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Blueapple128 (talk | contribs) (False. CH can never go above 5, and Super Luck adds 1, not doubles.) |
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|4 | |4 | ||
|33.3% | |33.3% | ||
|{{cat|Moves with a high critical-hit ratio|Moves with an increased critical hit rate}} used by {{p|Farfetch'd}} and {{p|Chansey}} with the {{DL|Stat-enhancing item|Stick}} and {{DL|Stat-enhancing item|Lucky Punch}} attached | |{{cat|Moves with a high critical-hit ratio|Moves with an increased critical hit rate}} used by {{p|Farfetch'd}} and {{p|Chansey}} with the {{DL|Stat-enhancing item|Stick}} and {{DL|Stat-enhancing item|Lucky Punch}} attached | ||
|- | |- | ||
|5 | |5 | ||
|50% | |50% | ||
| | |{{cat|Moves with a high critical-hit ratio|Moves with an increased critical hit rate}} used in combination with {{a|Super Luck}} and {{m|Focus Energy}} or {{DL|Battle item|Dire Hit}}. | ||
|} | |} | ||
{{DL|In-battle effect item|Scope Lens}} and {{DL|Evolution-inducing held item|Razor Claw}}, both add 1 level.{{a|Super Luck}} | {{DL|In-battle effect item|Scope Lens}} and {{DL|Evolution-inducing held item|Razor Claw}}, both add 1 level. {{a|Super Luck}} also adds 1 level. The {{DL|Stat-enhancing item|Stick}} adds 2 levels (for {{p|Farfetch'd}} only), the {{DL|Stat-enhancing item|Lucky Punch}} adds 2 levels (for {{p|Chansey}} only), and {{m|Focus Energy}} and {{DL|Battle item|Dire Hit}} adds 2 levels to any Pokémon. | ||
When a move scores a critical hit, damage is calculated based on either the modified or unmodified attack and defense stats, whichever is more advantageous to the attacker. For example, an attacker who has used {{m|Swords Dance}} and then makes a critical hit will get the benefit of the increased Attack, while one affected by {{m|Charm}} will use its normal Attack score. Another example would be if a team had {{m|Light Screen}} or {{m|Reflect}} on it and the attacker scored a critical on the team with the certain wall; the defense added by the wall would then be ignored, and the attacker would do double damage. In [[Generation I]], critical hits always ignore stat modifiers, even if this is disadvantageous to the attacker. | When a move scores a critical hit, damage is calculated based on either the modified or unmodified attack and defense stats, whichever is more advantageous to the attacker. For example, an attacker who has used {{m|Swords Dance}} and then makes a critical hit will get the benefit of the increased Attack, while one affected by {{m|Charm}} will use its normal Attack score. Another example would be if a team had {{m|Light Screen}} or {{m|Reflect}} on it and the attacker scored a critical on the team with the certain wall; the defense added by the wall would then be ignored, and the attacker would do double damage. In [[Generation I]], critical hits always ignore stat modifiers, even if this is disadvantageous to the attacker. |
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