One-hit knockout move: Difference between revisions

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'''One-hit knockout moves''' (Japanese: '''{{tt|一撃必殺|いちげきひっさつ}}わざ''' ''one-hit knockout move''), commonly abbreviated as '''one-hit KO moves''' or '''OHKO moves''', are [[move]]s that cause the target to immediately [[fainting|faint]], regardless of its current [[HP]] or its [[Defense]] or [[Special Defense]] [[stats|stat]]s. To make up for this, they have particularly low [[accuracy]].
'''One-hit knockout moves''' (Japanese: '''{{tt|一撃必殺|いちげきひっさつ}}わざ''' ''one-hit knockout move''), commonly abbreviated as '''one-hit KO moves''' or '''OHKO moves''', are [[move]]s that cause the target to immediately [[fainting|faint]], regardless of its current [[HP]] or defensive [[stats]]. To make up for this, they have a particularly low chance to successfully hit the target.


==One-hit knockout move==
==One-hit knockout move==
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! style="background: #{{normal color}}; {{roundytr|5px}}" | {{mcolor|Guillotine|fff}}
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! style="background: #{{ice color}}; {{roundytr|5px}}" | {{mcolor|Sheer Cold|fff}}
! style="background: #{{ice color}}; {{roundytr|5px}}" | {{mcolor|Sheer Cold|fff}}
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==In the core series==
==In the core series==
{{MoveResearch|1. Can Endure, Focus Band, and Affection allow a Pokémon to survive a one-hit knockout move (in each generation)?<br/>2. Interaction with substitute<br/>3. Does the accuracy formula change against the Dynamax barrier?}}
{{MoveResearch|1. Can Endure, Focus Band, and Affection allow a Pokémon to survive a one-hit knockout move (in each generation)?<br/>2. Interaction with substitute<br/>3. Does the accuracy formula change against the Dynamax barrier?}}
One-hit KO moves deal [[damage]] so that the target faints. If the target faints, the game displays the message "It's a one-hit KO!" (or simply "One-hit KO!" in [[Generation I]]).
One-hit KO moves deal [[damage]] so that the target faints. Despite being damaging moves, they do not consume a [[Gem]]. If the target faints, the game displays the message "It's a one-hit KO!" (or simply "One-hit KO!" in [[Generation I]]).


In [[Generation]]s {{gen|I}} and {{gen|II}}, super effective one-hit knockout moves display the super effective message and play the appropriate sound effect. From Generation III onward, type-effectiveness messages no longer appear, but appropriate type-effectiveness sound effects still play.  
In [[Generation]]s {{gen|I}} and {{gen|II}}, super effective one-hit knockout moves display the super effective message and play the appropriate sound effect. From Generation III onward, type-effectiveness messages no longer appear, but appropriate type-effectiveness sound effects still play.  


Pokémon with the [[Ability]] {{a|Sturdy}} are immune to one-hit KO moves. Pokémon with {{a|Wonder Guard}} are also immune, unless the one-hit KO move's type is super effective against that Pokémon. A [[Focus Sash]] or {{a|Disguise}} can allow a Pokémon to survive a one-hit KO move.
In [[Generation III]] only, due to an oversight, a one-hit knockout move can fail to break a {{OBP|substitute|doll}}. If a Pokémon's substitute has more HP left than the Pokémon does, the substitute will not break when hit by a one-hit knockout move. This occurs because one-hit knockout moves deal damage equal to the Pokémon's current HP. This oversight was fixed in [[Generation IV]].
 
Pokémon with the [[Ability]] {{a|Sturdy}} are immune to one-hit KO moves. A [[Focus Sash]] or the Ability {{a|Disguise}} can allow a Pokémon to survive a one-hit KO move.


All OHKO moves have a base [[PP]] of 5. If an OHKO move becomes a [[Z-Move]], it will have a base power of 180. If it becomes a [[Max Move]], it will have a base power of 130.
All OHKO moves have a base [[PP]] of 5. If an OHKO move becomes a [[Z-Move]], it will have a base power of 180. If it becomes a [[Max Move]], it will have a base power of 130.


In [[Max Raid Battle]]s, one-hit KO moves can deplete two bars of strength from a mysterious barrier, but will otherwise always fail against [[Dynamax]] Pokémon.
One-hit KO moves will always fail against [[Dynamax]] Pokémon and [[Tera Raid]] bosses are unaffected by them. However, in [[Max Raid Battle]]s, one-hit KO moves can deplete two bars of strength from a mysterious barrier.


OHKO moves are not featured in {{g|Legends: Arceus}}.
===Accuracy mechanics===
===Accuracy mechanics===
====Generation I====
====Generation I====
All OHKO moves have an [[accuracy]] of 30%, but they will automatically fail if the user's {{stat|Speed}} stat is lower than the target's. An [[X Accuracy]] will guarantee that all OHKO moves hit. The accuracy of OHKO moves in Generation I is affected by the standard {{stat|accuracy}} and {{stat|evasion}} stats.
All OHKO moves have an [[accuracy]] of 76/256 (approximately 30%), but they will automatically fail if the user's {{stat|Speed}} stat is lower than the target's. An [[X Accuracy]] will guarantee that all OHKO moves hit. The accuracy of OHKO moves in Generation I is affected by the standard {{stat|accuracy}} and {{stat|evasion}} stats.


====Generation II====
====Generation II====
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====Generation III onward====
====Generation III onward====
OHKO moves automatically fail if the target has a higher level than the user. Their accuracy starts at 30% and increases by 1% for each level the user is above the target. {{stat|Accuracy}} and {{stat|evasion}} stats no longer influence the move's accuracy, including modifiers that do not use stages, such as {{m|Gravity}}, [[Wide Lens]], and {{a|Compound Eyes}}. Effects that allow moves to always hit (such as {{a|No Guard}} or {{m|Lock-On}}) still work on OHKO moves.
OHKO moves automatically fail if the target has a higher level than the user. Their accuracy starts at 30% and increases by 1% for each level the user is above the target. {{stat|Accuracy}} and {{stat|evasion}} stats no longer influence the move's accuracy, including modifiers that do not use stages, such as {{m|Gravity}}, [[Wide Lens]], and {{a|Compound Eyes}}. Effects that allow moves to always hit (such as {{a|No Guard}} or {{m|Lock-On}}, but not {{m|Telekinesis}}) still work on OHKO moves.


Since [[Generation VII]], the accuracy of {{m|Sheer Cold}} starts at 20% instead if the user is not {{type|Ice}}. In addition, all OHKO moves now display their accuracy as 30% instead of —, although the calculation remains unchanged (except for Sheer Cold used by a non-Ice-type Pokémon).
Since [[Generation VII]], the accuracy of {{m|Sheer Cold}} starts at 20% instead if the user is not {{type|Ice}}. In addition, all OHKO moves now display their accuracy as 30% instead of —, although the calculation remains unchanged (except for Sheer Cold used by a non-Ice-type Pokémon).


==In spin-off games==
==In spin-off games==
===In the Pokémon Mystery Dungeon series===
===Pokémon Mystery Dungeon series===
In the [[Pokémon Mystery Dungeon series]] of games, OHKO moves can hit regardless of level, although they are very prone to missing as always. When one hits, the game states that the target fainted through "calamitous damage" (changed to the standard "It's a one-hit KO!" in {{FB|Pokémon Mystery Dungeon: |Gates to Infinity}}). However, they actually do 9999 damage, which can be seen when the attacks are reflected by {{DL|IQ|IQ skills}} such as Counter Hitter if the Pokémon is revived by a {{DL|Seed|Reviver Seed}}.
In the [[Pokémon Mystery Dungeon series]] of games, OHKO moves can hit regardless of level, although they are very prone to missing as always. When one hits, the game states that the target fainted through "calamitous damage" (changed to the standard "It's a one-hit KO!" in {{FB|Pokémon Mystery Dungeon: |Gates to Infinity}}). However, they actually do 9999 damage, which can be seen when the attacks are reflected by {{DL|IQ|IQ skills}} such as Counter Hitter if the Pokémon is revived by a {{DL|Seed|Reviver Seed}}.


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[[it:OHKO]]
[[it:OHKO]]
[[ja:一撃必殺技]]
[[ja:一撃必殺技]]
[[zh:一击必杀招式]]
[[zh:一击必杀的招式]]