Damage: Difference between revisions

7 bytes added ,  16 April 2010
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m (Reverted edits by Shynspryt4 (Talk) to last revision by PH1RESTRIKE)
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{{DL|In-battle effect item|Scope Lens}}, {{DL|Evolution-inducing held item|Razor Claw}}, and {{a|Super Luck}} add 1 level each, 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. 50% is the maximum critical hit ratio, since no situation exceeds it.  
{{DL|In-battle effect item|Scope Lens}}, {{DL|Evolution-inducing held item|Razor Claw}}, and {{a|Super Luck}} add 1 level each, 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. 50% is the maximum critical hit ratio, since no situation exceeds it.  


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 will do double normal 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.


==Same-type attack bonus==
==Same-type attack bonus==
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