Critical hit: Difference between revisions

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(Massive overhaul. I'm also thinking about some way to split the chart across the different Generation sections, but I'm not sure how well that would work.)
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{{search|random event|the video podcast|It's Super Effective (podcast)#Related podcasts|It's Super Effective (podcast) → Related podcasts}}
{{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 multiplies its damage. This will multiply the damage done prior to type effectiveness calculations. In Generations I through V, the damage dealt is doubled. In Generation VI, the damage dealt is multiplied by 1.5 instead. If a Pokémon with the {{a|Sniper}} ability gets a critical hit, the damage dealt will be multiplied by an additional 1.5.
A '''critical hit''' (Japanese: '''{{tt|急所|きゅうしょ}}''' ''weak point'') is a random event that multiplies the damage of a damage-dealing move.


==Generation I==
==Generation I==
{{incomplete|section}}
{{incomplete|section|needs=Proper images for formulas}}
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}}.
When a critical hit is dealt, the user of the move has its level doubled during damage calculation, which ends up approximately (but not quite) doubling the damage dealt. A more accurate formula for the multiplier is <code>(2L+5)/(L+5)</code> where L is the user's level; as a result, lower-leveled Pokémon have a smaller critical hit boost than higher-leveled Pokémon. For example, a level 5 Pokémon will inflict 1.5x the damage on a critical hit, while a level 20 Pokémon will inflict 1.8x and a level 95 Pokémon will inflict 1.95x.


Specifically, for a normal move such as {{m|Tackle}}, the probability of landing a critical hit is:
Critical hits ignore the halved Attack from {{status|burn}} and all stat modifiers, even beneficial ones. This makes it possible for a critical hit to sometimes deal less damage than a non-critical hit, if the user has more than doubled their Attack/Sp.Attack or the target has more than halved their Defense/Sp.Defense.


<code>Base Speed / 512</code>
In this generation only, the probability of landing a critical hit is based on a Pokémon's base {{stat|Speed}}. For most moves, the probability of landing a critical hit is <code>BaseSpeed / 512</code>; for example, {{p|Clefable}}, with a base Speed of 60, has roughly a 11.7% chance of landing a critical hit under usual circumstances.


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.
Moves with a high critical hit rate such as {{m|Slash}} are eight times more likely to land a critical hit, resulting in a probability of <code>BaseSpeed / 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.
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>
{{m|Focus Energy}} and {{DL|Battle item|Dire Hit}} were intended to multiply the critical hit rate by 4, but a glitch instead causes them to divide the critical hit rate by 4. This was fixed in {{g|Stadium}}.


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 a Pokémon is both under the effect of Focus Energy/Dire Hit and using a move with a high critical hit rate, then the multipliers (or dividers) will stack.


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%.
As with move accuracy, if the probability of a landing a critical hit would be 100%, it instead becomes 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}}.
==Generation II==
Landing a critical now doubles the move's damage.


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:
The probability of landing a critical hit is no longer based on the user's base Speed, but rather is based on a fixed formula for all Pokémon. Similar to [[stats]], there are temporary in-battle stages used to determine the probability that a particular move will be a critical hit:
 
<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}}"
{| cellpadding="3" style="margin:auto; background: #{{status color}}; border: 3px solid #{{status color dark}}; {{roundy|10px}}"
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! style="background:#{{status color light}}; {{roundytr|5px}}" | Chance of critical hit
! style="background:#{{status color light}}; {{roundytr|5px}}" | Chance of critical hit
|- style="background:#fff"
|- style="background:#fff"
|1
|+0
|6.25%
|1/16 (6.25%)
|- style="background:#fff"
|- style="background:#fff"
|2
|+1
|12.5%
|1/8 (12.5%)
|- style="background:#fff"
|- style="background:#fff"
|3
|+2
|25%
|1/4 (25%)
|- style="background:#fff"
|- style="background:#fff"
|4
|+3
|33.3%
|1/3 (~33.3%)
|-
|-
| style="{{roundybl|5px}}; background:#fff" |5
| style="{{roundybl|5px}}; background:#fff" |+4 and above
| style="{{roundybr|5px}}; background:#fff" |50%
| style="{{roundybr|5px}}; background:#fff" |1/2 (50%)
|}
|}


An attacking move will always start out in stage 1. There are several ways to increase a move's stage (and, therefore, the chance that it will be a critical hit).  The table below details these ways. Any effect within the same class is mutually exclusive with other effects in that class and will not or cannot stack with them.
An attacking move will always start out at stage 0, but there are several ways to increase a move's stage as detailed in the table below. Any effects within the same class cannot stack with others in that class.
 
It should be noted that if the [[Lansat Berry]] is held by a Pokémon, it naturally cannot use a different hold item. However, it is also possible to acquire the effect of Lansat Berry through {{m|Baton Pass}} or the attacks {{m|Pluck}}, {{m|Bug Bite}}, or {{m|Fling}}, so it is still possible for a Pokémon to have both Lansat's boost and the boost of a different hold item.


{| cellpadding="3" style="margin:auto; background: #{{physical color}}; border: 3px solid #{{physical color dark}}; {{roundy|10px}}"
{| cellpadding="3" style="margin:auto; background: #{{physical color}}; border: 3px solid #{{physical color dark}}; {{roundy|10px}}"
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! style="background:#{{physical color light}}" | VI
! style="background:#{{physical color light}}" | VI
|- style="background:#fff"
|- style="background:#fff"
| rowspan=4 | Hold item
| rowspan=3 | Hold item
|Holding a {{DL|In-battle effect item|Scope Lens}}
|Holding a {{DL|In-battle effect item|Scope Lens}} or {{DL|Evolution-inducing held item|Razor Claw}} (Generation IV onward)
| +1
| +1
| +1
| +1
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| +1
| +1
|- style="background:#fff"
|- style="background:#fff"
|Holding a {{DL|Evolution-inducing held item|Razor Claw}}
|Holding a {{DL|Stat-enhancing item|Stick}} (if the user is {{p|Farfetch'd}})
|
|
| +1
| +1
| +1
|- style="background:#fff"
|Holding a {{DL|Stat-enhancing item|Stick}} (if the Pokémon is {{p|Farfetch'd}})
| +2
| +2
| +2
| +2
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| +2
| +2
|- style="background:#fff"
|- style="background:#fff"
|Holding a {{DL|Stat-enhancing item|Lucky Punch}} (if the Pokémon is {{p|Chansey}})
|Holding a {{DL|Stat-enhancing item|Lucky Punch}} (if the user is {{p|Chansey}})
| +2
| +2
| +2
| +2
Line 169: Line 155:
|}
|}


Note that it is possible for a Pokémon to acquire the effect of a [[Lansat Berry]] even if it is already holding another item, through the use of {{m|Baton Pass}}, {{m|Pluck}}, {{m|Bug Bite}}, or {{m|Fling}}.
The effects of {{m|Focus Energy}}, the Lansat Berry, and the several versions of {{DL|Battle item|Dire Hit}} do not stack with repeated uses.
When a move lands a critical hit, if the defender's Defense/Sp.Defense stat stage is equal to or higher the attacker's Attack/Sp.Attack stage, then all stat stages will be ignored, as well as the halved Attack from burn and the boosts from {{m|Light Screen}} and {{m|Reflect}}. For example:
*If the attacker is using a Physical move, and is at +2 Attack (from {{m|Swords Dance}}) while the defender is at +1 Defense (from {{m|Defense Curl}}, neither stat stage will be ignored. A non-critical hit will inflict 4/3 times the usual damage while a critical hit will inflict 8/3 times. The same occurs if the attacker is at -1 Attack and the defender at -2 Defense.
*If the attacker is using a Special move, and is at +1 Sp.Attack (from {{m|Growth}}) while the defender is at +2 Sp.Defense (from {{m|Amnesia}}), both stat stages will be ignored. A non-critical hit will inflict 3/4 times the usual damage while a critical hit will inflict 2 times. The same occurs if the attacker is at -2 Sp.Attack and the defender at -1 Sp.Defense.
*If the attacker is using a Physical move while the defender is at +0 Defense with Reflect up, then a critical hit at +0 Attack will ignore Reflect and inflict 2 times the usual damage, but a critical hit at +1 Attack will not ignore Reflect and will inflict only 1.5 times the usual damage.


Though it is possible to achieve a stage higher than 5, those stages still only convey a 50% chance of landing a critical hit. The effects of {{m|Focus Energy}}, the Lansat Berry, and the several versions of {{DL|Battle item|Dire Hit}} also do not stack with repeated uses.
==Generation III-V==
When a move lands a critical hit, the attacker's negative stat stages will be ignored while the defender's positive stat stages will be ignored, as well as the boosts from {{m|Light Screen}} and {{m|Reflect}}. Other stat modifiers, such as burn, {{DL|In-battle effect item|Eviolite}}, {{a|Defeatist}}, or {{a|Slow Start}}, will not be ignored. For example:
*If the attacker is using a Physical move, and is at +2 Attack (from {{m|Swords Dance}}) while the defender is at +1 Defense (from {{m|Defense Curl}}, then a critical hit will ignore the Defense boost but not the Attack boost. A non-critical hit will inflict 4/3 times the usual damage while a critical hit will inflict 4 times. The same occurs if the attacker is at -1 Attack and the defender at -2 Defense, with the Attack drop being ignored but not the Defense drop.
*If the attacker is using a Special move, and is at +1 Sp.Attack (from {{m|Growth}}) while the defender is at +2 Sp.Defense (from {{m|Amnesia}}), then a critical hit will ignore the Sp.Defense boost but not the Attack boost. A non-critical hit will inflict 3/4 times the usual damage while a critical hit will inflict 3 times. The same occurs if the attacker is at -2 Sp.Attack and the defender at -1 Sp.Defense. The same occurs if the attacker is at -2 Sp.Attack and the defender at -1 Sp.Defense, with the Sp.Attack drop being ignored but not the Sp.Defense drop.
*If the attacker is using a Physical move at +1 Attack while the defender is at -2 Defense with Reflect up, then a critical hit will ignore Reflect but nothing else. A non-critical hit will inflict 1.5 times the usual damage, while a critical hit will inflict 6 times.


The moves {{m|Storm Throw}} and {{m|Frost Breath}} will always result in a critical hit.  However, 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 result in a critical hit, no matter the stage.
The moves {{m|Storm Throw}} and {{m|Frost Breath}} will always result in a critical hit.  A move that targets a Pokémon with the Ability {{a|Battle Armor}} or {{a|Shell Armor}}, or one under the effect of {{m|Lucky Chant}}, will never result in a critical hit (including the aforementioned two moves).


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...
If a Pokémon with the {{a|Sniper}} Ability gets a critical hit, the damage dealt will be multiplied by an additional 1.5, resulting in triple the usual damage.
*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 when the attack's damage is calculated.
All other mechanics are identical to Generation II.
*If a defending Pokémon has {{m|Light Screen}} or {{m|Reflect}} on its side and the attacker scores a critical hit, the defense added by the wall is ignored, and the attacker does double damage.
However, a critical hit 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}}.


==Generation VI onwards==
==Generation VI onwards==
 
A critical hit now multiplies damage by only 1.5 rather than 2. The Sniper Ability still multiplies damage from a critical hit by 1.5, resulting in 2.25 times the usual damage. In addition, the probabilities for each critical hit stage have been modified, greatly increasing the likelihood of a critical hit for stages +2 and above:
Damage is multiplied by 1.5, rather than 2. Additionally the critical hit stages have modified. The new stages are as follows:  


{| cellpadding="3" style="margin:auto; background: #{{status color}}; border: 3px solid #{{status color dark}}; {{roundy|10px}}"
{| cellpadding="3" style="margin:auto; background: #{{status color}}; border: 3px solid #{{status color dark}}; {{roundy|10px}}"
Line 189: Line 184:
! style="background:#{{status color light}}; {{roundytr|5px}}" | Chance of critical hit
! style="background:#{{status color light}}; {{roundytr|5px}}" | Chance of critical hit
|- style="background:#fff"
|- style="background:#fff"
|1
|+0
|6.25%
|1/16 (6.25%)
|- style="background:#fff"
|- style="background:#fff"
|2
|+1
|12.5%
|1/8 (12.5%)
|- style="background:#fff"
|- style="background:#fff"
|3
|+2
|50%
|1/2 (50%)
|-
|-
| style="{{roundybl|5px}}; background:#fff" |4
| style="{{roundybl|5px}}; background:#fff" |+3 and above
| style="{{roundybr|5px}}; background:#fff" |100%
| style="{{roundybr|5px}}; background:#fff" |Always (100%)
|}
|}



Revision as of 23:42, 28 November 2013

This article is about the random event. For the video podcast, see It's Super Effective (podcast) → Related podcasts.

A critical hit (Japanese: 急所 weak point) is a random event that multiplies the damage of a damage-dealing move.

Generation I

050Diglett.png This section is incomplete.
Please feel free to edit this section to add missing information and complete it.
Reason: Proper images for formulas

When a critical hit is dealt, the user of the move has its level doubled during damage calculation, which ends up approximately (but not quite) doubling the damage dealt. A more accurate formula for the multiplier is (2L+5)/(L+5) where L is the user's level; as a result, lower-leveled Pokémon have a smaller critical hit boost than higher-leveled Pokémon. For example, a level 5 Pokémon will inflict 1.5x the damage on a critical hit, while a level 20 Pokémon will inflict 1.8x and a level 95 Pokémon will inflict 1.95x.

Critical hits ignore the halved Attack from burn and all stat modifiers, even beneficial ones. This makes it possible for a critical hit to sometimes deal less damage than a non-critical hit, if the user has more than doubled their Attack/Sp.Attack or the target has more than halved their Defense/Sp.Defense.

In this generation only, the probability of landing a critical hit is based on a Pokémon's base Speed. For most moves, the probability of landing a critical hit is BaseSpeed / 512; for example, Clefable, with a base Speed of 60, has roughly a 11.7% chance of landing a critical hit under usual circumstances.

Moves with a high critical hit rate such as Slash are eight times more likely to land a critical hit, resulting in a probability of BaseSpeed / 64. For example, 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.

Focus Energy and Dire Hit were intended to multiply the critical hit rate by 4, but a glitch instead causes them to divide the critical hit rate by 4. This was fixed in Pokémon Stadium.

If a Pokémon is both under the effect of Focus Energy/Dire Hit and using a move with a high critical hit rate, then the multipliers (or dividers) will stack.

As with move accuracy, if the probability of a landing a critical hit would be 100%, it instead becomes 255/256 or about 99.6%.

Generation II

Landing a critical now doubles the move's damage.

The probability of landing a critical hit is no longer based on the user's base Speed, but rather is based on a fixed formula for all Pokémon. Similar to stats, there are temporary in-battle stages used to determine the probability that a particular move will be a critical hit:

Stage Chance of critical hit
0
1/16 (6.25%)
1
1/8 (12.5%)
2
1/4 (25%)
3
1/3 (~33.3%)
+4 and above 1/2 (50%)

An attacking move will always start out at stage 0, but there are several ways to increase a move's stage as detailed in the table below. Any effects within the same class cannot stack with others in that class.

Class Cause II III IV V VI
Attack Using a move with a high critical-hit ratio +2 +2 +1 +1 +1
Class Cause II III IV V VI
Hold item Holding a Scope Lens or Razor Claw (Generation IV onward) +1 +1 +1 +1 +1
Holding a Stick (if the user is Farfetch'd) +2 +2 +2 +2 +2
Holding a Lucky Punch (if the user is Chansey) +2 +2 +2 +2 +2
Class Cause II III IV V VI
Ability Having Super Luck as its Ability +1 +1 +1
Class Cause II III IV V VI
Triggered Being under the effect of Focus Energy +1 +1 +2 +2 +2
Consuming a Lansat Berry (or being passed its effect) +2 +2 +2
Using Dire Hit on it +1 +1 +1 +1 +1
Using Dire Hit 2 on it (Wonder Launcher only) +2
Using Dire Hit 3 on it (Wonder Launcher only) +3

Note that it is possible for a Pokémon to acquire the effect of a Lansat Berry even if it is already holding another item, through the use of Baton Pass, Pluck, Bug Bite, or Fling.

The effects of Focus Energy, the Lansat Berry, and the several versions of Dire Hit do not stack with repeated uses.

When a move lands a critical hit, if the defender's Defense/Sp.Defense stat stage is equal to or higher the attacker's Attack/Sp.Attack stage, then all stat stages will be ignored, as well as the halved Attack from burn and the boosts from Light Screen and Reflect. For example:

  • If the attacker is using a Physical move, and is at +2 Attack (from Swords Dance) while the defender is at +1 Defense (from Defense Curl, neither stat stage will be ignored. A non-critical hit will inflict 4/3 times the usual damage while a critical hit will inflict 8/3 times. The same occurs if the attacker is at -1 Attack and the defender at -2 Defense.
  • If the attacker is using a Special move, and is at +1 Sp.Attack (from Growth) while the defender is at +2 Sp.Defense (from Amnesia), both stat stages will be ignored. A non-critical hit will inflict 3/4 times the usual damage while a critical hit will inflict 2 times. The same occurs if the attacker is at -2 Sp.Attack and the defender at -1 Sp.Defense.
  • If the attacker is using a Physical move while the defender is at +0 Defense with Reflect up, then a critical hit at +0 Attack will ignore Reflect and inflict 2 times the usual damage, but a critical hit at +1 Attack will not ignore Reflect and will inflict only 1.5 times the usual damage.

Generation III-V

When a move lands a critical hit, the attacker's negative stat stages will be ignored while the defender's positive stat stages will be ignored, as well as the boosts from Light Screen and Reflect. Other stat modifiers, such as burn, Eviolite, Defeatist, or Slow Start, will not be ignored. For example:

  • If the attacker is using a Physical move, and is at +2 Attack (from Swords Dance) while the defender is at +1 Defense (from Defense Curl, then a critical hit will ignore the Defense boost but not the Attack boost. A non-critical hit will inflict 4/3 times the usual damage while a critical hit will inflict 4 times. The same occurs if the attacker is at -1 Attack and the defender at -2 Defense, with the Attack drop being ignored but not the Defense drop.
  • If the attacker is using a Special move, and is at +1 Sp.Attack (from Growth) while the defender is at +2 Sp.Defense (from Amnesia), then a critical hit will ignore the Sp.Defense boost but not the Attack boost. A non-critical hit will inflict 3/4 times the usual damage while a critical hit will inflict 3 times. The same occurs if the attacker is at -2 Sp.Attack and the defender at -1 Sp.Defense. The same occurs if the attacker is at -2 Sp.Attack and the defender at -1 Sp.Defense, with the Sp.Attack drop being ignored but not the Sp.Defense drop.
  • If the attacker is using a Physical move at +1 Attack while the defender is at -2 Defense with Reflect up, then a critical hit will ignore Reflect but nothing else. A non-critical hit will inflict 1.5 times the usual damage, while a critical hit will inflict 6 times.

The moves Storm Throw and Frost Breath will always result in a critical hit. A move that targets a Pokémon with the Ability Battle Armor or Shell Armor, or one under the effect of Lucky Chant, will never result in a critical hit (including the aforementioned two moves).

If a Pokémon with the Sniper Ability gets a critical hit, the damage dealt will be multiplied by an additional 1.5, resulting in triple the usual damage.

All other mechanics are identical to Generation II.

Generation VI onwards

A critical hit now multiplies damage by only 1.5 rather than 2. The Sniper Ability still multiplies damage from a critical hit by 1.5, resulting in 2.25 times the usual damage. In addition, the probabilities for each critical hit stage have been modified, greatly increasing the likelihood of a critical hit for stages +2 and above:

Stage Chance of critical hit
0
1/16 (6.25%)
1
1/8 (12.5%)
2
1/2 (50%)
+3 and above Always (100%)

In other languages

Language Title
France Flag.png French Coup critique
Germany Flag.png German Volltreffer
Italy Flag.png Italian Brutto colpo
Spain Flag.png Spanish Golpe crítico

See also


Project Games logo.png This game mechanic article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games.