Critical hit: Difference between revisions

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{{Incomplete|2=Missing anime section and needs more information on side-games}}
{{search|random event|the video podcast|It's Super Effective (podcast)#Related podcasts|It's Super Effective (podcast) → Related podcasts}}
{{search|random event|the video podcast|It's Super Effective (podcast)#Related podcasts|It's Super Effective (podcast) → Related podcasts}}
A '''critical hit''' (Japanese: '''{{tt|急所|きゅうしょ}}''' ''{{wp|pressure point}}'') is a (generally) random event that multiplies the [[damage]] of a damage-dealing [[move]]. When one occurs, the game will display the message "A critical hit!" (Japanese: {{tt|急所に 当たった!|きゅうしょに あたった!}} ''Hit a pressure point!'') after the damage is dealt.
A '''critical hit''' (Japanese: '''{{tt|急所|きゅうしょ}}''' ''{{wp|pressure point}}'') is a (generally) random event that multiplies the [[damage]] of a damage-dealing [[move]]. When one occurs, the game will display the message "A critical hit!" (Japanese: {{tt|急所に 当たった!|きゅうしょに あたった!}} ''Hit a pressure point!'') after the damage is dealt.
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===Probability===
===Probability===
Whether a move scores a critical hit is determined by comparing a 1-byte random number (0 to 255) against a 1-byte threshold value (also 0 to 255); if the random number is less than the threshold, the Pokémon scores a critical hit. If the threshold value is ''T'', then this means the probability (''P'') of scoring a critical hit is <code>''P'' = ''T'' / 256</code>. (Note that this means it is impossible for a critical hit to be guaranteed; there will always be a 1/256 chance that a critical hit will not be scored.)
Whether a move scores a critical hit is determined by comparing a 1-byte random number (0 to 255) against a 1-byte threshold value (also 0 to 255); if the random number is less than the threshold, the Pokémon scores a critical hit. If the threshold value is ''T'', then this means the probability (''P'') of scoring a critical hit is <code>''P'' = ''T'' / 256</code>. (It is impossible for a critical hit to be guaranteed; there will always be at least a 1/256 chance that a critical hit will not be scored.)


The value of ''T'' is based on a Pokémon's [[base stats|base]] {{stat|Speed}}. For a normal move, ''T'' is half the base Speed:
The value of ''T'' is based on a Pokémon's [[base stats|base]] {{stat|Speed}}. For a normal move, ''T'' is half the base Speed:
:<code>''T'' = ''BaseSpeed'' / 2</code> or <code>''P'' = ''BaseSpeed'' / 512</code>
:<code>''T'' = ''BaseSpeed'' / 2</code> or <code>''P'' = ''BaseSpeed'' / 512</code>
Due to a bug, {{m|Focus Energy}} and {{DL|Battle item|Dire Hit}} lower a Pokémon's chance of scoring a critical hit instead of raising it, dividing ''T'' by 4:
Due to a bug in Generation I, {{m|Focus Energy}} and [[Dire Hit]] lower a Pokémon's chance of scoring a critical hit instead of raising it, dividing ''T'' by 4:
:<code>''T''<sub>''FE''</sub> = ''BaseSpeed'' / 8</code> or <code>''P''<sub>''FE''</sub> = ''BaseSpeed'' / 2048</code>
:<code>''T''<sub>''FE''</sub> = ''BaseSpeed'' / 8</code> or <code>''P''<sub>''FE''</sub> = ''BaseSpeed'' / 2048</code>
If the move being used has a {{cat|Moves with a high critical-hit ratio|high critical-hit ratio}}, ''T'' is multiplied by 8:
If the move being used has a high critical-hit ratio ({{m|Crabhammer}}, {{m|Karate Chop}}, {{m|Razor Leaf}}, or {{m|Slash}}), ''T'' is multiplied by 8:
:<code>''T''<sub>''HighCHR''</sub> = ''BaseSpeed'' * 4</code> or <code>''P''<sub>''HighCHR''</sub> = ''BaseSpeed'' / 64</code>
:<code>''T''<sub>''HighCHR''</sub> = ''BaseSpeed'' * 4</code> or <code>''P''<sub>''HighCHR''</sub> = ''BaseSpeed'' / 64</code>
Both effects may also be active at the same time. This would result in:
Both effects may also be active at the same time. This would result in:
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{{m|Focus Energy}}  is slightly more complicated than in the core games, but it does correctly raise the chance of a critical hit instead of lowering it:
{{m|Focus Energy}}  is slightly more complicated than in the core games, but it does correctly raise the chance of a critical hit instead of lowering it:
:<code>''T''<sub>''FE''</sub> = ( ''BaseSpeed'' + 236 ) / 2</code> or <code>''P''<sub>''FE''</sub> = ( ''BaseSpeed'' + 236 ) / 512</code>
:<code>''T''<sub>''FE''</sub> = ( ''BaseSpeed'' + 236 ) / 2</code> or <code>''P''<sub>''FE''</sub> = ( ''BaseSpeed'' + 236 ) / 512</code>
If the move being used has a {{cat|Moves with a high critical-hit ratio|high critical-hit ratio}}, ''T'' is multiplied by 8:
If the move being used has a high critical-hit ratio ({{m|Crabhammer}}, {{m|Karate Chop}}, {{m|Razor Leaf}}, or {{m|Slash}}), ''T'' is multiplied by 8:
:<code>''T''<sub>''HighCHR''</sub> = ( ''BaseSpeed'' + 76 ) * 2</code> or <code>''P''<sub>''HighCHR''</sub> = ( ''BaseSpeed'' + 76 ) / 128</code>
:<code>''T''<sub>''HighCHR''</sub> = ( ''BaseSpeed'' + 76 ) * 2</code> or <code>''P''<sub>''HighCHR''</sub> = ( ''BaseSpeed'' + 76 ) / 128</code>
If both effects are active at the same time, then:
If both effects are active at the same time, then:
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In Generations {{gen|II}}-{{gen|V}}, a critical hit deals 2 times the damage a move would otherwise do. From Generation {{gen|VI}} onwards, a critical hit deals 1.5 times a move's normal damage.
In Generations {{gen|II}}-{{gen|V}}, a critical hit deals 2 times the damage a move would otherwise do. From Generation {{gen|VI}} onwards, a critical hit deals 1.5 times a move's normal damage.


In Generation II, when a move scores a critical hit, all stat stage modifiers, the halved Attack from burn, and the defensive boosts from {{m|Light Screen}} and {{m|Reflect}} are ignored if the target's defending stat stage ({{stat|Defense}} or {{stat|Special Defense}}) is greater than or equal to the attacker's attacking stat stage ({{stat|Attack}} or {{stat|Special Attack}}). From [[Generation III]] onwards, when a move scores a critical hit, the attacker's negative stat stages, the defender's positive stat stages, and the defensive boosts from {{m|Light Screen}} and {{m|Reflect}} are always ignored. However, the halved Attack from burn is no longer ignored.
In Generation II, when a move scores a critical hit, all stat stage modifiers, the halved Attack from burn, and the defensive boosts from {{m|Light Screen}} and {{m|Reflect}} are ignored if the target's defending stat stage ({{stat|Defense}} or {{stat|Special Defense}}) is greater than or equal to the attacker's attacking stat stage ({{stat|Attack}} or {{stat|Special Attack}}). From [[Generation III]] onwards, when a move scores a critical hit, the attacker's negative stat stages, the defender's positive stat stages, and the defensive boosts from {{m|Light Screen}}, {{m|Reflect}}, and {{m|Aurora Veil}} are always ignored. However, the halved Attack from burn is no longer ignored.


;Examples
;Examples
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** Gen II: a critical hit will not ignore either stat. (Damage with a critical hit will have an 8/3× modifier.)
** Gen II: a critical hit will not ignore either stat. (Damage with a critical hit will have an 8/3× modifier.)
** Gen III-V: a critical hit will ignore the Defense boost. (Damage with a critical hit will have a 4× modifier.)
** Gen III-V: a critical hit will ignore the Defense boost. (Damage with a critical hit will have a 4× modifier.)
** Gen VI: a critical hit will ignore the Defense boost. (Damage with a critical hit will have a 3× modifier.)
** Gen VI+: a critical hit will ignore the Defense boost. (Damage with a critical hit will have a 3× modifier.)
* If the attacker is using a [[physical move]] and is at -1 Attack stages while the target is at -2 Defense stage...
* If the attacker is using a [[physical move]] and is at -1 Attack stages while the target is at -2 Defense stage...
** Gen II: a critical hit will not ignore either stat. (Damage with a critical hit will have a 2.64× modifier.)
** Gen II: a critical hit will not ignore either stat. (Damage with a critical hit will have a 2.64× modifier.)
** Gen III+: a critical hit will ignore the Attack drop. (Damage with a critical hit will have a 4× modifier.)
** Gen III-V: a critical hit will ignore the Attack drop. (Damage with a critical hit will have a 4× modifier.)
** Gen VI: a critical hit will ignore the Attack drop. (Damage with a critical hit will have a 3× modifier.)
** Gen VI+: a critical hit will ignore the Attack drop. (Damage with a critical hit will have a 3× modifier.)
 
====Other factors====
The Abilities {{a|Battle Armor}} and {{a|Shell Armor}} and the effect of {{m|Lucky Chant}} will prevent any critical hit being scored on a Pokémon.
 
The moves {{m|Storm Throw}} and {{m|Frost Breath}} will always result in a critical hit (unless prevented by one of the above effects). The move {{m|Laser Focus}} guarantees the next move to score a critical hit.


===Other effects===
If a Pokémon with the {{a|Sniper}} Ability gets a critical hit, the damage dealt will be multiplied by an additional factor of 1.5.
If a Pokémon with the {{a|Sniper}} Ability gets a critical hit, the damage dealt will be multiplied by an additional factor of 1.5.


Pokémon with the Ability {{a|Merciless}} will always score critical hits on {{status|poisoned}} Pokémon (unless prevented by one of the above effects).
If {{rf|Galarian}} {{p|Farfetch'd}} lands three critical hits in a single battle, it [[Evolution|evolve]]s into {{p|Sirfetch'd}}.


===Probability===
===Probability===
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{| class="roundy" cellpadding="3" style="margin: auto; background: #{{status color}}; border: 3px solid #{{status color dark}}"
{| class="roundy" cellpadding="3" style="margin: auto; background: #{{status color}}; border: 3px solid #{{status color dark}}"
! rowspan=2 style="background:#{{status color light}}; {{roundytl|5px}}" | Stage
! rowspan=2 style="background:#{{status color light}}; {{roundytl|5px}}" | Stage
! colspan=2 style="background:#{{status color light}}; {{roundytr|5px}}" | Chance of critical hit
! colspan=3 style="background:#{{status color light}}; {{roundytr|5px}}" | Chance of critical hit
|- style="background:#{{status color light}}"
|- style="background:#{{status color light}}"
! Gen II-V
! Gen II-V
! Gen VI onwards
! Gen VI
! Gen VII onwards
|- style="background:#fff"
|- style="background:#fff"
| +0
| +0
| 1/16 (6.25%)
| 1/16 (6.25%)
| 1/16 (6.25%)
| 1/16 (6.25%)
| 1/24 (~4.167%)
|- style="background:#fff"
|- style="background:#fff"
| +1
| +1
| 1/8 (12.5%)
| 1/8 (12.5%)
| 1/8 (12.5%)
| 1/8 (12.5%)
| 1/8 (12.5%)
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| +2
| +2
| 1/4 (25%)
| 1/4 (25%)
| 1/2 (50%)
| 1/2 (50%)
| 1/2 (50%)
|-
|-
| style="background:#fff" | +3
| style="background:#fff" | +3
| style="background:#fff" | 1/3 (33.3%)
| style="background:#fff" | 1/3 (~33.3%)
| rowspan=2 style="background:#fff" | Always (100%)
| rowspan=2 style="background:#fff; {{roundybr|5px}}" | Always (100%)
| rowspan=2 style="background:#fff; {{roundybr|5px}}" | Always (100%)
|-
|-
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|}
|}


An attacking move will start out at stage 0, but there are several ways to increase a move's stage as detailed in the table below. An effect cannot stack with another effect in the same column, including itself.
If a Pokémon has maximum [[affection]], the probability from above is multiplied by 2.<ref>[https://twitter.com/wwwwwwzx/status/953477067495976960/photo/1 卡璞波波 on Twitter]</ref>
 
An attacking move will start out at stage 0, but there are several ways to increase a move's stage as detailed in the table below.


{| class="roundy" style="margin: auto; text-align: center; background: #999; border: 3px solid #cdcdcd"
{| class="roundy" style="margin: auto; text-align: center; background: #999; border: 3px solid #cdcdcd"
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|- style="background:#FFF"
|- style="background:#FFF"
! style="background:#{{physical color light}}" | +1 stage
! style="background:#{{physical color light}}" | +1 stage
| {{cat|Moves with a high critical-hit ratio}}<br><small>(Gen II-III: +2 stages)</small>
| {{cat|Moves with a high critical-hit ratio}}<br><small>(Gen II: +2 stages)</small>
| <ab>[[Razor Claw]]
| <ab>[[Razor Claw]]
{{DL|In-battle effect item|Scope Lens}}</ab>
[[Scope Lens]]</ab>
| {{a|Super Luck}}
| {{a|Super Luck}}
| {{DL|Battle item|Dire Hit}}
| {{m|G-Max Chi Strike}}
|- style="background:#FFF"
|- style="background:#FFF"
! style="background:#{{physical color light}}" | +2 stages
! style="background:#{{physical color light}}" | +2 stages
| {{m|10,000,000 Volt Thunderbolt}}
| <ab>[[Leek|Stick/Leek]] (for {{p|Farfetch'd}} or {{p|Sirfetch'd}} only)
[[Lucky Punch]] (for {{p|Chansey}} only)</ab>
| &mdash;
| &mdash;
| <ab>{{DL|Stat-enhancing item|Stick}} (for {{p|Farfetch'd}} only)
| <ab>{{m|Focus Energy}} / [[Dire Hit]]
{{DL|Stat-enhancing item|Lucky Punch}} (for {{p|Chansey}} only)</ab>
<small>(Gen II: +1 stage)</small>
| &mdash;
| <ab>{{m|Focus Energy}} <small>(Gen II: +1 stage)</small>
[[Lansat Berry]]
[[Lansat Berry]]
Z-{{m|Foresight}}, Z-{{m|Sleep Talk}}, Z-{{m|Tailwind}}, Z-{{m|Acupressure}}, Z-{{m|Heart Swap}}
{{DL|Wonder Launcher|Dire Hit 2}} ([[Wonder Launcher]] only)</ab>
{{DL|Wonder Launcher|Dire Hit 2}} ([[Wonder Launcher]] only)</ab>
|-
|-
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|}
|}


Note that it is possible for a Pokémon to acquire the effect of a [[Lansat Berry]] even if it is already holding another item, through the use of {{m|Baton Pass}}, {{m|Pluck}}, {{m|Bug Bite}}, or {{m|Fling}}; or by obtaining another item after consuming the Berry, such as via {{m|Thief}} or {{a|Symbiosis}}.
An effect cannot stack with an effect in the same column (including itself), with the exception of G-Max Chi Strike, whose effect can stack with anything (including more uses of itself)<ref>https://www.smogon.com/forums/threads/sword-shield-battle-mechanics-research.3655528/page-45#post-8440929</ref>. A Pokémon may acquire the effect of a [[Lansat Berry]] even if it is already holding another item, through the use of {{m|Baton Pass}}, {{m|Pluck}}, {{m|Bug Bite}}, or {{m|Fling}}; or by obtaining another item after consuming the Berry, such as via {{m|Thief}} or {{a|Symbiosis}}.
 
====Other factors====
The Abilities {{a|Battle Armor}} and {{a|Shell Armor}} prevent Pokémon from landing critical hits on the Pokémon with that Ability. {{m|Lucky Chant}} prevents Pokémon from landing critical hits on the Pokémon it is protecting for a span of five turns.
 
Pokémon with the Ability {{a|Merciless}} will always score critical hits on {{status|poisoned}} Pokémon (unless prevented by one of the above effects).
 
The moves {{m|Storm Throw}}, {{m|Frost Breath}}, {{m|Zippy Zap}}, {{m|Surging Strikes}}, and {{m|Wicked Blow}}, along with any move used by a Pokémon that is under the effect of {{m|Laser Focus}}, will always result in a critical hit (unless prevented by one of the above effects).
 
==In side-games==
===Pokémon Mystery Dungeon===
====Rescue Team and Explorers====
There are some differences from how critical works in main series:
*Critical hits do only 50% more damage, unless the Pokémon has {{a|Sniper}}, in which case it will do double damage.
*Male or genderless Pokémon will have the move's base critical hit rate multiplied by 1.5x.
*[[Scope Lens]], [[Patsy Band]], Sharpshooter [[IQ]] skill and {{a|Super Luck}} add a flat modifier to the move's critical hit rate (30% in Red/Blue Rescue Team, 15% in Explorers).
*Type Advantage Master will set the critical hit rate to 40%, ignoring all other effects.
*Focus Energy will guarantee critical hits, provided the critical hits are not prevented by [[exclusive item]]s, [[Abilities]], Critical Dodger IQ skill or {{m|Lucky Chant}}.
 
{| class="roundtable" style="margin:auto; background: #{{MD Red color}}; border: 3px solid #{{MD Time color}}"
|-
! Moves
! Chance of critical hit
|-
| {{m|Pin Missile}}, {{m|Fury Attack}}, {{m|Fury Swipes}}, {{m|Comet Punch}} and {{m|Rock Blast}}
| 1%
|-
| {{m|Ice Ball}}, {{m|DoubleSlap}}, {{m|Bullet Seed}}, {{m|Twineedle}}, {{m|Barrage}}, {{m|Arm Thrust}}, {{m|Icicle Spear}}, {{m|ThunderShock}}, {{m|Spike Cannon}}, {{m|Triple Kick}} and {{m|Bone Rush}}
| 2%
|-
| {{m|Double Kick}}
| 3%
|-
| Other moves
| 12%{{sup/md|RB}}/8%{{sup/md|TDS}}
|-
| [[:Category:Moves with a high critical-hit ratio|Moves with a high critical-hit ratio]]{{tt|*|Except Karate Chop in Red/Blue Rescue Team}}
| 50%{{sup/md|RB}}/30%{{sup/md|TDS}}
|}


==In other languages==
==In other languages==
{{langtable|color={{attack color}}|bordercolor={{attack color dark}}
{{langtable|color={{attack color}}|bordercolor={{attack color dark}}
|zh_yue=要害 ''{{tt|Yiuhoih|Vital point}}''
|zh_cmn=要害 ''{{tt|Yàohài|Vital point}}''
|fr=Coup critique
|de=Volltreffer
|de=Volltreffer
|fr=Coup critique
|it=Brutto colpo
|it=Brutto colpo
|es={{tt|Golpe crítico|Ataque crítico in Generation I}}
|ko=급소 ''{{tt|Geupso|Vital point}}''
|ko=급소 ''geupso
|pt_br=Golpe crítico
|ru=Критический урон ''Kriticheskiy uron''
|es_eu=Golpe crítico ({{gen|II}} - {{gen|VII}})<br>Ataque crítico ({{gen|I}})
|es_la=Golpe Directo
|sv=Kritiskt slag
|sv=Kritiskt slag
|vi=Đòn chí mạng
|vi=Đòn chí mạng
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* [[Same-type attack bonus]]
* [[Same-type attack bonus]]
* [[Damage]]
* [[Damage]]
==References==
<references />


{{-}}
{{-}}
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[[de:Volltreffer]]
[[de:Volltreffer]]
[[es:Golpe crítico]]
[[fr:Coup critique]]
[[fr:Coup critique]]
[[it:Brutto colpo]]
[[ja:急所]]
[[ja:急所]]
[[pl:Krytyczne obrażenia]]
[[zh:击中要害]]
[[zh:击中要害]]
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