Critical hit: Difference between revisions

6,519 bytes added ,  14 September 2013
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#REDIRECT [[Damage modification#Critical hit]]
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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]]