be unable to attack, and if the user of Clamp strikes before the target, when used, the target will also be unable to attack during the same turn.
Damage inflicted by Clamp’s continuing duration is done after recurrent damage. If the user switches out before the turn duration ends, the target will be unable to attack during that turn. If the target switches out before the turn duration ends, Clamp will automatically be used against the incoming Pokémon, deducting an additional PP from the move. If at such a time Clamp has 0 PP, Clamp will still be used against the incoming Pokémon. After that use, the current PP of Clamp will roll over to 63, and full PP Ups will be applied to it.
Even if Clamp misses, it will negate the recharge turn normally required for Hyper Beam. Additionally, if the user of Clamp attacks before the user of Hyper Beam during a recharge turn and the use of Clamp misses, the user of Hyper Beam will automatically use Hyper Beam during that turn. If at such a time Hyper Beam has 0 PP, Hyper Beam will still be used, and afterwards its current PP will roll over to 63, and full PP ups will be applied to it.
The target will be able to select a move during each turn of Clamp’s duration, and will hit an incoming Pokémon with the selected move if the user switches out before the duration is over.
In Pokémon Stadium, if the target switches out before Clamp’s duration ends, the move is ended and the user’s turn is skipped. A move can be selected during each turn of Clamp’s duration. If the target switches out before the duration ends, the incoming Pokémon will not automatically be attacked. Clamp will negate the recharge turn of Hyper Beam only if successful.
Generation II
The target is now able to attack during Clamp’s duration, and can act normally. Instead, it inflicts 1/16 of the target’s maximum HP as damage for two to five turns upon use, in addition to the damage dealt when it is used. “<Pokémon> was CLAMPED by <User>!” will appear. It also traps the target, preventing switching and escape. If the user switches out, the target will be freed. If a trapped Pokémon uses Rapid Spin, it will be freed.
Generations III and IV
The effects of Clamp are the same as in Generation II, but if a wild Pokémon uses Clamp on the player’s Pokémon, the player may escape if the affected Pokémon has Run Away or is holding a Smoke Ball. However, these do not allow the player to switch the Pokémon out. The text also changes to “<User> CLAMPED <Pokémon>!”
If the user of Clamp is holding a Grip Claw, the duration will always be five turns. Also, if an affected Pokémon is holding a Shed Shell, it can switch out.
Clamp can also be used as part of a Pokémon Contest combination, with the user gaining extra three appeal points if the move Rain Dance was used in the prior turn.
Generation V
Clamp’s accuracy is increased to 85, its PP is increased to 15, and it lasts four to five turns. If a Binding Band is held by the user, the damage done at the end of each turn will increase from 1/16 of the target’s maximum HP to 1/8. If the user of Clamp is holding a Grip Claw, the duration will be 7 turns.
Generations VI and VII
The end turn damage of Clamp is increased from 1/16 to 1/8 of the target’s maximum HP. If the user is holding a Binding Band, the end turn damage of Clamp will increase to 1/6 of the target’s maximum HP. Ghost-type Pokémon cannot be trapped by Clamp.
Generation VIII
Clamp cannot be selected in a battle.
Description
Games
Description
Stad
The target is gripped in the attacker’s shell for two to five turns. It can’t move while under the attack.
Stad2
Grips the target in the attacker’s shell for two to five turns.
GSC
Traps the foe for 2-5 turns.
RSE
Traps and squeezes the foe for 2 to 5 turns.
FRLG
The foe is clamped and squeezed by the user’s shell for two to five turns.
Colo.XD
Traps and squeezes the target for 2 to 5 turns.
DPPtHGSSPBR
The foe is clamped and squeezed by the user’s very thick and sturdy shell for two to five turns.
BWB2W2 XYORAS SMUSUMPE
The target is clamped and squeezed by the user’s very thick and sturdy shell for four to five turns.
SwSh
This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
Learnset
By leveling up
In other games
Pokémon Mystery Dungeon series
In Red Rescue Team and Blue Rescue Team, and Explorers of Time, Darkness and Sky, Clamp is a move with base power of 6, 17PP and 78% accuracy. It hits enemy in the front, and might inflict the Constriction status condition on the enemy.
Description
Games
Description
MDRB
Inflicts damage on the target. It may also cause constriction, making the foe incapable of movement.
MDTDS
Inflicts damage on the target. It may also afflict the targeted enemy with a Constriction status condition, making it incapable of movement.
It damages an enemy. It could also cause the Clamp status condition.
In the anime
In the manga
Pokémon Adventures
Lorelei’s Shellder was revealed to know Clamp on the official web site, but she was never shown using the move.
In other generations
Core series games
Side series games
Spin-off series games
In other languages
Clamp (move) – Bulbapedia, the community-driven Pokémon encyclopedia
If you were looking for the move with the Japanese name Clamp, see Vise Grip (move).
Clamp (Japanese: からではさむClamp with Shell) is a damage-dealing Water-type move introduced in Generation I. Prior to Generation III, it was the signature move of Shellder and Cloyster.
Effect
Generation I
Clamp inflicts damage and traps the target for 2-5 turns, damaging the target at the end of each turn. There is a 37.5% chance that it will attack for 2 turns, a 37.5% chance that it will attack for 3 turns, a 12.5% chance that it will attack for 4 turns, and a 12.5% chance that it will attack for 5 turns. Although only the first hit can be a critical hit, each consecutive turn will deal the same amount of damage. Whilst the target is trapped, it will be unable to attack, and if the user of Clamp strikes before the target, when used, the target will also be unable to attack during the same turn.
Damage inflicted by Clamp’s continuing duration is done after recurrent damage. If the user switches out before the turn duration ends, the target will be unable to attack during that turn. If the target switches out before the turn duration ends, Clamp will automatically be used against the incoming Pokémon, deducting an additional PP from the move. If at such a time Clamp has 0 PP, Clamp will still be used against the incoming Pokémon. After that use, the current PP of Clamp will roll over to 63, and full PP Ups will be applied to it.
Even if Clamp misses, it will negate the recharge turn normally required for Hyper Beam. Additionally, if the user of Clamp attacks before the user of Hyper Beam during a recharge turn and the use of Clamp misses, the user of Hyper Beam will automatically use Hyper Beam during that turn. If at such a time Hyper Beam has 0 PP, Hyper Beam will still be used, and afterwards its current PP will roll over to 63, and full PP ups will be applied to it.
The target will be able to select a move during each turn of Clamp’s duration, and will hit an incoming Pokémon with the selected move if the user switches out before the duration is over.
In Pokémon Stadium, if the target switches out before Clamp’s duration ends, the move is ended and the user’s turn is skipped. A move can be selected during each turn of Clamp’s duration. If the target switches out before the duration ends, the incoming Pokémon will not automatically be attacked. Clamp will negate the recharge turn of Hyper Beam only if successful.
Generation II
The target is now able to attack during Clamp’s duration, and can act normally. Instead, it inflicts 1/16 of the target’s maximum HP as damage for two to five turns upon use, in addition to the damage dealt when it is used. “<Pokémon> was CLAMPED by <User>!” will appear. It also traps the target, preventing switching and escape. If the user switches out, the target will be freed. If a trapped Pokémon uses Rapid Spin, it will be freed.
Generations III and IV
The effects of Clamp are the same as in Generation II, but if a wild Pokémon uses Clamp on the player’s Pokémon, the player may escape if the affected Pokémon has Run Away or is holding a Smoke Ball. However, these do not allow the player to switch the Pokémon out. The text also changes to “<User> CLAMPED <Pokémon>!”
If the user of Clamp is holding a Grip Claw, the duration will always be five turns. Also, if an affected Pokémon is holding a Shed Shell, it can switch out.
Clamp can also be used as part of a Pokémon Contest combination, with the user gaining extra three appeal points if the move Rain Dance was used in the prior turn.
Generation V
Clamp’s accuracy is increased to 85, its PP is increased to 15, and it lasts four to five turns. If a Binding Band is held by the user, the damage done at the end of each turn will increase from 1/16 of the target’s maximum HP to 1/8. If the user of Clamp is holding a Grip Claw, the duration will be 7 turns.
Generations VI and VII
The end turn damage of Clamp is increased from 1/16 to 1/8 of the target’s maximum HP. If the user is holding a Binding Band, the end turn damage of Clamp will increase to 1/6 of the target’s maximum HP. Ghost-type Pokémon cannot be trapped by Clamp.
Generation VIII
Clamp cannot be selected in a battle.
Description
Games
Description
Stad
The target is gripped in the attacker’s shell for two to five turns. It can’t move while under the attack.
Stad2
Grips the target in the attacker’s shell for two to five turns.
GSC
Traps the foe for 2-5 turns.
RSE
Traps and squeezes the foe for 2 to 5 turns.
FRLG
The foe is clamped and squeezed by the user’s shell for two to five turns.
Colo.XD
Traps and squeezes the target for 2 to 5 turns.
DPPtHGSSPBR
The foe is clamped and squeezed by the user’s very thick and sturdy shell for two to five turns.
BWB2W2 XYORAS SMUSUMPE
The target is clamped and squeezed by the user’s very thick and sturdy shell for four to five turns.
SwSh
This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
Learnset
By leveling up
In other games
Pokémon Mystery Dungeon series
In Red Rescue Team and Blue Rescue Team, and Explorers of Time, Darkness and Sky, Clamp is a move with base power of 6, 17PP and 78% accuracy. It hits enemy in the front, and might inflict the Constriction status condition on the enemy.
Description
Games
Description
MDRB
Inflicts damage on the target. It may also cause constriction, making the foe incapable of movement.
MDTDS
Inflicts damage on the target. It may also afflict the targeted enemy with a Constriction status condition, making it incapable of movement.
It damages an enemy. It could also cause the Clamp status condition.
In the anime
In the manga
Pokémon Adventures
Lorelei’s Shellder was revealed to know Clamp on the official web site, but she was never shown using the move.
In other generations
Core series games
Side series games
Spin-off series games
In other languages
Clamp (move) – Bulbapedia, the community-driven Pokémon encyclopedia
If you were looking for the move with the Japanese name Clamp, see Vise Grip (move).
Clamp (Japanese: からではさむClamp with Shell) is a damage-dealing Water-type move introduced in Generation I. Prior to Generation III, it was the signature move of Shellder and Cloyster.
Effect
Generation I
Clamp inflicts damage and traps the target for 2-5 turns, damaging the target at the end of each turn. There is a 37.5% chance that it will attack for 2 turns, a 37.5% chance that it will attack for 3 turns, a 12.5% chance that it will attack for 4 turns, and a 12.5% chance that it will attack for 5 turns. Although only the first hit can be a critical hit, each consecutive turn will deal the same amount of damage. Whilst the target is trapped, it will be unable to attack, and if the user of Clamp strikes before the target, when used, the target will also be unable to attack during the same turn.
Damage inflicted by Clamp’s continuing duration is done after recurrent damage. If the user switches out before the turn duration ends, the target will be unable to attack during that turn. If the target switches out before the turn duration ends, Clamp will automatically be used against the incoming Pokémon, deducting an additional PP from the move. If at such a time Clamp has 0 PP, Clamp will still be used against the incoming Pokémon. After that use, the current PP of Clamp will roll over to 63, and full PP Ups will be applied to it.
Even if Clamp misses, it will negate the recharge turn normally required for Hyper Beam. Additionally, if the user of Clamp attacks before the user of Hyper Beam during a recharge turn and the use of Clamp misses, the user of Hyper Beam will automatically use Hyper Beam during that turn. If at such a time Hyper Beam has 0 PP, Hyper Beam will still be used, and afterwards its current PP will roll over to 63, and full PP ups will be applied to it.
The target will be able to select a move during each turn of Clamp’s duration, and will hit an incoming Pokémon with the selected move if the user switches out before the duration is over.
In Pokémon Stadium, if the target switches out before Clamp’s duration ends, the move is ended and the user’s turn is skipped. A move can be selected during each turn of Clamp’s duration. If the target switches out before the duration ends, the incoming Pokémon will not automatically be attacked. Clamp will negate the recharge turn of Hyper Beam only if successful.
Generation II
The target is now able to attack during Clamp’s duration, and can act normally. Instead, it inflicts 1/16 of the target’s maximum HP as damage for two to five turns upon use, in addition to the damage dealt when it is used. “<Pokémon> was CLAMPED by <User>!” will appear. It also traps the target, preventing switching and escape. If the user switches out, the target will be freed. If a trapped Pokémon uses Rapid Spin, it will be freed.
Generations III and IV
The effects of Clamp are the same as in Generation II, but if a wild Pokémon uses Clamp on the player’s Pokémon, the player may escape if the affected Pokémon has Run Away or is holding a Smoke Ball. However, these do not allow the player to switch the Pokémon out. The text also changes to “<User> CLAMPED <Pokémon>!”
If the user of Clamp is holding a Grip Claw, the duration will always be five turns. Also, if an affected Pokémon is holding a Shed Shell, it can switch out.
Clamp can also be used as part of a Pokémon Contest combination, with the user gaining extra three appeal points if the move Rain Dance was used in the prior turn.
Generation V
Clamp’s accuracy is increased to 85, its PP is increased to 15, and it lasts four to five turns. If a Binding Band is held by the user, the damage done at the end of each turn will increase from 1/16 of the target’s maximum HP to 1/8. If the user of Clamp is holding a Grip Claw, the duration will be 7 turns.
Generations VI and VII
The end turn damage of Clamp is increased from 1/16 to 1/8 of the target’s maximum HP. If the user is holding a Binding Band, the end turn damage of Clamp will increase to 1/6 of the target’s maximum HP. Ghost-type Pokémon cannot be trapped by Clamp.
Generation VIII
Clamp cannot be selected in a battle.
Description
Games
Description
Stad
The target is gripped in the attacker’s shell for two to five turns. It can’t move while under the attack.
Stad2
Grips the target in the attacker’s shell for two to five turns.
GSC
Traps the foe for 2-5 turns.
RSE
Traps and squeezes the foe for 2 to 5 turns.
FRLG
The foe is clamped and squeezed by the user’s shell for two to five turns.
Colo.XD
Traps and squeezes the target for 2 to 5 turns.
DPPtHGSSPBR
The foe is clamped and squeezed by the user’s very thick and sturdy shell for two to five turns.
BWB2W2 XYORAS SMUSUMPE
The target is clamped and squeezed by the user’s very thick and sturdy shell for four to five turns.
SwSh
This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
Learnset
By leveling up
In other games
Pokémon Mystery Dungeon series
In Red Rescue Team and Blue Rescue Team, and Explorers of Time, Darkness and Sky, Clamp is a move with base power of 6, 17PP and 78% accuracy. It hits enemy in the front, and might inflict the Constriction status condition on the enemy.
Description
Games
Description
MDRB
Inflicts damage on the target. It may also cause constriction, making the foe incapable of movement.
MDTDS
Inflicts damage on the target. It may also afflict the targeted enemy with a Constriction status condition, making it incapable of movement.
It damages an enemy. It could also cause the Clamp status condition.
In the anime
In the manga
Pokémon Adventures
Lorelei’s Shellder was revealed to know Clamp on the official web site, but she was never shown using the move.
In other generations
Core series games
Side series games
Spin-off series games
In other languages
Clamp | Pokémon moves | Pokémon Database
Move data
Type
Water
Category
Physical
Power
35
Accuracy
85
PP
15 (max. 24)
Makes contact?
Yes
Introduced
Generation 1
Effects
Clamp inflicts damage on the first turn then traps the opponent, causing them to lose 1⁄8 of their maximum HP after each turn, for 4-5 turns.
If the user holds a Grip Claw, the after-effects last for 7 turns. If a Binding Band is held, the damage is 1⁄6 of the target’s maximum HP.
Changes
In Generations 1-3, Clamp is categorized as Special.
In Generations 1-4, Clamp has 75% accuracy.
In Generations 1-4, Clamp has 10 PP.
In Generations 1-4, the after-effects of Clamp last for 2-5 turns instead of 4-5; holding Grip Claw they last for 5 turns.
In Generations 2-5, the target loses only 1⁄16 of their maximum HP after each turn, or 1⁄8 if a Binding Band is held.
In Generation 1, Clamp inflicts regular damage for 2-5 turns. While in effect, the target is unable to attack.
Z-Move effects
When a Pokémon is holding Waterium Z and uses its Z-Power, Clamp turns into Hydro Vortex and has base power 100.
Move target
Targets a single adjacent Pokémon.
Other languages
Learnt by level up
These Pokémon learn Clamp at the level specified. The numbers given are for Pokémon Ultra Sun & Ultra Moon and may vary in other games; check the respective Pokédex pages for details.
Clamp | Pokémon Wiki | Fandom
This article needs the latest image. Reason: Gen. V in use.
Clamp
からではさむ Clamp with Shell
Contest Data
Condition:
Tough
Appeal:
3 ♥♥♥
Jam:
0
Temporarily stops the crowd from getting excited.
Condition:
Tough
Appeal:
3 ♥♥♥
A basic performance using a move known by the Pokémon.
Contest Spectaculars (ORAS)
Condition:
Tough
Appeal:
3 ♥♥♥
Jam:
0
Temporarily stops the crowd from growing excited.
Clamp is a Water-type move introduced in Generation I. It was the signature move of Shellder in Generations I and II, and was also the signature move of Cloyster, but only in Generation I.
Description
Games
Description
GSC
Traps the foe for 2-5 turns.
RSE
Traps and squeezes the foe for 2 to 5 turns.
FRLG
The foe is clamped and squeezed by the user’s shell for two to five turns. As of Generation V, Clamp has an accuracy of 85%, which prior to that had an accuracy of 75%
3-jaw type 2500. External smooth clamping, fast movement.
Powered 3-jaw chucks with pneumatic cylinder type 2500 constant pressure (built into the chuck body) are specially designed for processing long pipes or similar workpieces.
Chucks can be used on lathes allowing the installation of two chucks at both ends of the spindle. The dual positioning configuration enhances retention and stability when machining long workpieces.
Power chucks are integrated with a pneumatic cylinder and a movable feeder (mounted on the headstock housing) are intended for processing long pipes or similar workpieces
Dual positioning configuration enhances retention and stability when machining long workpieces
Large through hole
Anti-stick jaw master
Master jaws with direct lubrication
The safety valve ensures that the pressure in the piston chambers is maintained in the event of a loss of operating pressure
Control device for monitoring cam stroke
Control device for monitoring the pressure in the attachment chamber cylindrical fit with end attachment
External workpiece clamping (fast movement and smooth clamping)
Imbalance within G 6.3
3-jaw type 2500 with integrated pneumatic cylinder
Type
2500-400-140
2500-500-230
2500-630-325
2500-800-375
2500-1000 -560
D1
467
570
685
850
925
D2 (h6)
400
500
610
775
850
D3
374
474
580
745
815
D4
310
415
510
700
700
D5 (through hole)
140
230
325
375
560
D6
450
570
685
850
1000
D7
9004 9 374
474
580
745
815
D8
205
308
400
450
635
D9
430
550
666
830
910
D10
12
12
12
12
12
D11
12
12
12
12
12
D12
415
–
–
–
–
L1
246.2
282.2
307.5
354
332
L2
241
277
302
348.5
326.5
L3
100
149
209
244
328
9004 7
L4
113.5
164
230
268
360
L5
37
36.5
39.5
44.5
52.5
L6
25
17
19.5
19.5
19.5
L7
26
26
33
33
33
L8
8
8
8
8
10
L9
24
26
30
30
30
L10
40
36
43
45
43
L11
50
73
82
82
82
L12
168
196
245
320
320
L13
3.6
3.6
3.6
3.6
3.6
L14
60
60
70
70
70
L15
25.5
25.5
25.5
25.5
25.5
L16
12
12
12
12
12
L17
20
20
20
20
20
L18
10
20
20
20
20
L19
5
–
–
–
–
L20
3/8 “
3/8″
3/8 “
1/2″
1/2 “
A1
20 °
15 °
15 °
15 °
15 °
A2
40 °
30 °
30 °
30 °
30 °
A3
30 °
–
–
–
–
M1
9xM16
12xM12
12xM16
12xM16
12xM16
M2
M20
M20
M20
M20
M20
M6
M6
M6
M6
M6
M4
M6
M6
M6
M6
M6
M5
6xM8
6xM8
6xM8
6xM8 6
M
6xM8
Cam travel [mm]
19
25.4
25.7
25.7
25.7
Clamp 1st jaw stroke [mm]
7
8.6
8.6
8.6
8.6
Rapid jaw stroke [mm]
12
16.8
16 , 8
16.8
16.8
Working pressure min./Max. [MPa]
0.2 / 0.8
0.2 / 0.8
0.3 / 1
0.3 / 1
0.3 / 1
Clamping force (0 , 6 MPa) [kN]
130
180
200
200
170
Max. speed [rpm]
1300
1000
900
750
450
Moment of inertia [kg / m 2 ]
6.3
16.8
36
105
160
Weight without top jaws [kg]
220.4
340.6
630
970
960
Standard accessories for 3-jaw power turning chuck 2500:
Hardened top jaws
Set of seals and inner gaskets
T-piece
Chuck key
Eyebolt (for Ø> 200 mm)
Fixing bolts
Gripping systems
Note
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Roof security || Installation of flexible tiles from A to Z – Docke.Ru
Before starting roofing work, we strongly recommend that all roofers undergo training in working at height in a certified center, since this video is for informational purposes only and is not a guide to action.Go!
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A set of safety equipment for the roofer.
What kind of safety equipment do you need to work on the roof?
Safety harness and connecting subsystem.
Textile and flexible anchor lines.
Clamps for belay and roof climbing.
Connecting links, carabiners for attaching equipment to a safety harness.
Anchor loops. Helmet.
Please note: not a construction helmet, but a special helmet for industrial climbers.
If you have not come across safety equipment, then many of the above terms may not be clear to you.Therefore, below we will tell you about each piece of equipment. What is it and what is it for.
All of the above is the minimum set for safe work at height. In fact, this is climbing equipment, which is included in the list of safety rules when working at height. Roofers often ignore these rules. There are different excuses: “too expensive”, “all this is for beginners, and I am already experienced”, “I am not afraid of heights” and so on. At the same time, almost every such pro has a familiar colleague who has lost his temper.And he got off at best with bruises and broken ribs. Remember: there are things more important than money. The main thing is that you return safe and sound to your families.
Horizontal anchor line.
The key element of the fall arrest system is the horizontal anchor line. This collective safety device is a tape that is pulled between the anchorage points. The anchor line tape is made of polyester with a tensioning device on one side.Carabiners are attached to the ends of the tape.
It is intended for use when carrying out work that requires the movement of workers horizontally. We will install the tape along the ridge of the roof.
Helmet.
Before proceeding with the installation of the fall arrest system, you must provide yourself with individual safety equipment. Let’s start with the head. A special helmet for work at height is used to protect it. A characteristic feature of this helmet is the three-point attachment of the chin strap.
Leash.
The next element of insurance is a harness. It is a personal safety device for working at height. It is a construction of strong slings and fixing buckles. The harness serves to attach various kinds of slings to it: positioning slings, that is, for temporary attachment to the elements of stationary structures, or safety slings. We will only use safety lines.We put on the leash over work clothes and fit it tightly with the help of buckles to our size. The straps of the harness should be tightened so that only 3 fingers can fit under the harness. If the palm fits completely, then the harness is not tight enough. This means that when falling, the jerk will be very strong and traumatic.
Safety lanyard.
A safety sling connects the harness with a flexible anchor line, that is, with a rope.Fastens with a carabiner with a coupling into the harness points marked with the letter “A”. It is on the back. For convenience, it can be carried forward using an extension strap. On the other side, the sling is attached to the rope through a safety clip using a carabiner.
The safety lanyard is equipped with a shock absorber. This is a section of the sling, which is repeatedly folded and stitched with thread. In the event of a breakdown of an employee, the shock absorber breaks and absorbs the shock during a jerk. So don’t cut or straighten it under any circumstances.
Safety clip.
We use a drop-type safety clip, it belongs to the folding type and is only installed on the rope.
How to use the drop clip?
Remove the clip from the carabiner, spread the body and put the rope into it. It is important that the diameter of the rope is suitable for the given drop. All clamps have a designation for the correct direction of attachment – an arrow pointing up.We close the case, fix it with a carabiner and fasten it to the connecting element. Be sure to do a test after that: with a sharp jerk by the carbine, pull the drop down. If the clip is blocked, then you have secured it correctly. The clamp moves up the rope without much difficulty. When moving down, it happens that it bites. Therefore, many pull the drop down by the body.
At the same time, there is a danger that the person will stumble, reflexively clench his fist and, together with the drop, will fall down.To avoid this – just in case, tie a knot on the rope near the edge of the roof, it can save your life.
If we need to climb on a slippery or very steep bottom, we need an additional fulcrum. A clamp of the Zhumar type is suitable for this. It is not part of a fall arrest system and is attached to a separate anchor line. It is fastened to the harness with an elastic lanyard at point A ½.
How to fix a zhumar clamp on a rope?
We pull back the fastening flag, put in the rope and return the flag to its place.The clamp moves freely upward, with the cam latch blocking the downward movement of the clamp. In order to descend, slightly open the mount and loosen the grip of the rope. The work with the “zhumar” and the “drop” occurs alternately: when you go up with the “zhumar”, then you raise the “drop”. Make sure that the “drop” is always in the area between the shoulder and the top of the thigh. In order to unfasten the “zhumar” – first you need to remove the load from the rope.
How does the installation of a safety system begin?
Anchor point definitions, or anchor points.
Their location depends on the material and construction of the building. In our case, we will be anchored to a horizontal anchor line. It is stretched along the ridge of the roof and is attached at two anchorage points – on one side of the ridge and on the other. To organize these anchoring points, we will use the horizontal beams of the rafter system in the under-roof space, located at different ends of the roof. To do this, we need an anchor loop – a textile tape with loops at the ends.We wrap the beams with an anchor loop and bring the ends out to the street through the ridge, having previously cut a hole in the membrane.
Now our task is to secure ourselves with temporary insurance. To do this, we attach a rope to one of the piles and throw it over the ridge. We fasten the drop to the rope and climb the scaffolding to the roof. Now we are insured only on the opposite side of the roof from the attachment point. Do not forget that as soon as you step over the skate, there will be no insurance. To prevent the rope from rubbing against the corners of the roof, it is recommended to use special protectors.
Installation of a horizontal anchor line.
We connect the ends of the tape with the attachment points through the carabiner. First on one side of the roof, then on the other.
We connect the loop with a carabiner and attach the end of the anchor line to it. Move to the opposite pediment and do the same with the second end of the line. We select the slack of the tape through the adjustment mechanism and tighten the line using a ratchet.That’s it, the main anchor line for the belay is ready. Be sure to check the reliability of the tape fixation in the length adjuster mechanism. We attach a rope to it through the carabiner and enjoy calm and safe work on all roof slopes. Temporary insurance is no longer needed.
Up to 3 people can work on the line at the same time.
Please note that the rope should hang over the edge of the roof, and not lie in coils on the slope. Because if it is lying underfoot, there is always a chance to get entangled in it and stumble.
If you are going to work in a reference space using a jumar, you will have to pull on another horizontal anchor line. It is strictly forbidden to use one line for belay and support.
Before starting work, be sure to pull on the belay, see how the whole system behaves. Is the rope rubbing somewhere at the bend? If rubbing, put a protector under it. The main thing is not to rush and check everything carefully.
To further secure the roofers’ stay on the slope, we will install the scaffolding.In this we will be helped by special brackets that are attached directly to the base.
Brief summary.
To organize insurance you need:
Use a special hard hat.
Correctly put on and adjust the harness. Attach the following equipment to it: a safety lanyard, a safety clip, an elastic belay and a zhumar.
Correctly organize the key anchoring points: in our case, these are anchor loops and horizontal anchor lines.
Attach the harness with the equipment to the rope, and the rope to the anchor point.
In the next installment, we’ll cover the substrate requirements for installing shingles and take a closer look at the roofer’s tools.Good luck to everyone and reliable insurance on the slopes, bye!
Easy and secure clamping of parts. Check out the new Inforce clamps!
Do you need to secure the workpiece quickly and securely? Is the plastic clamp not giving the required force? Is the vice too bulky? Use Inforce clamps. They are easy to use, provide high-strength retention and are suitable for a wide range of applications. You will find a suitable option for joining furniture pieces or welding metal profiles and beams.
Among the clamping devices, clamps are the most versatile, as they can be used in almost any position and provide a large clamping force. However, not all of them are created equal. We examined their sore spots and found out common problems that users face.
Not enough force to clamp large metal workpieces.
The structure is deformed and even breaks from excessive force.
Over time, the clamp weakens, the fastener slips off.
Steel and cast iron clamps rust.
The screw moves with jerks, over time its movement becomes heavier.
Inconvenient handle does not allow you to apply the required force.
Of course, all these problems reduce the quality and productivity of work. It takes a long time to fix the part. And if it shifts during processing, there is a risk of spoiling the product. For example, when welding, the seam is deformed, when drilling, the holes are displaced. You have to constantly tighten the screw or support the parts with your hand.
Forget these problems – use the new Inforce clamps. We have developed them taking into account the wishes of users from various fields – from production and construction to private garage workshops. What did we do? We will tell you in detail.
Why Do Craftsmen Choose Inforce Clamps
F-Models
F-type clamps are most often used for joining wooden blanks, furniture parts, gluing cardboard and rubber products, fixing steel sheets.The design resembles the letter F, where one jaw is stationary, and the other moves along a guide. Clamping of the part is carried out by means of a screw. You can choose a fixture made of steel or cast iron – in any case, you will be sure of excellent quality!
Features of Inforce clamps
Easy screw stroke – due to the trapezoidal thread and special coating, the element moves quickly and does not twist. It can be easily rotated with an ergonomic wooden handle.
Robust construction – the steel clamp has an all-metal structure, the absence of welds provides increased strength. In cast iron, a six-fold corrugation is used, which provides additional protection against sliding of the guides.
Strong clamping jaws – for steel models, the stationary jaw is formed by bending a solid profile and has a molded stop plate, so it does not fall off from heavy loads.For cast iron clamps, the sponges are made of ductile iron reinforced with corrugated stiffeners. The elements are resistant to heavy loads and torsional forces.
Corrosion resistance – cast iron elements have a protective coating and steel elements are made of alloy steel with a chromium-nickel coating. Clamps are not afraid of moisture or condensation.
G-Models
When a large clamping force is needed to clamp large metal workpieces, the G-clamp is useful.It is suitable for welding, drilling, cutting, grinding. It is an indispensable tool in the workshop and on the construction site. Cast iron devices are not suitable for heavy loads, so we made them out of steel.
Features of Inforce clamps
High structural reliability – the all-metal alloy steel arc does not have welded seams, therefore it can withstand heavy loads. It will not burst, unlike cast iron.
Rust protection – chrome-nickel coating increases the corrosion resistance of the metal 2 – 5 times compared to conventional alloy steel without coating.
Confident clamping control – A T-handle with rounded ends is used to rotate the screw. It is convenient for pressing the part and providing the required force.
In a private workshop or in production, not one, but several clamps are often used. Choose the right work piece and fix it securely the first time! The Inforce range includes models with clamping widths from 70 to 1000 mm and clamping depths from 50 to 120 mm .You will find what you need to work with wood, metal, plastic, leather, rubber. The Inforce clamps are suitable for daily use and come with a Lifetime Warranty . Be sure to invest for years to come!
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Conveyors
Pallet Conveyor AFS
→
Video available
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APM Accumulation Conveyor with Free Pallet
Roller conveyor with dual drive system and spring support
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Lift table EFH (German)
Lift table
Welding
HELU- one-sided welding
Welding Clamps Tuenkers
Modular lightweight welding gun
Spot welding pliers
Robotic welding gun
Hand-held welding gun
Securing welding clamp
Displacement
ExpertTuenkers_7th axis
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Linear block with interlock changeover
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Rotary tables
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Tuenkers_Rotary Accumulator (eng)
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Clamps
Clamp overview Tuenkers
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Complete Catalog of TS Series Hand Clamps (eng)
Air Clamps ALPHA
Series
Video available
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Electric Clamps EK
Series
Video available
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Stingrey Lightweight Carbon Panel (Ramp)
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Tuenkers-Nickel pumping station design
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Machine for applying glue Lilliput
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Packing machine
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Carts AGV
Automatic universal trolley TAV 2000 (German)
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Video available
Clamping elements
Clamping and braking elements of the German company Zimmer are designed to stop and hold moving elements of linear movement systems: rail carriages, circular bearings of cylindrical guides and other similar elements.We offer over 4000 modules of various types, designed for rail guides from all major manufacturers, including HIWIN, Misumi, Thomson, TBI and others. Zimmer clamping and braking elements ensure that moving components such as machine Z-axes or machining tables remain in a fixed position and that machines and systems are brought to a standstill as quickly as possible in an emergency.
All products of the company are made of high-strength materials, characterized by wear resistance, resistance to external influences.
Mechanical clamping elements Zimmer
Zimmer manual clamping elements make it easy to clamp the carriages to the rails.
Zimmer manual clamping units of the HK series (for rail guides), HKR (for cylindrical guides) and miniHK (small size) are designed for static clamping of movable elements. With the help of a freely adjustable clamping lever, the contact sections converge synchronously and abut against the free sections of the guide.The emphasis occurs in the areas that are not used for rolling the balls of the carriages, so the clamping elements do not affect the movement accuracy in any way. Symmetrical force transmission to the rail is guaranteed by floating contact areas. The position of the clamping lever can be changed.
Parameters of the HK series clamps:
rail profile from 12 to 100 mm,
clamping force 1200-2000 N,
load on the lever 4-17 Nm,
resource 50,000 clamping.
Parameters of the miniHK series clamps:
rail profile from 5 to 42 mm,
clamping force 40-300 N,
load on the lever 0.11-2.5 Nm,
resource 50,000 clamping.
Depending on the carriage type, an adapter plate may be required to align the clamp and carriage height.The insert type is indicated in the catalog.
Pneumatic clamping / braking elements Zimmer
Zimmer pneumatic clamping and braking elements allow you to stop the movement of rail carriages and fix their position.
Zimmer pneumatic elements are classified according to: dimensions (standard (MK / MKS), narrow (LKP / LKPS), miniature (MCP / MCPS)), initial state (normally open and normally clamped (… S)), functionality (only clamping or clamping + braking (MBPS, UBPS, LBPS)).
The MK series pneumatic clamp is a classic Zimmer clamp. Patented wedge drive assembly provides high clamping force. The air pressure moves the wedge in the longitudinal direction, as a result of which the lateral movement presses the contact areas against the surface of the rail. MK series clamp (normally open) is activated by pneumatic pressure. The clamp of the MKS series (normally clamped) is clamped by means of a spring and opened by means of pneumatic pressure.
Parameters of MK series clamps:
rail profile from 12 to 100 mm,
clamping force 350-2250 N,
minimum pressure 6 bar,
maximum pressure 8 bar,
resource 5 million clamping.
Parameters of MKS series clamps:
rail profile from 12 to 100 mm,
clamping force 250-1450 N,
minimum pressure 5.5 bar,
maximum pressure 8 bar,
resource 5 million clamping.
Depending on the carriage type, an adapter plate may be required to align the clamp and carriage height. The insert type is indicated in the catalog.
End clamp in which, when the screw rotates, the clamp body moves. [Intent]
Distinguish:
tunnel-type clamp with direct pressing of the screw [GOST R 50043.2-92]
tunnel-type clamp with indirect screw pressing [GOST R 50043.2-92]
Tunnel clamp (separate element) with indirect screw pressing (compression force is applied to the conductor through an intermediate means – clamping piece)
Explorer
Tunnel Clamp Body
Screw
Tire acting as a pressure (push) part
Tunnel clamp (part of the terminal) with indirect pressing of the screw (the compression force is applied to the conductor through the intermediate means – the clamping piece)
Hole for inserting conductor
Tunnel Clamp Body
Screw
The live part of the terminal, which acts as a clamping (push) part
Topics
terminal, electrical clamp
Classification
General terms
connecting device
Synonyms
tunnel type clamp
EN
cage terminal
rising cage clamp
Technical translator’s guide.- Intent. 2009-2013.
tunnel diode
tunnel clamp apparatus
Useful
See what a “tunnel clamp” is in other dictionaries:
tunnel clamp device – [Intent] Topics output, electrical clamp EN cage of device… Technical translator’s guide
clamp with direct pressure – Screw clamp in which the clamping force of the conductor core is applied directly by the end or head of the screw, without additional means (washers, plates, etc.)[Intent] End clamp with direct pressing [GOST R 50043.2 92] … … Technical translator’s guide
clamp with indirect pressure – Screw clamp in which the clamping force of the conductor core is applied not directly by the end or head of the screw, but through an additional means (washer, plate, etc.). [Intent] End clamp with indirect pressure [GOST R 50043.2 92] … … Technical translator’s guide
screw terminal – A contact terminal that provides a detachable contact connection by pressing the conductor or cable lug fixed to the conductor against the working contact surface of the output with a screw or nut.