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# | {{search|random event|the video podcast|It's Super Effective (podcast)#Related podcasts|It's Super Effective (podcast) → Related podcasts}} | ||
A '''critical hit''' (Japanese: '''{{tt|急所|きゅうしょ}}''' ''weak point'') is a random event that happens upon using a damage-dealing move which doubles its damage. This will double the damage done prior to type effectiveness calculations. | |||
==Generation I== | |||
{{incomplete|section}} | |||
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 {{stat|Speed}}. | |||
Specifically, for a normal move such as {{m|Tackle}}, the probability of landing a critical hit is: | |||
<code>Base Speed / 512</code> | |||
For example, {{p|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 {{m|Slash}}, the probability of landing a critical hit is: | |||
<code>Base Speed / 64</code> | |||
For example, {{p|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%. | |||
{{m|Focus Energy}} and {{DL|Battle item|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 {{g|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: | |||
<code>Base Speed / 128</code> | |||
==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: | |||
{| cellpadding="3" style="margin:auto; background: #{{status color}}; border: 3px solid #{{status color dark}}; {{roundy|10px}}" | |||
|- style="text-align: center" | |||
! style="background:#{{status color light}}; {{roundytl|5px}}" | Stage | |||
! style="background:#{{status color light}}; {{roundytr|5px}}" | Chance of critical hit | |||
|- style="background:#fff" | |||
|1 | |||
|6.25% | |||
|- style="background:#fff" | |||
|2 | |||
|12.5% | |||
|- style="background:#fff" | |||
|3 | |||
|25% | |||
|- style="background:#fff" | |||
|4 | |||
|33.3% | |||
|- style="background:#fff" | |||
|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. | |||
{| cellpadding="3" style="margin:auto; background: #{{physical color}}; border: 3px solid #{{physical color dark}}; {{roundy|10px}}" | |||
|- | |||
! style="background:#{{physical color light}}; {{roundytl|5px}}" | II | |||
! style="background:#{{physical color light}}" | III | |||
! style="background:#{{physical color light}}" | IV | |||
! style="background:#{{physical color light}}" | V | |||
! style="background:#{{physical color light}}; {{roundytr|5px}}" | Cause | |||
|- style="background:#fff" | |||
| +2 | |||
| +2 | |||
| +1 | |||
| +1 | |||
|Using a {{cat|Moves with a high critical-hit ratio|move with a high critical-hit ratio}} | |||
|- style="background:#fff" | |||
| +1 | |||
| +1 | |||
| +1 | |||
| +1 | |||
|Holding a {{DL|In-battle effect item|Scope Lens}} | |||
|- style="background:#fff" | |||
| | |||
| | |||
| +1 | |||
| +1 | |||
|Holding a {{DL|Evolution-inducing held item|Razor Claw}} | |||
|- style="background:#fff" | |||
| +2 | |||
| +2 | |||
| +2 | |||
| +2 | |||
|Holding a {{DL|Stat-enhancing item|Stick}} (if the Pokémon is {{p|Farfetch'd}}) | |||
|- style="background:#fff" | |||
| +2 | |||
| +2 | |||
| +2 | |||
| +2 | |||
|Holding a [[Lucky Punch]] (if the Pokémon is {{p|Chansey}}) | |||
|- style="background:#fff" | |||
| | |||
| | |||
| +1 | |||
| +1 | |||
|Having {{a|Super Luck}} as its Ability | |||
|- style="background:#fff" | |||
| +1 | |||
| +1 | |||
| +2 | |||
| +2 | |||
|Being under the effect of {{m|Focus Energy}} | |||
|- style="background:#fff" | |||
| | |||
| +2 | |||
| +2 | |||
| +2 | |||
|Consuming a [[Lansat Berry]] (or being {{m|Baton Pass|passed}} its effect) | |||
|- style="background:#fff" | |||
| +1 | |||
| +1 | |||
| +1 | |||
| +1 | |||
|Using {{DL|Battle item|Dire Hit}} on it | |||
|- style="background:#fff" | |||
| | |||
| | |||
| | |||
| +2 | |||
|Using {{DL|Battle item|Dire Hit 2}} on it ([[Wonder Launcher]] only) | |||
|- style="background:#fff" | |||
| | |||
| | |||
| | |||
| +3 | |||
|Using {{DL|Battle item|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 {{m|Focus Energy}}, the [[Lansat Berry]], and the several versions of {{DL|Battle item|Dire Hit}} cannot stack with themselves or each other. Additionally, if the move used is {{m|Storm Throw}} or {{m|Frost Breath}}, it will always result in a critical hit. On the other hand, if the target Pokémon has the Ability {{a|Battle Armor}} or {{a|Shell Armor}}, or is under the effect of {{m|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 {{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. Likewise, if the attacker uses {{m|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 {{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. However, it does not ignore modifiers caused by items or Abilities such as {{DL|In-battle effect item|Eviolite}}, {{a|Defeatist}}, or {{a|Slow Start}}, nor does it ignore the attack reduction caused by a {{status|burn}}. | |||
==In other languages== | |||
{{langtable|color={{attack color}}|bordercolor={{attack color dark}} | |||
|de=Volltreffer | |||
|fr=Coup critique | |||
|it=Brutto colpo | |||
}} | |||
==See also== | |||
* [[Same-type attack bonus]] | |||
* [[Damage modification]] | |||
{{-}} | |||
{{Project Games notice|game mechanic}} | |||
[[Category:Game mechanics]] | |||
[[de:Volltreffer]] | |||
[[fr:Coup critique]] | |||
[[ja:急所]] | |||
[[pl:Krytyczne obrażenia]] | |||
[[zh:击中要害]] |