Difference between revisions of "Critical hit"

396 bytes added ,  07:30, 19 October 2020
===Pokémon Mystery Dungeon===
====Rescue Team and Explorers====
There are some differences from how critical works in main series:
Critical Hits will only do 50% more damage, unless (in ''Mystery Dungeon 2'') the Pokémon has {{a|Sniper}}, in which case it will do double damage (Sniper, however, will not increase the base power, unlike the main games). Furthermore, provided that the defender can receive critical hits (i.e. they do not have {{a|Battle Armor}}, {{a|Shell Armor}}, the {{m|Lucky Chant}} status, or the Critical Dodger IQ skill), male or genderless Pokémon will have a 50% less chance of dealing critical hits prior to modifiers ({{a|Super Luck}}, Scope Lens, Patsy Band, the Sharpshooter IQ skill, or the Type-Advantage Master IQ skill). {{m|Focus Energy}} will guarantee that all hits will be criticals while the status is active, provided the defender can receive criticals. Normal critical ratio is 12% in Rescue Team and 8% in Explorers; high critical ratio is 50% in Rescue Team and 30% in Explorers. Additionally, unlike in main series, certain moves have base critical hit ratio lower than normally (from 1% to 3%); most of these are moves that hit more than once.
*Critical hits do only 50% more damage, unless the Pokémon has {{a|Sniper}}, in which case it will do double damage.
*Male or genderless Pokémon will have the move's base critical hit rate multiplied by 1.5x.
*[[Scope Lens]], [[Patsy Band]], Sharpshooter [[IQ]] skill and {{a|Super Luck}} add a flat modifier to the move's critical hit rate (30% in Red/Blue Rescue Team, 15% in Explorers).
*Type Advantage Master will set the critical hit rate to 40%, ignoring all other effects.
*Focus Energy will guarantee critical hits, provided the critical hits are not prevented by [[exclusive item]]s, [[Abilities]], Critical Dodger IQ skill or {{m|Lucky Chant}}.
 
{| class="roundtable" style="margin:auto; background: #{{MD Red color}}; border: 3px solid #{{MD Time color}}"
|-
! Moves
! Chance of critical hit
|-
| {{m|Pin Missile}}, {{m|Fury Attack}}, {{m|Fury Swipes}}, {{m|Comet Punch}} and {{m|Rock Blast}}
| 1%
|-
| {{m|Ice Ball}}, {{m|DoubleSlap}}, {{m|Bullet Seed}}, {{m|Twineedle}}, {{m|Barrage}}, {{m|Arm Thrust}}, {{m|Icicle Spear}}, {{m|ThunderShock}}, {{m|Spike Cannon}}, {{m|Triple Kick}} and {{m|Bone Rush}}
| 2%
|-
| {{m|Double Kick}}
| 3%
|-
| Other moves
| 12%{{sup/md|RB}}/8%{{sup/md|TDS}}
|-
| [[:Category:Moves with a high critical-hit ratio|Moves with a high critical-hit ratio]]{{tt|*|Except Karate Chop in Red/Blue Rescue Team}}
| 50%{{sup/md|RB}}/30%{{sup/md|TDS}}
|}
 
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