Critical hit: Difference between revisions

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When a move lands a critical hit, the attacker's level will be doubled during [[damage]] calculation, which approximately (but not quite) doubles the damage dealt. A rough approximation for the damage multiplier is <math display="inline">\frac{2L + 5}{L + 5}</math> where L is the attacker's level; as a result, lower-leveled Pokémon have a smaller critical hit boost than higher-leveled Pokémon. For example, a level 5 Pokémon will inflict about 1.5× damage on a critical hit, while a level 20 Pokémon will inflict 1.8× and a level 95 Pokémon will inflict 1.95×.
When a move lands a critical hit, the attacker's level will be doubled during [[damage]] calculation, which approximately (but not quite) doubles the damage dealt. A rough approximation for the damage multiplier is <math display="inline">\frac{2L + 5}{L + 5}</math> where L is the attacker's level; as a result, lower-leveled Pokémon have a smaller critical hit boost than higher-leveled Pokémon. For example, a level 5 Pokémon will inflict about 1.5× damage on a critical hit, while a level 20 Pokémon will inflict 1.8× and a level 95 Pokémon will inflict 1.95×.


Critical hits ignore all [[Statistic|stat]] stage modifiers and the halved {{stat|Attack}} from {{status|burn}}. This includes beneficial stat modifiers as well, making it possible for a critical hit to deal less damage than a non-critical hit if the attacker has at least doubled their Attack/{{stat|Special}} or the target's {{stat|Defense}}/Special is at least halved.
Critical hits use the attacker and defender's original [[Statistic|stats]] with no modifications. This means it is possible for a critical hit to deal less damage than a non-critical hit if the attacker's stat modifications were high enough and the defender's were low enough. If the player's Pokémon has {{m|transform}}ed, its untransformed stats will be used (but enemies use the stats of their transformation).<ref>[https://github.com/pret/pokered/blob/bbb0e7e82deb6741f75a12b48f81076d92f5d9dc/engine/battle/core.asm#L4262 pokered/core.asm at bbb0e7e82deb6741f75a12b48f81076d92f5d9dc · pret/pokered · GitHub] (Critical damage calculation: party data like <code>wPartyMon1Defense</code> is not affected by Transform)</ref>


===Probability===
===Probability===
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==Generation II onwards==
==Generation II onwards==
===Damage===
===Damage===
From Generation {{gen|II}} to {{gen|V}}, a critical hit deals 2 times the normal damage. From Generation {{gen|VI}} onward, a critical hit deals 1.5 times the normal damage. In Generation II only, this is done by doubling the user's level during damage calculation; from Generation III onward, the damage is multiplied directly.
From Generation {{gen|II}} to {{gen|V}}, a critical hit deals 2 times the normal damage. From Generation {{gen|VI}} onward, a critical hit deals 1.5 times the 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 screens ({{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}}).
In Generation II, when a move scores a critical hit, all stat stage modifiers, the halved Attack from burn, and the defensive boosts from screens ({{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}}).
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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.


If {{rf|Galarian}} {{p|Farfetch'd}} lands three critical hits in a single battle, it [[Evolution|evolve]]s into {{p|Sirfetch'd}}.
If {{rf|Galarian}} {{p|Farfetch'd}} lands at least three critical hits in a single battle, it [[Evolution|evolve]]s into {{p|Sirfetch'd}} at the end of the battle.


===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=3 style="background:#{{status color light}}; {{roundytr|5px}}" | Chance of critical hit
! colspan=4 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
! Gen III-V
! Gen VI
! Gen VI
! Gen VII onwards
! Gen VII onwards
|- style="background:#fff"
|- style="background:#fff"
| +0
| +0
| 17/256 (≈6.64%)
| 1/16 (6.25%)
| 1/16 (6.25%)
| 1/16 (6.25%)
| 1/16 (6.25%)
| 1/24 (~4.167%)
| 1/24 (≈4.17%)
|- 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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|- style="background:#fff"
|- style="background:#fff"
| +2
| +2
| 1/4 (25%)
| 1/4 (25%)
| 1/4 (25%)
| 1/2 (50%)
| 1/2 (50%)
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|-
|-
| style="background:#fff" | +3
| style="background:#fff" | +3
| style="background:#fff" | 1/3 (~33.3%)
| style="background:#fff" | 85/256 (≈33.2%)
| style="background:#fff" | 1/3 (≈33.3%)
| rowspan=2 style="background:#fff" | Always (100%)
| 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%)
|-
|-
| style="background:#fff; {{roundybl|5px}}" | +4 and above
| style="background:#fff; {{roundybl|5px}}" | +4 and above
| style="background:#fff" | 1/2 (50%)
| style="background:#fff" | 1/2 (50%)
| style="background:#fff" | 1/2 (50%)
|}
|}


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>
If a Pokémon has maximum [[affection]] (Gen VI-{{Gameabbrev7|USUM}}) or [[friendship]] ({{Gameabbrev7|PE}} onward except {{gameabbrev8|LA}}), the probability from above is multiplied by 2.<ref>[https://twitter.com/wwwwwwzx/status/953477067495976960/photo/1 卡璞波波 on Twitter]</ref>
 
====Stage modifiers====


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 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.
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! style="background:#{{physical color}}" | Held item
! style="background:#{{physical color}}" | Held item
! style="background:#{{physical color}}" | Ability
! style="background:#{{physical color}}" | Ability
! style="background:#{{physical color}}; {{roundytr|5px}}" | Triggered
! style="background:#{{physical color}}" | Getting pumped
! style="background:#{{physical color}}; {{roundytr|5px}}" | Other
|- style="background:#FFF"
|- style="background:#FFF"
! style="background:#{{physical color light}}" | +1 stage
! style="background:#{{physical color light}}" | +1 stage
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[[Scope Lens]]</ab>
[[Scope Lens]]</ab>
| {{a|Super Luck}}
| {{a|Super Luck}}
| {{m|Dragon Cheer}} (when used on a non-{{type|Dragon}} Pokémon)
| {{m|G-Max Chi Strike}}
| {{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
| <ab>{{m|10,000,000 Volt Thunderbolt}}
| <ab>{{m|10,000,000 Volt Thunderbolt}}
{{m|Spacial Rend}} (when used by [[List of Pokémon with form differences#Dialga and Palkia|Origin Forme]] {{p|Palkia}})</ab>
{{m|Spacial Rend}} (when used by {{form|Dialga, Palkia, and Giratina|Origin Forme}} {{p|Palkia}})({{gameabbrev8|LA}})</ab>
| <ab>[[Leek|Stick/Leek]] (for {{p|Farfetch'd}} or {{p|Sirfetch'd}} only)
| <ab>[[Leek|Stick/Leek]] (for {{p|Farfetch'd}} or {{p|Sirfetch'd}} only)
[[Lucky Punch]] (for {{p|Chansey}} only)</ab>
[[Lucky Punch]] (for {{p|Chansey}} only)</ab>
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| <ab>{{m|Focus Energy}} / [[Dire Hit]]
| <ab>{{m|Focus Energy}} / [[Dire Hit]]
  <small>(Gen II: +1 stage)</small>
  <small>(Gen II: +1 stage)</small>
Dragon Cheer (when used on a Dragon-type Pokémon)
{{m|Triple Arrows}} ({{gameabbrev8|LA}}) (for three turns)
[[Lansat Berry]]
[[Lansat Berry]]
Z-{{m|Foresight}}, Z-{{m|Sleep Talk}}, Z-{{m|Tailwind}}, Z-{{m|Acupressure}}, Z-{{m|Heart Swap}}
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>
| style="background:#FFF" | &mdash;
|-
|-
! style="background:#{{physical color light}}; {{roundybl|5px}}" | +3 or more<br>stages
! style="background:#{{physical color light}}; {{roundybl|5px}}" | +3 stages
| style="background:#FFF" | &mdash;
| style="background:#FFF" | &mdash;
| style="background:#FFF" | &mdash;
| style="background:#FFF" | &mdash;
| style="background:#FFF" | &mdash;
| style="background:#FFF" | &mdash;
| style="background:#FFF; {{roundybr|5px}}" | {{DL|Wonder Launcher|Dire Hit 3}} ([[Wonder Launcher]] only)
| style="background:#FFF; {{roundybr|5px}}" | {{DL|Wonder Launcher|Dire Hit 3}} ([[Wonder Launcher]] only)
| style="background:#FFF" | &mdash;
|}
|}


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}}.
Only a single instance of the [[Status condition#Getting pumped|getting pumped]] effect can be applied at once, so causes within that column will not stack (including with 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}}.


====Moves that cannot score a critical hit====
====Moves that cannot score a critical hit====
Generations II and III introduced a handful of moves that cannot score a critical hit. They are denoted by the ✔ symbol in the table below.
Generations II and III introduced a handful of moves that cannot score a critical hit. They are denoted by the ✔ symbol in the table below.


In {{game|Diamond and Pearl|s}}, moves used during the first battle with {{p|Starly}} at [[Lake Verity]] cannot score critical hits.
In {{game2|Ruby|Sapphire|Emerald}}, moves used during the first battle with {{p|Poochyena}}{{sup/3|R}}{{sup/3|S}}/{{p|Zigzagoon}}{{sup/3|E}} cannot score critical hits. Likewise, in {{game|Diamond and Pearl|s}}, moves used during the first battle with {{p|Starly}} at [[Lake Verity]] cannot score critical hits. Additionally, in [[Pokémon Scarlet and Violet]], moves used during the first battle with [[Nemona]] cannot score critical hits.


Starting in Generation V, all damaging moves, except {{cat|moves that deal direct damage}} and confusion damage, can score a critical hit.
Starting in Generation V, all damaging moves, except {{cat|moves that deal direct damage}} and confusion damage, can score a critical hit.
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Pokémon with the Ability {{a|Merciless}} will always score critical hits on {{status|poisoned}} Pokémon (unless prevented by one of the above effects).
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).
The moves {{m|Storm Throw}}, {{m|Frost Breath}}, {{m|Zippy Zap}}, {{m|Surging Strikes}}, {{m|Wicked Blow}}, and {{m|Flower Trick}}, 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).


Moves with increased critical-hit ratio are granted a further increase by 1 stage when performed in [[strong style]]. Conversely, when performed in agile style, their critical hit ratio is reduced by 1 stage.
In [[Pokémon Colosseum]], The move {{m|Shadow Rush}} has a 95% chance to land a critical hit when the user is in [[Hyper Mode]].
 
Moves with increased critical-hit ratio are granted a further increase by 1 stage when performed in the [[Move mastery|strong style]]. Conversely, when performed in the [[Move mastery|agile style]], their critical hit ratio is reduced by 1 stage.


==In side-games==
==In side-games==
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====Rescue Team and Explorers====
====Rescue Team and Explorers====
There are some differences from how critical works in main series:
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.
* Critical hits do only 50% more damage, unless the Pokémon has {{a|Sniper}}, in which case it will do double damage.
*Male or gender unknown Pokémon will have the move's base critical hit rate multiplied by 1.5x.
* Male or gender unknown Pokémon will have the move's base critical hit rate multiplied by 1..
*[[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).  
* [[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.  
* 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}}.
* 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}}"
{| class="roundtable" style="margin:auto; background: #{{MD Red color}}; border: 3px solid #{{MD Time color}}"
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===Pokémon Masters EX===
===Pokémon Masters EX===
Here are some notable qualities of critical hits in this game:
Here are some notable qualities of critical hits in this game:
* Critical-hit rate is treated as a stat like Attack or evasion, except critical-hit rate can only be raised to a maximum of three stat ranks (or to +3). A few moves, such as Snatch, can lower a sync pair's critical-hit rate unless that pair has Steady Aim.
* Critical-hit rate is treated as a stat like Attack or evasion, except critical-hit rate can only be raised to a maximum of three stat ranks (or to +3) and can't be lowered below 0. A few moves, such as {{m|Snatch}}, can reset target's critical-hit rate to 0 unless that target has Steady Aim {{mas|Skill|skill}}.
** Attack moves passively have their base critical-hit rates set to 0, which means that using one with its user's critical-hit rate raised to three stat ranks yields an 100% chance to land a critical hit (per target).
** Attack moves passively have their base critical-hit rates set to 0, which means that using one with its user's critical-hit rate raised to three stat ranks yields an 100% chance to land a critical hit (per target).
** Damaging-dealing sync moves their base critical-hit rates set to -1, which means that using one with its user's critical-hit rate raised to three stat ranks normally yields an 80% chance to land a critical hit (per target).
** Damage-dealing sync moves and max moves have their base critical-hit rates set to -1, which means that using one with its user's critical-hit rate raised to three stat ranks normally yields an 80% chance to land a critical hit (per target).
* Some effects allow critical hits to land more easily [from attack moves like Slash or Spacial Rend, sync moves like Moonlight Leaf Blade, or skills like Zero In 1, Soften Up 1 (only for sync moves), Dire Rain 1, etc.].
* Some effects allow critical hits to land more easily [from attack moves like Slash or Spacial Rend, sync moves like Moonlight Leaf Blade, or skills like Zero In 1, Soften Up 1 (only for sync moves), Dire Rain 1, etc.].
** Attack/Sync moves with this effect passively raise their own critical-hit rates by +1.
** Attack/Sync moves with this effect passively have their base critical-hit rates set to +1. Sync moves with this effect no longer have -1 critical hit-rate penalty.
** Each skill with this effect is always accompanied by a one or a two, and if that skill's conditions are met, then it passively raises critical-hit rate by that number.
** Each skill with this effect is always accompanied by a one or a two, and if that skill's conditions are met, then it passively raises critical-hit rate by that number.
* Applying the Critical Hit Next effect on a sync pair guarantees that their next attack/sync move will be a critical hit, except in certain circumstances.
* Applying the Critical Hit Next effect on a sync pair guarantees that their next attack/sync move will be a critical hit, except in certain circumstances.
* Critical hits do +50% (or ×1.5) damage, unless the sync pair has Critastrophe [X] (during sync moves) or Critical Strike [Y]; in which case, it will do even more damage by a factor of +(X × 10)% or +(Y × 10)%, respectively. (X and Y are numbers between one and nine.)
* Critical hits do ×1.5 damage, which can be further enhanced by having Critastrophe [X] (for sync moves) or Critical Strike [Y] (for any attacks) skills; in which case, it will do even more damage by a factor of +(X × 10)% or +(Y × 10)%, respectively. (X and Y are numbers between one and nine.)
** Multiple copies of Critical Strike stack additively. For example, if a sync pair has Critical Strike 9 (+90% damage) and Critical Strike 2 (+20%), then the skills will stack to become a factor of +110% (or ×2.1).
** Multiple copies of such multipliers stack additively. For example, if a sync pair has Critical Strike 9 (+90% damage) and Critical Strike 2 (+20%), then the skills will stack to become a factor of +110% (or ×2.1).
* Critical hits ignore effects of physical damage reduction (from Reflect etc.) and special damage reduction (from Light Screen etc.).
* Critical hits ignore effects of physical damage reduction (from Reflect etc.) and special damage reduction (from Light Screen etc.).
* Critical-Hit Defense effects temporarily protect all pairs in its field of play from critical hits. The move {{m|Defog}} removes this effect from opposing fields of play.
* Critical-Hit Defense effects temporarily protect all pairs in its field of play from critical hits. The move {{m|Defog}} removes this effect from opposing fields of play.
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critical hits
critical hits
|- style="background:#fff"
|- style="background:#fff"
| -1{{tt|*|Baseline for damaging-dealing sync moves.}}
| -1{{tt|*|Baseline for damage-dealing sync moves and max moves.}}
| Never (0%)
| Never (0%)
|- style="background:#fff"
|- style="background:#fff"
| +0{{tt|*|Baseline for damaging-dealing attack moves.}}
| +0{{tt|*|Baseline for damage-dealing attack moves.}}
| 1/8 (12.5%)
| 1/8 (12.5%)
|- style="background:#fff"
|- style="background:#fff"
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| Always (100%)
| Always (100%)
|}
|}
===Pokémon UNITE===
In {{g|UNITE}}, critical hits are a mechanic. It is very similar to the main series games, in that an attack that inflicts a critical hit deals double the damage to the opponent that it would normally. Critical hits are indicated by a symbol resembling a thick arrow appearing next to the damage numbers displayed by an attack, and said damage numbers appear larger than they otherwise would.
Some [[Held item]]s, [[move]]s and [[Ability|Abilities]], such as the [[Scope Lens]] and {{a|Super Luck}} can increase the chance that critical hits occur. {{a|Huge Power}} causes all attacks that hit a single opponent to be critical hits, but prevents attacks that hit multiple opponents from being critical hits.
In the Prize Machine, a [[Poké Ball#Pokémon UNITE|Unite Ball]] that causes the progress meter to fill by three or five points displays the same arrow symbol by the visual of the added points, implying that this is also considered a critical hit of sorts.


==In the anime==
==In the anime==
[[File:Bea Machamp G-Max Chi Strike effect.png|thumb|250px|The enhancements that [[Bea]]'s {{p|Machamp}} received from {{m|G-Max Chi Strike}}'s effects]]
[[File:Bea Machamp G-Max Chi Strike effect.png|thumb|250px|The enhancements that [[Bea]]'s {{p|Machamp}} received from {{m|G-Max Chi Strike}}'s effects]]
In ''[[EP073|Bad To The Bone]]'', [[Otoshi]]'s {{p|Marowak}} used {{m|Focus Energy}} to heighten its chances of landing a critical hit, which it did when it knocked [[Ash's Bulbasaur]] out with a single {{m|Bone Club}}.
In ''[[EP073|Bad To The Bone]]'', [[Otoshi]]'s {{p|Marowak}} used {{m|Focus Energy}} to heighten its chances of landing a critical hit, which it did when it knocked [[Ash's Bulbasaur]] out with a single {{m|Bone Club}} attack. [[Jessie's Arbok]] also took a critical hit from Marowak in the same fashion.


In ''[[AG128|Shocks and Bonds]]'', during Ash's match against [[Clark]] in the [[Ever Grande Conference]], [[Ash's Glalie]] defeated Clark's {{p|Charizard}} with a critical hit from {{m|Headbutt}}, giving Ash the victory.
In ''[[AG128|Shocks and Bonds]]'', during Ash's match against [[Clark]] in the [[Ever Grande Conference]], [[Ash's Glalie]] defeated Clark's {{p|Charizard}} with a critical hit from {{m|Headbutt}}, giving Ash the victory.
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In ''[[JN060|Beyond Chivalry… Aiming to be a Leek Master!]]'', during a [[World Coronation Series]] {{pkmn|battle}}, Ash's {{p|Farfetch'd}} landed three critical hits on [[Rinto]]'s {{p|Gallade}} with {{m|Fury Cutter}}, causing the {{pkmn|category|Wild Duck Pokémon}} to evolve into a {{AP|Sirfetch'd}}.
In ''[[JN060|Beyond Chivalry… Aiming to be a Leek Master!]]'', during a [[World Coronation Series]] {{pkmn|battle}}, Ash's {{p|Farfetch'd}} landed three critical hits on [[Rinto]]'s {{p|Gallade}} with {{m|Fury Cutter}}, causing the {{pkmn|category|Wild Duck Pokémon}} to evolve into a {{AP|Sirfetch'd}}.


In ''[[JN086|A Battle of Mega Versus Max!]]'', [[Bea]]'s [[Gigantamax]] {{p|Machamp}} attacked Ash's [[Mega Evolution|Mega]] {{AP|Lucario}} with {{m|G-Max Chi Strike}}. While Mega Lucario survived long enough for Machamp to turn back to normal, it retained its enhancments from using its [[signature move|signature]] [[G-Max Move]], allowing it to pinpoint Mega Lucario's weak points.
In ''[[JN086|A Battle of Mega Versus Max!]]'', [[Bea]]'s [[Gigantamax]] {{p|Machamp}} attacked Ash's [[Mega Evolution|Mega]] {{AP|Lucario}} with {{m|G-Max Chi Strike}}. While Mega Lucario survived long enough for Machamp to turn back to normal, it retained the enhancements that it received from using its [[signature move|signature]] [[G-Max Move]], allowing it to pinpoint Mega Lucario's weak points.
 
In ''[[JN129|A Flood of Torrential Gains!]]'', {{an|Leon}}'s {{p|Inteleon}} landed a critical hit on [[Ash's Gengar]] with {{m|Dark Pulse}} during their [[Masters Eight Tournament]] battle, resulting in Gengar's Gigantamax state ending prematurely.


==In other languages==
==In other languages==
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