One-hit knockout move: Difference between revisions

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'''One-hit knockout moves''', commonly abbreviated as '''one-hit KO moves''' or '''OHKO moves''', are moves whose effect is to immediately drop the target's HP to zero. When such a move successfully hits, the game will display the message "It's a one-hit KO!" (shortened to "One-hit KO!" in Generation I).
'''One-hit knockout moves''', commonly abbreviated as '''one-hit KO moves''' or '''OHKO moves''', are moves whose effect is to immediately drop the target's HP to zero. When such a move successfully hits, the game will display the message "It's a one-hit KO!" (shortened to "One-hit KO!" in Generation I).


All OHKO moves have a base {{PP}} of 5. In Generation I, their accuracy was a constant 30%, but they would automatically fail if the user's {{stat|Speed}} stat was lower than the target's. In later generations, this was changed to instead make them automatically fail if the target was of a higher level than the user, and the accuracy would instead start at 30% and increase by 1% for each level the user was above the target. Therefore, if the user was 70 levels higher than the target, the move would always hit.
All OHKO moves have a base {{PP}} of 5. In Generation I, their accuracy was a constant 30%, but they would automatically fail if the user's {{stat|Speed}} stat was lower than the target's. In later generations, they instead automatically fail if the target was of a higher level than the user, and their accuracy starts at 30% and increases by 1% for each level the user is above the target. For example, if the user is 70+ levels above the target, the move will have an accuracy of 100%.


The accuracy of OHKO moves is fixed to the above formula, and will not be affected by Accuracy or Evasion stat stages. For example, holding a [[Wide Lens]] will not make OHKO moves any more likely to hit, and using {{m|Double Team}} will not make them any less likely to hit. However, any effects that cause a move to completely ignore the accuracy check (such as {{a|No Guard}} or [[X Accuracy]] in Generation II or earlier) will allow OHKO moves to always hit.
The accuracy of OHKO moves is fixed to the above formula, and will not be affected by Accuracy or Evasion stat stages. For example, holding a [[Wide Lens]] will not make OHKO moves any more likely to hit, and using {{m|Double Team}} will not make them any less likely to hit. However, any effects that cause a move to completely ignore the accuracy check (such as the Ability {{a|No Guard}}, or [[X Accuracy]] in Generation II or earlier) will allow OHKO moves to always hit.


Pokémon with the Ability {{a|Sturdy}} are unaffected by OHKO moves, unless the user negates that Ability through {{a|Mold Breaker}} or a variant of it. A Pokémon with {{a|Wonder Guard}} is also immune.{{fact}} At full HP, Pokémon holding a [[Focus Sash]] will instead be reduced to 1 HP by any OHKO move.
A Pokémon with the Ability {{a|Sturdy}} will be unaffected by OHKO moves, unless that Ability is negated (such as through {{a|Mold Breaker}} or {{m|Gastro Acid}}). A Pokémon with {{a|Wonder Guard}} is also immune.{{fact}} At full HP, A Pokémon holding a [[Focus Sash]] will instead be reduced to 1 HP by any OHKO move.


In the Mystery Dungeon 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 Gates to Infinity).
In the Mystery Dungeon 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 Gates to Infinity).
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* These moves are often combined with {{m|Lock-On}} or {{m|Mind Reader}} to ensure it hits. {{p|Articuno}} can learn Mind Reader and {{m|Sheer Cold}}; in [[Generation II]], {{p|Poliwrath}} can have {{m|Fissure}} and Mind Reader if it is taught Fissure in a [[Generation I]] game and traded over; and {{p|Smeargle}} can have any combination of the two types of move using {{m|Sketch}}.
* These moves are often combined with {{m|Lock-On}} or {{m|Mind Reader}} to ensure it hits. {{p|Articuno}} can learn Mind Reader and {{m|Sheer Cold}}; in [[Generation II]], {{p|Poliwrath}} can have {{m|Fissure}} and Mind Reader if it is taught Fissure in a [[Generation I]] game and traded over; and {{p|Smeargle}} can have any combination of the two types of move using {{m|Sketch}}.
* {{p|Lapras}} can learn the most one-hit KO moves of any Pokémon (excluding Smeargle), being able to learn {{m|Sheer Cold}}, {{m|Fissure}}, and {{m|Horn Drill}}.
* {{p|Lapras}} can learn the most one-hit KO moves of any Pokémon (excluding Smeargle), being able to learn {{m|Sheer Cold}}, {{m|Fissure}}, and {{m|Horn Drill}}.
* In Generation II, all one-hit KO moves were ineffective against one type of Pokémon. {{m|Guillotine}} and {{m|Horn Drill}} could not affect {{type|Ghost}} Pokémon unless {{m|Foresight}} was also used, and {{m|Fissure}} could not affect {{type|Flying}} Pokémon. {{m|Sheer Cold}} (introduced in Generation III) broke this pattern, as no type is immune to {{type|Ice}} attacks.
* In Generation II, all one-hit KO moves were normally ineffective against one type of Pokémon. {{m|Guillotine}} and {{m|Horn Drill}} could not affect {{type|Ghost}} Pokémon, and {{m|Fissure}} could not affect {{type|Flying}} Pokémon (barring moves like {{m|Foresight}}). {{m|Sheer Cold}} (introduced in Generation III) broke this pattern, as no type is immune to {{type|Ice}} attacks.


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