Critical hit

This article is about the random event. For the video podcast, see It's Super Effective (podcast) → Related podcasts.

A critical hit (Japanese: 急所 weak point) is a random event that happens upon using a damage-dealing move which multiplies its damage. This will multiply the damage done prior to type effectiveness calculations. In Generations I through V, the damage dealt is doubled. In Generation VI, the damage dealt is multiplied by 1.5 instead.

Generation I

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Critical hits ignore stat modifiers, even if beneficial to the attacker. In this generation only, the probability of landing a critical hit is based on a Pokémon's base Speed.

Specifically, for a normal move such as Tackle, the probability of landing a critical hit is:

Base Speed / 512

For example, Clefable, with a base Speed of 60, has roughly a 11.7% chance of landing a critical hit on a normal move. For moves with a high critical hit ratio such as Slash, the probability of landing a critical hit is:

Base Speed / 64

For example, Clefable, with a base Speed of 60, has roughly a 93.8% chance of landing a critical hit on a move with a high critical hit ratio.

If the result of the second formula equals or exceeds 100% (for Pokémon with a base Speed of 64 or higher), then the result is rounded down to 255/256 or about 99.6%.

Focus Energy and Dire Hit were intended to quadruple the critical hit rate, but due to a glitch, they instead have no effect if the user is faster than the opponent, or prevent the user from getting a critical hit (0/511 chance) if the user is slower than the opponent. This was fixed in Pokémon Stadium.

In Pokémon Stadium only, the probability of landing a critical hit with a move that does not have a high critical hit ratio after using Focus Energy or a Dire Hit is:

Base Speed / 128

Generation II onwards

Starting in Generation II, the chance of a critical hit is no longer based on the Pokémon's base Speed, but rather the chance is the same for each Pokémon. Similar to stats, there are temporary in-battle stages used to calculate the probability a particular move will be a critical hit. The stages are as follows:

Stage Chance of critical hit
1 6.25%
2 12.5%
3 25%
4 33.3%
5 50%

An attacking move will always start out in stage 1. There are several ways to increase a move's stage (and therefore, chance that it will be a critical hit), as detailed in the table below.

II III IV V VI Cause
+2 +2 +1 +1 +1 Using a move with a high critical-hit ratio
+1 +1 +1 +1 +1 Holding a Scope Lens
+1 +1 +1 Holding a Razor Claw
+2 +2 +2 +2 +2 Holding a Stick (if the Pokémon is Farfetch'd)
+2 +2 +2 +2 +2 Holding a Lucky Punch (if the Pokémon is Chansey)
+1 +1 +1 Having Super Luck as its Ability
+1 +1 +2 +2 +2 Being under the effect of Focus Energy
+2 +2 +2 Consuming a Lansat Berry (or being passed its effect)
+1 +1 +1 +1 +1 Using Dire Hit on it
+2 Using Dire Hit 2 on it (Wonder Launcher only)
+3 Using Dire Hit 3 on it (Wonder Launcher only)

Even though it is possible to get a stage higher than 5, it will still only have a 50% chance of landing in a critical hit. The effects of Focus Energy, the Lansat Berry, and the several versions of Dire Hit cannot stack with themselves or each other. Additionally, if the move used is Storm Throw or Frost Breath, it will always result in a critical hit. On the other hand, if the target Pokémon has the Ability Battle Armor or Shell Armor, or is under the effect of Lucky Chant, a move will never be a critical hit, no matter the stage.

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 Swords Dance and then makes a critical hit will get the benefit of the increased Attack, while one affected by Charm will use its normal Attack score. Likewise, if the attacker uses Screech on the foe and then makes a critical hit, it will still get the benefit of the decreased Defense like normal then count the critical hit into damage calculation. Another example would be if a team had Light Screen or 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. However, it does not ignore modifiers caused by items or Abilities such as Eviolite, Defeatist, or Slow Start, nor does it ignore the attack reduction caused by a burn.

Generation VI onwards

Damage is multiplied by 1.5, rather than 2. Additionally the critical hit stages have modified. The new stages are as follows:

Stage Chance of critical hit
1 6.25%
2 12.5%
3 50%
4 100%

In other languages

Language Title
  French Coup critique
  German Volltreffer
  Italian Brutto colpo
  Spanish Golpe crítico

See also


  This game mechanic article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games.