Damage: Difference between revisions

1,333 bytes removed ,  20 July 2010
False. CH can never go above 5, and Super Luck adds 1, not doubles.
(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 or in combination with {{a|Super Luck}}
|{{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%
|Critical hit moves used in combination with {{a|Super Luck}} and a {{DL|Evolution-inducing held item|Razor Claw}} or {{DL|In-battle effect item|Scope Lens}}.
|{{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}}.
|-
|6+
|56.25%
|Critical hit moves used in combination with {{a|Super Luck}} and a {{DL|Evolution-inducing held item|Razor Claw}} or {{DL|In-battle effect item|Scope Lens}} along with calling {{m|Focus Energy}} via {{m|Assist}}, {{m|Copycat}}, or {{m|Mimic}}
|}
|}


{{DL|In-battle effect item|Scope Lens}} and {{DL|Evolution-inducing held item|Razor Claw}}, both add 1 level.{{a|Super Luck}} doubles the level (if level 1 it becomes level 2, if level 2 it becomes level 4), 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}} adds 2 levels to any Pokémon. There are other, very rare circumstances, that may result in the critical-hit ratio to go beyond level five. For example: A {{p|Drowzee}} holding a Scope Lens has the moveset Assist, Skill Swap/Role Play, and Psycho Cut. Assume that the opponent is an {{p|Absol}} with the Super Luck ability. The Drowzee uses {{m|Skill Swap}}/{{m|Role Play}} and now has the Super Luck ability . Currently the Drowzee's critical-hit ratio is at level 4. The Drowzee uses Assist and calls the move {{m|Focus Energy}} from a party member's known moves. Since Focus Energy increases the critical-hit ratio by two levels, as stated above, the Drowzee now has a critical-hit ratio of 6. If the Drowzee uses a move with an increased critical-hit ratio, such as {{m|Psycho Cut}}, the Drowzee has reached the rare 6+ level of the critical-hit ratio. [However, this scenario is purely hypothetical - {{p|Drowzee}} cannot actually damage {{p|Absol}} with Psycho Cut because {{p|Absol}}, which is Dark-type, is immune to Psycho Cut, which is Psychic-type.]
{{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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