Critical hit: Difference between revisions

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{{Incomplete|2=Needs more information on side-games}}
{{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}}''' ''{{wp|pressure point}}'') is a random event that multiplies the [[damage]] of a damage-dealing [[move]]. When one occurs, the game will display the message "A critical hit!" (Japanese: {{tt|急所に 当たった!|きゅうしょに あたった!}} ''Hit a pressure point!'') after the damage is dealt.
[[File:Rinto Gallade critical hit.png|thumb|250px|[[Rinto]]'s {{p|Gallade}} taking a critical hit from {{m|Fury Cutter}}]]
A '''critical hit''' (Japanese: '''{{tt|急所|きゅうしょ}}''' ''{{wp|pressure point}}'') is a (generally) random event that multiplies the [[damage]] of a damage-dealing [[move]]. When one occurs, the game will display the message "A critical hit!" (Japanese: {{tt|急所に 当たった!|きゅうしょに あたった!}} ''Hit a pressure point!'') after the damage is dealt.


==In Generation I==
==Generation I==
===Damage===
===Damage===
When a move lands a critical hit, the attacker's level will be doubled during [[damage]] calculation, which approximately (but not quite) doubles the damage dealt. A rough formula for the damage multiplier is <code>(2L+5)/(L+5)</code> where L is the attacker'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 about 1.5× damage on a critical hit, while a level 20 Pokémon will inflict 1.8× and a level 95 Pokémon will inflict 1.95×.
When a move lands a critical hit, the attacker's level will be doubled during [[damage]] calculation, which approximately (but not quite) doubles the damage dealt. A rough approximation for the damage multiplier is <math display="inline">\frac{2L + 5}{L + 5}</math> where L is the attacker'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 about 1.5× damage on a critical hit, while a level 20 Pokémon will inflict 1.8× and a level 95 Pokémon will inflict 1.95×.


Critical hits ignore all [[Statistic|stat]] stage modifiers and the halved {{stat|Attack}} from {{status|burn}}. This includes beneficial stat modifiers as well, making it possible for a critical hit to deal less damage than a non-critical hit if the attacker has at least doubled their Attack/{{stat|Special}} or the target's {{stat|Defense}}/Special is at least halved.
Critical hits use the attacker and defender's original [[Statistic|stats]] with no modifications. This means it is possible for a critical hit to deal less damage than a non-critical hit if the attacker's stat modifications were high enough and the defender's were low enough. If the player's Pokémon has {{m|transform}}ed, its untransformed stats will be used (but enemies use the stats of their transformation).<ref>[https://github.com/pret/pokered/blob/bbb0e7e82deb6741f75a12b48f81076d92f5d9dc/engine/battle/core.asm#L4262 pokered/core.asm at bbb0e7e82deb6741f75a12b48f81076d92f5d9dc · pret/pokered · GitHub] (Critical damage calculation: party data like <code>wPartyMon1Defense</code> is not affected by Transform)</ref>


===Probability===
===Probability===
Whether a move scores a critical hit is determined by comparing a 1-byte random number (0 to 255) against a 1-byte threshold value (also 0 to 255); if the random number is less than the threshold, the Pokémon scores a critical hit. If the threshold value is ''T'', then this means the probability (''P'') of scoring a critical hit is <code>''P'' = ''T'' / 256</code>. (Note that this means it is impossible for a critical hit to be guaranteed; there will always be a 1/256 chance that a critical hit will not be scored.)
Whether a move scores a critical hit is determined by comparing a 1-byte random number (0 to 255) against a 1-byte threshold value (also 0 to 255). If the random number is strictly less than the threshold, the Pokémon scores a critical hit. For a given threshold value <math>T</math>, the probability of scoring a critical hit is <math display="inline">\frac{T}{256}</math>.


The value of ''T'' is based on a Pokémon's [[base stats|base]] {{stat|Speed}}. For a normal move, ''T'' is half the base Speed:
If the threshold would exceed 255, it instead becomes 255. Consequently, the maximum possible chance of landing a critical hit is 255/256. (If the generated random number is 255, that number can never be less than the threshold, regardless of the value of the threshold.)
:<code>''T'' = ''BaseSpeed'' / 2</code> or <code>''P'' = ''BaseSpeed'' / 512</code>
Due to a bug, {{m|Focus Energy}} and {{DL|Battle item|Dire Hit}} lower a Pokémon's chance of scoring a critical hit instead of raising it, dividing ''T'' by 4:
:<code>''T''<sub>''FE''</sub> = ''BaseSpeed'' / 8</code> or <code>''P''<sub>''FE''</sub> = ''BaseSpeed'' / 2048</code>
If the move being used has a {{cat|Moves with a high critical-hit ratio|high critical-hit ratio}}, ''T'' is multiplied by 8:
:<code>''T''<sub>''HighCHR''</sub> = ''BaseSpeed'' * 4</code> or <code>''P''<sub>''HighCHR''</sub> = ''BaseSpeed'' / 64</code>
Both effects may also be active at the same time. This would result in:
:<code>''T''<sub>''FE+HighCHR''</sub> = ''BaseSpeed''</code> or <code>''P''<sub>''FE+HighCHR''</sub> = ''BaseSpeed'' / 256</code>
At all times, the maximum value for ''T'' is 255 (which equally means the maximum value for ''P'' is 255/256). All operations that factor into ''T'' are also integer operations (meaning divisions are rounded down to the nearest whole number). (Note that the division in <code>''P'' = ''T'' / 256</code> is not rounded.) Due to the process the game uses to compute ''T'', ''BaseSpeed'' is also effectively rounded down to the nearest even number.


====In Pokémon Stadium====
====Core series====
In {{g|Stadium}}, the threshold value ''T'' is determined by a different formula.
In the Generation I core series games, the threshold is normally equal to half the user's [[base stats|base]] {{stat|Speed}}. If the move used has a high critical-hit ratio ({{m|Crabhammer}}, {{m|Karate Chop}}, {{m|Razor Leaf}}, or {{m|Slash}}), the move is 8 times more likely to be a critical hit (up to a maximum of 255/256). If the Pokémon has used {{m|Focus Energy}} or a [[Dire Hit]], due to a bug, the user is 1/4 as likely to land a critical hit.


For a normal move, ''T'' is:
The threshold has the following values, depending on the move used and whether the user is under the effect of Focus Energy or a Dire Hit. The probability of landing a critical hit is simply these values divided by 256.
:<code>''T'' = ( ''BaseSpeed'' + 76 ) / 4</code> or <code>''P'' = ( ''BaseSpeed'' + 76 ) / 1024</code>
{{m|Focus Energy}}  is slightly more complicated than in the core games, but it does correctly raise the chance of a critical hit instead of lowering it:
:<code>''T''<sub>''FE''</sub> = ( ''BaseSpeed'' + 236 ) / 2</code> or <code>''P''<sub>''FE''</sub> = ( ''BaseSpeed'' + 236 ) / 512</code>
If the move being used has a {{cat|Moves with a high critical-hit ratio|high critical-hit ratio}}, ''T'' is multiplied by 8:
:<code>''T''<sub>''HighCHR''</sub> = ( ''BaseSpeed'' + 76 ) * 2</code> or <code>''P''<sub>''HighCHR''</sub> = ( ''BaseSpeed'' + 76 ) / 128</code>
If both effects are active at the same time, then:
:<code>''T''<sub>''FE+HighCHR''</sub> = ( ''BaseSpeed'' + 236 ) * 4</code> or <code>''P''<sub>''FE+HighCHR''</sub> = ( ''BaseSpeed'' + 236 ) / 64</code>
Since 236 * 4 is well beyond 255, any Pokémon will have a maximum chance to score a critical hit if both effects are active.


As with the core games, the maximum value for ''T'' is always 255 (or 255/256 for ''P'') and any divisions that factor into ''T'' are rounded down to the nearest whole number. Due to the process the game uses to compute ''T'', ''BaseSpeed'' is also effectively rounded down to the nearest multiple of 4.
{| class="wikitable" style="text-align:center"
|+ Threshold
!
! Normal move
! High critical-hit ratio move
|-
! Normal status
| <math>\left\lfloor \frac{BaseSpeed}{2} \right\rfloor</math>
| <math>\mathrm{min}(8 \times \left\lfloor \frac{BaseSpeed}{2} \right\rfloor, 255)</math>
|-
! Focus Energy
| <math>\left\lfloor {BaseSpeed \over 8} \right\rfloor</math>
| <math>4 \times \left\lfloor \frac{BaseSpeed}{4} \right\rfloor</math>
|}
 
====Pokémon Stadium====
In {{eng|Pokémon Stadium}}, the threshold is normally equal to 19 plus one quarter of the user's [[base stats|base]] {{stat|Speed}}. If the move used has a high critical-hit ratio ({{m|Crabhammer}}, {{m|Karate Chop}}, {{m|Razor Leaf}}, or {{m|Slash}}), the move is 8 times more likely to be a critical hit (up to a maximum of 255/256). If the Pokémon has used {{m|Focus Energy}} or a [[Dire Hit]], the user is more likely to land a critical hit (the exact increase is slightly complicated).
 
The threshold has the following values, depending on the move used and whether the user is under the effect of Focus Energy or a Dire Hit. The probability of landing a critical hit is simply these values divided by 256.
 
In Pokémon Stadium, the threshold value ''T'' is determined by a different formula. If ''T'' would exceed 255, its value instead becomes exactly 255.
 
{| class="wikitable" style="text-align:center"
|+ Threshold
!
! Normal move
! High critical-hit ratio move
|-
! Normal status
| <math>\left\lfloor {{BaseSpeed + 76} \over 4} \right\rfloor</math> <!-- BaseSpeed + 76 ≫ 2 ≪ 1 ≫ 1 -->
| <math>\mathrm{min}\left(\left\lfloor {{BaseSpeed + 76} \over 4} \right\rfloor \times 8, 255\right)</math> <!-- BaseSpeed + 76 ≫ 2 ≪ 1 ≪ 2 -->
|-
! Focus Energy
| <math>\left\lfloor {{BaseSpeed + 236} \over 4} \right\rfloor \times 2</math> <!-- BaseSpeed + 76 ≫ 2 ≪ 2 + 160 ≫ 1 -->
| <math>255</math> <!-- BaseSpeed + 76 ≫ 2 ≪ 2 + 160 ≪ 2 --> <!-- 236 × 4 is much greater than 255, so the calculated value will always reach the 255 cap-->
|}


==Generation II onwards==
==Generation II onwards==
===Damage===
===Damage===
In Generations {{gen|II}}-{{gen|V}}, a critical hit deals 2 times the damage a move would otherwise do. In Generations {{gen|VI}} and {{gen|VII}}, a critical hit deals 1.5 times a move's normal damage.
From Generation {{gen|II}} to {{gen|V}}, a critical hit deals 2 times the normal damage. From Generation {{gen|VI}} onward, a critical hit deals 1.5 times the normal damage.


In Generation II, when a move scores a critical hit, all stat stage modifiers, the halved Attack from burn, and the defensive boosts from {{m|Light Screen}} and {{m|Reflect}} are ignored if the target's defending stat stage ({{stat|Defense}} or {{stat|Special Defense}}) is greater than or equal to the attacker's attacking stat stage ({{stat|Attack}} or {{stat|Special Attack}}). From [[Generation III]] onwards, when a move scores a critical hit, the attacker's negative stat stages, the defender's positive stat stages, and the defensive boosts from {{m|Light Screen}} and {{m|Reflect}} are always ignored.
In Generation II, when a move scores a critical hit, all stat stage modifiers, the halved Attack from burn, and the defensive boosts from screens ({{m|Light Screen}} and {{m|Reflect}}) are ignored if the target's defending stat stage ({{stat|Defense}} or {{stat|Special Defense}}) is greater than or equal to the attacker's attacking stat stage ({{stat|Attack}} or {{stat|Special Attack}}).
 
From [[Generation III]] onward, when a move scores a critical hit, the attacker's negative stat stages, the defender's positive stat stages, and the defensive boosts from {{cat|Screen-creating moves|screens}} are always ignored. However, the halved damage from physical moves due to a burn is no longer ignored.


;Examples
;Examples
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** Gen II: a critical hit will not ignore either stat. (Damage with a critical hit will have an 8/3× modifier.)
** Gen II: a critical hit will not ignore either stat. (Damage with a critical hit will have an 8/3× modifier.)
** Gen III-V: a critical hit will ignore the Defense boost. (Damage with a critical hit will have a 4× modifier.)
** Gen III-V: a critical hit will ignore the Defense boost. (Damage with a critical hit will have a 4× modifier.)
** Gen VI: a critical hit will ignore the Defense boost. (Damage with a critical hit will have a 3× modifier.)
** Gen VI+: a critical hit will ignore the Defense boost. (Damage with a critical hit will have a 3× modifier.)
* If the attacker is using a [[physical move]] and is at -1 Attack stages while the target is at -2 Defense stage...
* If the attacker is using a [[physical move]] and is at -1 Attack stages while the target is at -2 Defense stage...
** Gen II: a critical hit will not ignore either stat. (Damage with a critical hit will have a 2.64× modifier.)
** Gen II: a critical hit will not ignore either stat. (Damage with a critical hit will have a 2.64× modifier.)
** Gen III+: a critical hit will ignore the Attack drop. (Damage with a critical hit will have a 4× modifier.)
** Gen III-V: a critical hit will ignore the Attack drop. (Damage with a critical hit will have a 4× modifier.)
** Gen VI: a critical hit will ignore the Attack drop. (Damage with a critical hit will have a 3× modifier.)
** Gen VI+: a critical hit will ignore the Attack drop. (Damage with a critical hit will have a 3× modifier.)
 
====Other factors====
The Abilities {{a|Battle Armor}} and {{a|Shell Armor}} and the effect of {{m|Lucky Chant}} will prevent any critical hit being scored on a Pokémon.
 
The moves {{m|Storm Throw}} and {{m|Frost Breath}} will always result in a critical hit (unless prevented by one of the above effects).


===Other effects===
If a Pokémon with the {{a|Sniper}} Ability gets a critical hit, the damage dealt will be multiplied by an additional factor of 1.5.
If a Pokémon with the {{a|Sniper}} Ability gets a critical hit, the damage dealt will be multiplied by an additional factor of 1.5.


Pokémon with the Ability {{a|Merciless}} will always score critical hits on {{status|poisoned}} Pokémon.
If {{rf|Galarian}} {{p|Farfetch'd}} lands at least three critical hits in a single battle, it [[Evolution|evolve]]s into {{p|Sirfetch'd}} at the end of the battle.


===Probability===
===Probability===
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{| class="roundy" cellpadding="3" style="margin: auto; background: #{{status color}}; border: 3px solid #{{status color dark}}"
{| class="roundy" cellpadding="3" style="margin: auto; background: #{{status color}}; border: 3px solid #{{status color dark}}"
! rowspan=2 style="background:#{{status color light}}; {{roundytl|5px}}" | Stage
! rowspan=2 style="background:#{{status color light}}; {{roundytl|5px}}" | Stage
! colspan=2 style="background:#{{status color light}}; {{roundytr|5px}}" | Chance of critical hit
! colspan=4 style="background:#{{status color light}}; {{roundytr|5px}}" | Chance of critical hit
|- style="background:#{{status color light}}"
|- style="background:#{{status color light}}"
! Gen II-V
! Gen II
! Gen III-V
! Gen VI
! Gen VI
! Gen VII onwards
|- style="background:#fff"
|- style="background:#fff"
| +0
| +0
| 17/256 (≈6.64%)
| 1/16 (6.25%)
| 1/16 (6.25%)
| 1/16 (6.25%)
| 1/16 (6.25%)
| 1/24 (≈4.17%)
|- style="background:#fff"
|- style="background:#fff"
| +1
| +1
| 1/8 (12.5%)
| 1/8 (12.5%)
| 1/8 (12.5%)
| 1/8 (12.5%)
| 1/8 (12.5%)
| 1/8 (12.5%)
|- style="background:#fff"
|- style="background:#fff"
| +2
| +2
| 1/4 (25%)
| 1/4 (25%)
| 1/4 (25%)
| 1/2 (50%)
| 1/2 (50%)
| 1/2 (50%)
|-
|-
| style="background:#fff" | +3
| style="background:#fff" | +3
| style="background:#fff" | 1/3 (33.3%)
| style="background:#fff" | 85/256 (≈33.2%)
| style="background:#fff" | 1/3 (≈33.3%)
| rowspan=2 style="background:#fff" | Always (100%)
| rowspan=2 style="background:#fff; {{roundybr|5px}}" | Always (100%)
| rowspan=2 style="background:#fff; {{roundybr|5px}}" | Always (100%)
|-
|-
| style="background:#fff; {{roundybl|5px}}" | +4 and above
| style="background:#fff; {{roundybl|5px}}" | +4 and above
| style="background:#fff" | 1/2 (50%)
| style="background:#fff" | 1/2 (50%)
| style="background:#fff" | 1/2 (50%)
|}
|}


An attacking move will start out at stage 0, but there are several ways to increase a move's stage as detailed in the table below. An effect cannot stack with another effect in the same column, including itself.
If a Pokémon has maximum [[affection]] (Gen VI-{{Gameabbrev7|USUM}}) or [[friendship]] ({{Gameabbrev7|PE}} onward except {{gameabbrev8|LA}}), the probability from above is multiplied by 2.<ref>[https://twitter.com/wwwwwwzx/status/953477067495976960/photo/1 卡璞波波 on Twitter]</ref>
 
====Stage modifiers====
 
An attacking move will start out at stage 0, but there are several ways to increase a move's stage as detailed in the table below.


{| class="roundy" style="margin: auto; text-align: center; background: #999; border: 3px solid #cdcdcd"
{| class="roundy" style="margin: auto; text-align: center; background: #999; border: 3px solid #cdcdcd"
Line 98: Line 132:
! style="background:#{{physical color}}" | Held item
! style="background:#{{physical color}}" | Held item
! style="background:#{{physical color}}" | Ability
! style="background:#{{physical color}}" | Ability
! style="background:#{{physical color}}; {{roundytr|5px}}" | Triggered
! style="background:#{{physical color}}" | Getting pumped
! style="background:#{{physical color}}; {{roundytr|5px}}" | Other
|- style="background:#FFF"
|- style="background:#FFF"
! style="background:#{{physical color light}}" | +1 stage
! style="background:#{{physical color light}}" | +1 stage
| {{cat|Moves with a high critical-hit ratio}}<br><small>(Gen II-III: +2 stages)</small>
| {{cat|Moves with a high critical-hit ratio}}<br><small>(Gen II: +2 stages)</small>
| <ab>{{DL|Evolution-inducing held item|Razor Claw}}
| <ab>[[Razor Claw]]
{{DL|In-battle effect item|Scope Lens}}</ab>
[[Scope Lens]]</ab>
| {{a|Super Luck}}
| {{a|Super Luck}}
| {{DL|Battle item|Dire Hit}}
| {{m|Dragon Cheer}} (when used on a non-{{type|Dragon}} Pokémon)
| {{m|G-Max Chi Strike}}
|- style="background:#FFF"
|- style="background:#FFF"
! style="background:#{{physical color light}}" | +2 stages
! style="background:#{{physical color light}}" | +2 stages
| <ab>{{m|10,000,000 Volt Thunderbolt}}
{{m|Spacial Rend}} (when used by {{form|Dialga, Palkia, and Giratina|Origin Forme}} {{p|Palkia}})({{gameabbrev8|LA}})</ab>
| <ab>[[Leek|Stick/Leek]] (for {{p|Farfetch'd}} or {{p|Sirfetch'd}} only)
[[Lucky Punch]] (for {{p|Chansey}} only)</ab>
| &mdash;
| &mdash;
| <ab>{{DL|Stat-enhancing item|Stick}} (for {{p|Farfetch'd}} only)
| <ab>{{m|Focus Energy}} / [[Dire Hit]]
{{DL|Stat-enhancing item|Lucky Punch}} (for {{p|Chansey}} only)</ab>
<small>(Gen II: +1 stage)</small>
| &mdash;
Dragon Cheer (when used on a Dragon-type Pokémon)
| <ab>{{m|Focus Energy}} <small>(Gen II-III: +1 stage)</small>
{{m|Triple Arrows}} ({{gameabbrev8|LA}}) (for three turns)
[[Lansat Berry]]
[[Lansat Berry]]
Z-{{m|Foresight}}, Z-{{m|Sleep Talk}}, Z-{{m|Tailwind}}, Z-{{m|Acupressure}}, Z-{{m|Heart Swap}}
{{DL|Wonder Launcher|Dire Hit 2}} ([[Wonder Launcher]] only)</ab>
{{DL|Wonder Launcher|Dire Hit 2}} ([[Wonder Launcher]] only)</ab>
| style="background:#FFF" | &mdash;
|-
|-
! style="background:#{{physical color light}}; {{roundybl|5px}}" | +3 or more<br>stages
! style="background:#{{physical color light}}; {{roundybl|5px}}" | +3 stages
| style="background:#FFF" | &mdash;
| style="background:#FFF" | &mdash;
| style="background:#FFF" | &mdash;
| style="background:#FFF" | &mdash;
| style="background:#FFF" | &mdash;
| style="background:#FFF" | &mdash;
| style="background:#FFF; {{roundybr|5px}}" | {{DL|Wonder Launcher|Dire Hit 3}} ([[Wonder Launcher]] only)
| style="background:#FFF; {{roundybr|5px}}" | {{DL|Wonder Launcher|Dire Hit 3}} ([[Wonder Launcher]] only)
| style="background:#FFF" | &mdash;
|}
|}


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}}.
Only a single instance of the [[Status condition#Getting pumped|getting pumped]] effect can be applied at once, so causes within that column will not stack (including with itself).<ref>https://www.smogon.com/forums/threads/sword-shield-battle-mechanics-research.3655528/page-45#post-8440929</ref> A Pokémon may 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}}; or by obtaining another item after consuming the Berry, such as via {{m|Thief}} or {{a|Symbiosis}}.
 
====Moves that cannot score a critical hit====
Generations II and III introduced a handful of moves that cannot score a critical hit. They are denoted by the ✔ symbol in the table below.
 
In {{game2|Ruby|Sapphire|Emerald}}, moves used during the first battle with {{p|Poochyena}}{{sup/3|R}}{{sup/3|S}}/{{p|Zigzagoon}}{{sup/3|E}} cannot score critical hits. Likewise, in {{game|Diamond and Pearl|s}}, moves used during the first battle with {{p|Starly}} at [[Lake Verity]] cannot score critical hits. Additionally, in [[Pokémon Scarlet and Violet]], moves used during the first battle with [[Nemona]] cannot score critical hits.
 
Starting in Generation V, all damaging moves, except {{cat|moves that deal direct damage}} and confusion damage, can score a critical hit.
{| class="roundy" style="margin:auto; background: #{{normal color light}}; border:5px solid #{{normal color}}"
|
{| border=1 width="100%" class="expandable" style="background: #FFF; border:1px solid #{{normal color light}}; border-collapse:collapse; text-align:center"
|- style="background: #{{normal color light}}"
! rowspan=2 | {{color2|000|Move}}
! rowspan=2 | {{color2|000|Type}}
! rowspan=2 | {{color2|000|Damage category|Category}}
! class="unsortable" colspan=3 | {{color2|000|Generation|Generations}}
|- style="background:#{{normal color light}}"
!style="min-width:20px"|{{color2|000|Generation II|II}}
!style="min-width:20px"|{{color2|000|Generation III|III}}
!style="min-width:20px"|{{color2|000|Generation IV|IV}}
{{movelist|Flail|Normal|cat=Physical}}||{{Yes}}||{{No}}||{{No}}
{{movelist|Future Sight|Psychic|cat=Special}}||{{Yes}}||{{Yes}}||{{Yes}}
{{movelist|Reversal|Fighting|cat=Physical}}||{{Yes}}||{{No}}||{{No}}
{{movelist|Doom Desire|Steel|cat=Special}}|| ||{{Yes}}||{{Yes}}
{{movelist|Spit Up|Normal|cat=Special}}|| ||{{Yes}}||{{No}}
|}
|}
 
====Other factors====
The Abilities {{a|Battle Armor}} and {{a|Shell Armor}} prevent Pokémon from landing critical hits on the Pokémon with that Ability. {{m|Lucky Chant}} prevents Pokémon from landing critical hits on the Pokémon it is protecting for a span of five turns.
 
Pokémon with the Ability {{a|Merciless}} will always score critical hits on {{status|poisoned}} Pokémon (unless prevented by one of the above effects).
 
The moves {{m|Storm Throw}}, {{m|Frost Breath}}, {{m|Zippy Zap}}, {{m|Surging Strikes}}, {{m|Wicked Blow}}, and {{m|Flower Trick}}, along with any move used by a Pokémon that is under the effect of {{m|Laser Focus}}, will always result in a critical hit (unless prevented by one of the above effects).
 
In [[Pokémon Colosseum]], The move {{m|Shadow Rush}} has a 95% chance to land a critical hit when the user is in [[Hyper Mode]].
 
Moves with increased critical-hit ratio are granted a further increase by 1 stage when performed in the [[Move mastery|strong style]]. Conversely, when performed in the [[Move mastery|agile style]], their critical hit ratio is reduced by 1 stage.
 
==In side-games==
===Pokémon Mystery Dungeon===
====Rescue Team and Explorers====
There are some differences from how critical works in main series:
* Critical hits do only 50% more damage, unless the Pokémon has {{a|Sniper}}, in which case it will do double damage.
* Male or gender unknown Pokémon will have the move's base critical hit rate multiplied by 1.5×.
* [[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}}
|}
 
===Pokémon Masters EX===
Here are some notable qualities of critical hits in this game:
* Critical-hit rate is treated as a stat like Attack or evasion, except critical-hit rate can only be raised to a maximum of three stat ranks (or to +3) and can't be lowered below 0. A few moves, such as {{m|Snatch}}, can reset target's critical-hit rate to 0 unless that target has Steady Aim {{mas|Skill|skill}}.
** Attack moves passively have their base critical-hit rates set to 0, which means that using one with its user's critical-hit rate raised to three stat ranks yields an 100% chance to land a critical hit (per target).
** Damage-dealing sync moves and max moves have their base critical-hit rates set to -1, which means that using one with its user's critical-hit rate raised to three stat ranks normally yields an 80% chance to land a critical hit (per target).
* Some effects allow critical hits to land more easily [from attack moves like Slash or Spacial Rend, sync moves like Moonlight Leaf Blade, or skills like Zero In 1, Soften Up 1 (only for sync moves), Dire Rain 1, etc.].
** Attack/Sync moves with this effect passively have their base critical-hit rates set to +1. Sync moves with this effect no longer have -1 critical hit-rate penalty.
** Each skill with this effect is always accompanied by a one or a two, and if that skill's conditions are met, then it passively raises critical-hit rate by that number.
* Applying the Critical Hit Next effect on a sync pair guarantees that their next attack/sync move will be a critical hit, except in certain circumstances.
* Critical hits do ×1.5 damage, which can be further enhanced by having Critastrophe [X] (for sync moves) or Critical Strike [Y] (for any attacks) skills; in which case, it will do even more damage by a factor of +(X × 10)% or +(Y × 10)%, respectively. (X and Y are numbers between one and nine.)
** Multiple copies of such multipliers stack additively. For example, if a sync pair has Critical Strike 9 (+90% damage) and Critical Strike 2 (+20%), then the skills will stack to become a factor of +110% (or ×2.1).
* Critical hits ignore effects of physical damage reduction (from Reflect etc.) and special damage reduction (from Light Screen etc.).
* Critical-Hit Defense effects temporarily protect all pairs in its field of play from critical hits. The move {{m|Defog}} removes this effect from opposing fields of play.
* Skills such as Vigilance protect their users from critical hits. A few moves, such as {{m|Sunsteel Strike}}, and a few skills, like Piercing Blows, bypass these effects.
*Chances to land critical hits with attack moves, ignoring certain circumstances, are as follows:
{| class="roundy" cellpadding="3" style="margin: auto; background: #{{status color}}; border: 3px solid #{{status color dark}};text-align:center"
! style="background:#{{status color light}}; {{roundytl|5px}}" | Stage
! style="background:#{{status color light}}; {{roundytr|5px}}" | Chance to land
critical hits
|- style="background:#fff"
| -1{{tt|*|Baseline for damage-dealing sync moves and max moves.}}
| Never (0%)
|- style="background:#fff"
| +0{{tt|*|Baseline for damage-dealing attack moves.}}
| 1/8 (12.5%)
|- style="background:#fff"
| +1
| 1/2 (50%)
|- style="background:#fff"
| +2
| 4/5 (80%)
|- style="background:#fff"
| +3
| Always (100%)
|}
 
===Pokémon UNITE===
In {{g|UNITE}}, critical hits are a mechanic. It is very similar to the main series games, in that an attack that inflicts a critical hit deals double the damage to the opponent that it would normally. Critical hits are indicated by a symbol resembling a thick arrow appearing next to the damage numbers displayed by an attack, and said damage numbers appear larger than they otherwise would.
 
Some [[Held item]]s, [[move]]s and [[Ability|Abilities]], such as the [[Scope Lens]] and {{a|Super Luck}} can increase the chance that critical hits occur. {{a|Huge Power}} causes all attacks that hit a single opponent to be critical hits, but prevents attacks that hit multiple opponents from being critical hits.
 
In the Prize Machine, a [[Poké Ball#Pokémon UNITE|Unite Ball]] that causes the progress meter to fill by three or five points displays the same arrow symbol by the visual of the added points, implying that this is also considered a critical hit of sorts.
 
==In the anime==
[[File:Bea Machamp G-Max Chi Strike effect.png|thumb|250px|The enhancements that [[Bea]]'s {{p|Machamp}} received from {{m|G-Max Chi Strike}}'s effects]]
In ''[[EP073|Bad To The Bone]]'', [[Otoshi]]'s {{p|Marowak}} used {{m|Focus Energy}} to heighten its chances of landing a critical hit, which it did when it knocked [[Ash's Bulbasaur]] out with a single {{m|Bone Club}} attack. [[Jessie's Arbok]] also took a critical hit from Marowak in the same fashion.
 
In ''[[AG128|Shocks and Bonds]]'', during Ash's match against [[Clark]] in the [[Ever Grande Conference]], [[Ash's Glalie]] defeated Clark's {{p|Charizard}} with a critical hit from {{m|Headbutt}}, giving Ash the victory.
 
In ''[[AG130|Choose It or Lose It!]]'', during {{Ash}}'s [[Full Battle]] against [[Morrison]] in the Victory Tournament portion of the Ever Grande Conference, [[Ash's Corphish]] knocked Morrison's {{p|Growlithe}} out with a critical hit from {{m|Crabhammer}}.
 
In ''[[DP118|Pursuing a Lofty Goal!]]'', during the second match in the [[Squallville PokéRinger]], [[Paul]]'s {{TP|Paul|Honchkrow}} used {{m|Sky Attack}} in conjunction with its {{a|Super Luck}} [[Ability]] to land a critical hit on [[Provo]]'s {{p|Dragonite}} and [[Fainting|knock it out]].
 
In ''[[BW010|A Rival Battle for Club Champ!]]'', [[Trip]]'s {{p|Tranquill}} used {{m|Aerial Ace}} in conjunction with its Super Luck Ability to knock [[Ash's Oshawott]] out in one critical hit. Later on in the match, Tranquill defeated {{AP|Tepig}} in the same manner, this time having its damage also boosted by {{m|Work Up}}.
 
In ''[[JN060|Beyond Chivalry… Aiming to be a Leek Master!]]'', during a [[World Coronation Series]] {{pkmn|battle}}, Ash's {{p|Farfetch'd}} landed three critical hits on [[Rinto]]'s {{p|Gallade}} with {{m|Fury Cutter}}, causing the {{pkmn|category|Wild Duck Pokémon}} to evolve into a {{AP|Sirfetch'd}}.
 
In ''[[JN086|A Battle of Mega Versus Max!]]'', [[Bea]]'s [[Gigantamax]] {{p|Machamp}} attacked Ash's [[Mega Evolution|Mega]] {{AP|Lucario}} with {{m|G-Max Chi Strike}}. While Mega Lucario survived long enough for Machamp to turn back to normal, it retained the enhancements that it received from using its [[signature move|signature]] [[G-Max Move]], allowing it to pinpoint Mega Lucario's weak points.
 
In ''[[JN129|A Flood of Torrential Gains!]]'', {{an|Leon}}'s {{p|Inteleon}} landed a critical hit on [[Ash's Gengar]] with {{m|Dark Pulse}} during their [[Masters Eight Tournament]] battle, resulting in Gengar's Gigantamax state ending prematurely.


==In other languages==
==In other languages==
{{langtable|color={{attack color}}|bordercolor={{attack color dark}}
{{langtable|color={{attack color}}|bordercolor={{attack color dark}}
|zh_yue=要害 ''{{tt|Yiuhoih|Vital point}}''
|zh_cmn=要害 ''{{tt|Yàohài|Vital point}}''
|fi=Kriittinen osuma ([[BW010]])<br>Kriittinen isku ([[AG130]])
|fr=Coup critique
|de=Volltreffer
|de=Volltreffer
|fr=Coup critique
|it=Brutto colpo
|it=Brutto colpo
|es={{tt|Golpe crítico|Ataque crítico in Generation I}}
|ko=급소 ''{{tt|Geupso|Vital point}}''
|ko={{tt|급소|geupso}}
|pt_br=Golpe crítico
|ru=Критический урон ''Kriticheskiy uron''
|es_eu=Golpe crítico ({{gen|II}} - {{gen|VII}})<br>Ataque crítico ({{gen|I}})
|es_la=Golpe Directo
|sv=Kritiskt slag
|vi=Đòn chí mạng
}}
}}


==See also==
==See also==
* [[Same-type attack bonus]]
* [[Same-type attack bonus]]
* [[Damage modification]]
* [[Damage]]
 
==References==
<references />


{{-}}
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[[de:Volltreffer]]
[[de:Volltreffer]]
[[es:Golpe crítico]]
[[fr:Coup critique]]
[[fr:Coup critique]]
[[it:Brutto colpo]]
[[ja:急所]]
[[ja:急所]]
[[pl:Krytyczne obrażenia]]
[[zh:击中要害]]
[[zh:击中要害]]

Latest revision as of 02:47, 29 March 2024

050Diglett.png This article is incomplete.
Please feel free to edit this article to add missing information and complete it.
Reason: Needs more information on side-games

This article is about the random event. For the video podcast, see It's Super Effective (podcast) → Related podcasts.
Rinto's Gallade taking a critical hit from Fury Cutter

A critical hit (Japanese: 急所 pressure point) is a (generally) random event that multiplies the damage of a damage-dealing move. When one occurs, the game will display the message "A critical hit!" (Japanese: 急所に 当たった! Hit a pressure point!) after the damage is dealt.

Generation I

Damage

When a move lands a critical hit, the attacker's level will be doubled during damage calculation, which approximately (but not quite) doubles the damage dealt. A rough approximation for the damage multiplier is where L is the attacker'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 about 1.5× damage on a critical hit, while a level 20 Pokémon will inflict 1.8× and a level 95 Pokémon will inflict 1.95×.

Critical hits use the attacker and defender's original stats with no modifications. This means it is possible for a critical hit to deal less damage than a non-critical hit if the attacker's stat modifications were high enough and the defender's were low enough. If the player's Pokémon has transformed, its untransformed stats will be used (but enemies use the stats of their transformation).[1]

Probability

Whether a move scores a critical hit is determined by comparing a 1-byte random number (0 to 255) against a 1-byte threshold value (also 0 to 255). If the random number is strictly less than the threshold, the Pokémon scores a critical hit. For a given threshold value , the probability of scoring a critical hit is .

If the threshold would exceed 255, it instead becomes 255. Consequently, the maximum possible chance of landing a critical hit is 255/256. (If the generated random number is 255, that number can never be less than the threshold, regardless of the value of the threshold.)

Core series

In the Generation I core series games, the threshold is normally equal to half the user's base Speed. If the move used has a high critical-hit ratio (Crabhammer, Karate Chop, Razor Leaf, or Slash), the move is 8 times more likely to be a critical hit (up to a maximum of 255/256). If the Pokémon has used Focus Energy or a Dire Hit, due to a bug, the user is 1/4 as likely to land a critical hit.

The threshold has the following values, depending on the move used and whether the user is under the effect of Focus Energy or a Dire Hit. The probability of landing a critical hit is simply these values divided by 256.

Threshold
Normal move High critical-hit ratio move
Normal status
Focus Energy

Pokémon Stadium

In Pokémon Stadium, the threshold is normally equal to 19 plus one quarter of the user's base Speed. If the move used has a high critical-hit ratio (Crabhammer, Karate Chop, Razor Leaf, or Slash), the move is 8 times more likely to be a critical hit (up to a maximum of 255/256). If the Pokémon has used Focus Energy or a Dire Hit, the user is more likely to land a critical hit (the exact increase is slightly complicated).

The threshold has the following values, depending on the move used and whether the user is under the effect of Focus Energy or a Dire Hit. The probability of landing a critical hit is simply these values divided by 256.

In Pokémon Stadium, the threshold value T is determined by a different formula. If T would exceed 255, its value instead becomes exactly 255.

Threshold
Normal move High critical-hit ratio move
Normal status
Focus Energy

Generation II onwards

Damage

From Generation II to V, a critical hit deals 2 times the normal damage. From Generation VI onward, a critical hit deals 1.5 times the normal damage.

In Generation II, when a move scores a critical hit, all stat stage modifiers, the halved Attack from burn, and the defensive boosts from screens (Light Screen and Reflect) are ignored if the target's defending stat stage (Defense or Special Defense) is greater than or equal to the attacker's attacking stat stage (Attack or Special Attack).

From Generation III onward, when a move scores a critical hit, the attacker's negative stat stages, the defender's positive stat stages, and the defensive boosts from screens are always ignored. However, the halved damage from physical moves due to a burn is no longer ignored.

Examples
  • If the attacker is using a physical move and is at +2 Attack stages while the target is at +1 Defense stage...
    • Gen II: a critical hit will not ignore either stat. (Damage with a critical hit will have an 8/3× modifier.)
    • Gen III-V: a critical hit will ignore the Defense boost. (Damage with a critical hit will have a 4× modifier.)
    • Gen VI+: a critical hit will ignore the Defense boost. (Damage with a critical hit will have a 3× modifier.)
  • If the attacker is using a physical move and is at -1 Attack stages while the target is at -2 Defense stage...
    • Gen II: a critical hit will not ignore either stat. (Damage with a critical hit will have a 2.64× modifier.)
    • Gen III-V: a critical hit will ignore the Attack drop. (Damage with a critical hit will have a 4× modifier.)
    • Gen VI+: a critical hit will ignore the Attack drop. (Damage with a critical hit will have a 3× modifier.)

Other effects

If a Pokémon with the Sniper Ability gets a critical hit, the damage dealt will be multiplied by an additional factor of 1.5.

If Galarian Farfetch'd lands at least three critical hits in a single battle, it evolves into Sirfetch'd at the end of the battle.

Probability

The probability of landing a critical hit is no longer based on the attacker'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
Gen II Gen III-V Gen VI Gen VII onwards
+0 17/256 (≈6.64%) 1/16 (6.25%) 1/16 (6.25%) 1/24 (≈4.17%)
+1 1/8 (12.5%) 1/8 (12.5%) 1/8 (12.5%) 1/8 (12.5%)
+2 1/4 (25%) 1/4 (25%) 1/2 (50%) 1/2 (50%)
+3 85/256 (≈33.2%) 1/3 (≈33.3%) Always (100%) Always (100%)
+4 and above 1/2 (50%) 1/2 (50%)

If a Pokémon has maximum affection (Gen VI-USUM) or friendship (PE onward except LA), the probability from above is multiplied by 2.[2]

Stage modifiers

An attacking move will start out at stage 0, but there are several ways to increase a move's stage as detailed in the table below.

Change Attack property Held item Ability Getting pumped Other
+1 stage Moves with a high critical-hit ratio
(Gen II: +2 stages)
Razor Claw
Scope Lens
Super Luck Dragon Cheer (when used on a non-Dragon-type Pokémon) G-Max Chi Strike
+2 stages 10,000,000 Volt Thunderbolt
Spacial Rend (when used by Origin Forme Palkia)(LA)
Stick/Leek (for Farfetch'd or Sirfetch'd only)
Lucky Punch (for Chansey only)
Focus Energy / Dire Hit
(Gen II: +1 stage)
Dragon Cheer (when used on a Dragon-type Pokémon)
Triple Arrows (LA) (for three turns)
Lansat Berry
Z-Foresight, Z-Sleep Talk, Z-Tailwind, Z-Acupressure, Z-Heart Swap
Dire Hit 2 (Wonder Launcher only)
+3 stages Dire Hit 3 (Wonder Launcher only)

Only a single instance of the getting pumped effect can be applied at once, so causes within that column will not stack (including with itself).[3] A Pokémon may 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; or by obtaining another item after consuming the Berry, such as via Thief or Symbiosis.

Moves that cannot score a critical hit

Generations II and III introduced a handful of moves that cannot score a critical hit. They are denoted by the ✔ symbol in the table below.

In Pokémon Ruby, Sapphire, and Emerald, moves used during the first battle with PoochyenaRS/ZigzagoonE cannot score critical hits. Likewise, in Pokémon Diamond and Pearl, moves used during the first battle with Starly at Lake Verity cannot score critical hits. Additionally, in Pokémon Scarlet and Violet, moves used during the first battle with Nemona cannot score critical hits.

Starting in Generation V, all damaging moves, except moves that deal direct damage and confusion damage, can score a critical hit.

Other factors

The Abilities Battle Armor and Shell Armor prevent Pokémon from landing critical hits on the Pokémon with that Ability. Lucky Chant prevents Pokémon from landing critical hits on the Pokémon it is protecting for a span of five turns.

Pokémon with the Ability Merciless will always score critical hits on poisoned Pokémon (unless prevented by one of the above effects).

The moves Storm Throw, Frost Breath, Zippy Zap, Surging Strikes, Wicked Blow, and Flower Trick, along with any move used by a Pokémon that is under the effect of Laser Focus, will always result in a critical hit (unless prevented by one of the above effects).

In Pokémon Colosseum, The move Shadow Rush has a 95% chance to land a critical hit when the user is in Hyper Mode.

Moves with increased critical-hit ratio are granted a further increase by 1 stage when performed in the strong style. Conversely, when performed in the agile style, their critical hit ratio is reduced by 1 stage.

In side-games

Pokémon Mystery Dungeon

Rescue Team and Explorers

There are some differences from how critical works in main series:

  • Critical hits do only 50% more damage, unless the Pokémon has Sniper, in which case it will do double damage.
  • Male or gender unknown Pokémon will have the move's base critical hit rate multiplied by 1.5×.
  • Scope Lens, Patsy Band, Sharpshooter IQ skill and 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 items, Abilities, Critical Dodger IQ skill, or Lucky Chant.
Moves Chance of critical hit
Pin Missile, Fury Attack, Fury Swipes, Comet Punch and Rock Blast 1%
Ice Ball, DoubleSlap, Bullet Seed, Twineedle, Barrage, Arm Thrust, Icicle Spear, ThunderShock, Spike Cannon, Triple Kick and Bone Rush 2%
Double Kick 3%
Other moves 12%RB/8%TDS
Moves with a high critical-hit ratio* 50%RB/30%TDS

Pokémon Masters EX

Here are some notable qualities of critical hits in this game:

  • Critical-hit rate is treated as a stat like Attack or evasion, except critical-hit rate can only be raised to a maximum of three stat ranks (or to +3) and can't be lowered below 0. A few moves, such as Snatch, can reset target's critical-hit rate to 0 unless that target has Steady Aim skill.
    • Attack moves passively have their base critical-hit rates set to 0, which means that using one with its user's critical-hit rate raised to three stat ranks yields an 100% chance to land a critical hit (per target).
    • Damage-dealing sync moves and max moves have their base critical-hit rates set to -1, which means that using one with its user's critical-hit rate raised to three stat ranks normally yields an 80% chance to land a critical hit (per target).
  • Some effects allow critical hits to land more easily [from attack moves like Slash or Spacial Rend, sync moves like Moonlight Leaf Blade, or skills like Zero In 1, Soften Up 1 (only for sync moves), Dire Rain 1, etc.].
    • Attack/Sync moves with this effect passively have their base critical-hit rates set to +1. Sync moves with this effect no longer have -1 critical hit-rate penalty.
    • Each skill with this effect is always accompanied by a one or a two, and if that skill's conditions are met, then it passively raises critical-hit rate by that number.
  • Applying the Critical Hit Next effect on a sync pair guarantees that their next attack/sync move will be a critical hit, except in certain circumstances.
  • Critical hits do ×1.5 damage, which can be further enhanced by having Critastrophe [X] (for sync moves) or Critical Strike [Y] (for any attacks) skills; in which case, it will do even more damage by a factor of +(X × 10)% or +(Y × 10)%, respectively. (X and Y are numbers between one and nine.)
    • Multiple copies of such multipliers stack additively. For example, if a sync pair has Critical Strike 9 (+90% damage) and Critical Strike 2 (+20%), then the skills will stack to become a factor of +110% (or ×2.1).
  • Critical hits ignore effects of physical damage reduction (from Reflect etc.) and special damage reduction (from Light Screen etc.).
  • Critical-Hit Defense effects temporarily protect all pairs in its field of play from critical hits. The move Defog removes this effect from opposing fields of play.
  • Skills such as Vigilance protect their users from critical hits. A few moves, such as Sunsteel Strike, and a few skills, like Piercing Blows, bypass these effects.
  • Chances to land critical hits with attack moves, ignoring certain circumstances, are as follows:
Stage Chance to land

critical hits

-1* Never (0%)
+0* 1/8 (12.5%)
+1 1/2 (50%)
+2 4/5 (80%)
+3 Always (100%)

Pokémon UNITE

In Pokémon UNITE, critical hits are a mechanic. It is very similar to the main series games, in that an attack that inflicts a critical hit deals double the damage to the opponent that it would normally. Critical hits are indicated by a symbol resembling a thick arrow appearing next to the damage numbers displayed by an attack, and said damage numbers appear larger than they otherwise would.

Some Held items, moves and Abilities, such as the Scope Lens and Super Luck can increase the chance that critical hits occur. Huge Power causes all attacks that hit a single opponent to be critical hits, but prevents attacks that hit multiple opponents from being critical hits.

In the Prize Machine, a Unite Ball that causes the progress meter to fill by three or five points displays the same arrow symbol by the visual of the added points, implying that this is also considered a critical hit of sorts.

In the anime

The enhancements that Bea's Machamp received from G-Max Chi Strike's effects

In Bad To The Bone, Otoshi's Marowak used Focus Energy to heighten its chances of landing a critical hit, which it did when it knocked Ash's Bulbasaur out with a single Bone Club attack. Jessie's Arbok also took a critical hit from Marowak in the same fashion.

In Shocks and Bonds, during Ash's match against Clark in the Ever Grande Conference, Ash's Glalie defeated Clark's Charizard with a critical hit from Headbutt, giving Ash the victory.

In Choose It or Lose It!, during Ash's Full Battle against Morrison in the Victory Tournament portion of the Ever Grande Conference, Ash's Corphish knocked Morrison's Growlithe out with a critical hit from Crabhammer.

In Pursuing a Lofty Goal!, during the second match in the Squallville PokéRinger, Paul's Honchkrow used Sky Attack in conjunction with its Super Luck Ability to land a critical hit on Provo's Dragonite and knock it out.

In A Rival Battle for Club Champ!, Trip's Tranquill used Aerial Ace in conjunction with its Super Luck Ability to knock Ash's Oshawott out in one critical hit. Later on in the match, Tranquill defeated Tepig in the same manner, this time having its damage also boosted by Work Up.

In Beyond Chivalry… Aiming to be a Leek Master!, during a World Coronation Series battle, Ash's Farfetch'd landed three critical hits on Rinto's Gallade with Fury Cutter, causing the Wild Duck Pokémon to evolve into a Sirfetch'd.

In A Battle of Mega Versus Max!, Bea's Gigantamax Machamp attacked Ash's Mega Lucario with G-Max Chi Strike. While Mega Lucario survived long enough for Machamp to turn back to normal, it retained the enhancements that it received from using its signature G-Max Move, allowing it to pinpoint Mega Lucario's weak points.

In A Flood of Torrential Gains!, Leon's Inteleon landed a critical hit on Ash's Gengar with Dark Pulse during their Masters Eight Tournament battle, resulting in Gengar's Gigantamax state ending prematurely.

In other languages

Language Title
Chinese Cantonese 要害 Yiuhoih
Mandarin 要害 Yàohài
Finland Flag.png Finnish Kriittinen osuma (BW010)
Kriittinen isku (AG130)
France Flag.png French Coup critique
Germany Flag.png German Volltreffer
Italy Flag.png Italian Brutto colpo
South Korea Flag.png Korean 급소 Geupso
Brazil Flag.png Brazilian Portuguese Golpe crítico
Russia Flag.png Russian Критический урон Kriticheskiy uron
Spanish CELAC Flag.png Latin America Golpe Directo
Spain Flag.png Spain Golpe crítico (II - VII)
Ataque crítico (I)
Sweden Flag.png Swedish Kritiskt slag
Vietnam Flag.png Vietnamese Đòn chí mạng

See also

References


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.