Critical hit: Difference between revisions

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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}}''' ''{{wp|Pressure point|vital 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 vital point!'') after the damage is dealt.
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.


==Generation I==
==In Generation I==
{{incomplete|section|needs=Proper images for formulas, how Focus Energy + high crit-rate stack on Stadium}}
===Damage===
When a move lands a critical hit, the user's level will be doubled during damage calculation, which ends up approximately (but not quite) doubling the damage dealt. A 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 1.5× the 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 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×.


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.
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.


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>{{tt|*|(BaseSpeed ≫ 1 ≪ 1 ≫ 1) / 256}}; for example, {{p|Clefable}}, with a base Speed of 60, has roughly a 11.7% chance of landing a critical hit under usual circumstances.
===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.)


{{cat|Moves with a high critical-hit ratio}}, such as {{m|Slash}}, are eight times more likely to land a critical hit, resulting in a probability of <code>BaseSpeed / 64</code>{{tt|*|(BaseSpeed ≫ 1 ≪ 1 ≪ 2) / 256}}. For example, {{p|Clefable}}, with a base Speed of 60, has roughly a 93.8% chance of landing a critical hit when using a move with a high critical-hit ratio.
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:
:<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.


{{m|Focus Energy}} and {{DL|Battle item|Dire Hit}} were intended to multiply the critical hit rate by 4, but a mistake instead causes them to divide the critical hit rate by 4{{tt|*|The first left shift is changed to a right shift, giving (BaseSpeed ≫ 1 ≫ 1 ≫ 1) / 256 for regular moves and (BaseSpeed ≫ 1 ≫ 1 ≪ 2) / 256 for high-crit moves}}. If a Pokémon is both under the effect of Focus Energy/Dire Hit and using a move with a high critical hit rate, the effects will stack.
====In Pokémon Stadium====
In {{g|Stadium}}, the threshold value ''T'' is determined by a different formula.


As with move accuracy, if the probability of landing a critical hit would be 100%, it instead becomes 255/256 or about 99.6%.
For a normal move, ''T'' is:
:<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.


In {{g|Stadium}}, critical hit probabilities are determined with a different formula, <code>(BaseSpeed + 76) / 4</code>{{tt|*|(Base Speed + 76) ≫ 2}}. When Focus Energy is active, the formula becomes <code>(BaseSpeed + 236) / 4</code>{{tt|*|(Base Speed + 76) ≫ 2 ≪ 2 + 160 ≫ 2}}; thus the error from the handheld games has been fixed. The exact probability formula for moves with a high critical-hit ratio and how they interact with Focus Energy is currently undocumented.
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.


==Generation II==
==Generation II onwards==
Landing a critical hit now doubles the move's damage.
===Damage===
In Generations {{gen|II}}-{{gen|V}}, a critical hit deals 2 times the damage a move would otherwise do. From Generation {{gen|VI}} onwards, a critical hit deals 1.5 times a move's normal 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:
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}}, {{m|Reflect}}, and {{m|Aurora Veil}} are always ignored. However, the halved Attack from burn is no longer ignored.


{| class="roundy" cellpadding="3" style="margin:auto; background: #{{status color}}; border: 3px solid #{{status color dark}}"
;Examples
! style="background:#{{status color light}}; {{roundytl|5px}}" | Stage
* If the attacker is using a [[physical move]] and is at +2 Attack stages while the target is at +1 Defense stage...
! style="background:#{{status color light}}; {{roundytr|5px}}" | Chance of critical hit
** Gen II: a critical hit will not ignore either stat. (Damage with a critical hit will have an 8/3× modifier.)
|- style="background:#fff"
** Gen III-V: a critical hit will ignore the Defense boost. (Damage with a critical hit will have a 4× modifier.)
| +0
** Gen VI: a critical hit will ignore the Defense boost. (Damage with a critical hit will have a 3× modifier.)
| 1/16 (6.25%)
* If the attacker is using a [[physical move]] and is at -1 Attack stages while the target is at -2 Defense stage...
|- style="background:#fff"
** Gen II: a critical hit will not ignore either stat. (Damage with a critical hit will have a 2.64× modifier.)
| +1
** Gen III+: a critical hit will ignore the Attack drop. (Damage with a critical hit will have a 4× modifier.)
| 1/8 (12.5%)
** Gen VI: a critical hit will ignore the Attack drop. (Damage with a critical hit will have a 3× modifier.)
|- style="background:#fff"
| +2
| 1/4 (25%)
|- style="background:#fff"
| +3
| 1/3 (33.3%)
|-
| style="{{roundybl|5px}}; background:#fff" | +4 and above
| style="{{roundybr|5px}}; background:#fff" | 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. An effect cannot stack with another effect in the same class, including itself.
 
{| class="roundy" cellpadding="3" style="margin:auto; background: #{{physical color}}; border: 3px solid #{{physical color dark}}"
! style="background:#{{physical color light}}; {{roundytl|5px}}" | Class
! style="background:#{{physical color light}}" | Cause
! style="background:#{{physical color light}}" | 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}}" | VI
|- style="background:#fff"
| Attack
|Using a {{cat|Moves with a high critical-hit ratio|move with a high critical-hit ratio}}
| +2
| +2
| +1
| +1
| +1
|- style="background:#{{physical color light}}"
! Class
! Cause
! II
! III
! IV
! V
! VI
|- style="background:#fff"
| rowspan=3 | Hold item
| Holding a {{DL|Evolution-inducing held item|Razor Claw}} or {{DL|In-battle effect item|Scope Lens}}
| +1
| +1
| +1
| +1
| +1
|- style="background:#fff"
| Holding a {{DL|Stat-enhancing item|Stick}} (if the user is {{p|Farfetch'd}})
| +2
| +2
| +2
| +2
| +2
|- style="background:#fff"
| Holding a {{DL|Stat-enhancing item|Lucky Punch}} (if the user is {{p|Chansey}})
| +2
| +2
| +2
| +2
| +2
|- style="background:#{{physical color light}}"
! Class
! Cause
! II
! III
! IV
! V
! VI
|- style="background:#fff"
| Ability
| Having {{a|Super Luck}} as its Ability
|
|
| +1
| +1
| +1
|- style="background:#{{physical color light}}"
! Class
! Cause
! II
! III
! IV
! V
! VI
|-
| style="{{roundybl|5px}}; background:#fff" rowspan=5 | Triggered
| style="background:#fff" | Being under the effect of {{m|Focus Energy}}
| style="background:#fff" | +1
| style="background:#fff" | +1
| style="background:#fff" | +2
| style="background:#fff" | +2
| style="background:#fff" | +2
|- style="background:#fff"
| Consuming a Lansat Berry (or being passed its effect)
|
| +2
| +2
| +2
|
|- style="background:#fff"
| Using {{DL|Battle item|Dire Hit}} on it
| +1
| +1
| +1
| +1
| +1
|- style="background:#fff"
| Using {{DL|Battle item|Dire Hit 2}} on it ([[Wonder Launcher]] only)
|
|
|
| +2
|
|-
| style="background:#fff" |Using {{DL|Battle item|Dire Hit 3}} on it (Wonder Launcher only)
| style="background:#fff" |
| style="background:#fff" |
| style="background:#fff" |
| style="background:#fff" | +3
| style="{{roundybr|5px}}; background:#fff" |
|}
 
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}}.


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:
====Other factors====
*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.
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.
*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.


==Generation III-V==
The moves {{m|Storm Throw}} and {{m|Frost Breath}} will always result in a critical hit (unless prevented by one of the above effects). The move {{m|Laser Focus}} guarantees the next move to score a critical hit.
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}}, the Sp. Defense boost that Rock types get under {{m|Sandstorm}} from Generation IV onwards, 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 Sp. 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, 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.  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).
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 1.5, resulting in triple the usual damage.
Pokémon with the Ability {{a|Merciless}} will always score critical hits on {{status|poisoned}} Pokémon (unless prevented by one of the above effects).


All other mechanics are identical to Generation II.
===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 [[Statistic|stats]], there are temporary in-battle stages used to determine the probability that a particular move will be a critical hit.


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


All other mechanics are identical to Generations III-V.
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.
 
{| class="roundy" style="margin: auto; text-align: center; background: #999; border: 3px solid #cdcdcd"
! style="background:#{{physical color}}; {{roundytl|5px}}" | Change
! style="background:#{{physical color}}" | Attack property
! style="background:#{{physical color}}" | Held item
! style="background:#{{physical color}}" | Ability
! style="background:#{{physical color}}; {{roundytr|5px}}" | Triggered
|- style="background:#FFF"
! style="background:#{{physical color light}}" | +1 stage
| {{cat|Moves with a high critical-hit ratio}}<br><small>(Gen II: +2 stages)</small>
| <ab>[[Razor Claw]]
{{DL|In-battle effect item|Scope Lens}}</ab>
| {{a|Super Luck}}
| {{DL|Battle item|Dire Hit}}
|- style="background:#FFF"
! style="background:#{{physical color light}}" | +2 stages
| &mdash;
| <ab>{{DL|Stat-enhancing item|Stick}} (for {{p|Farfetch'd}} only)
{{DL|Stat-enhancing item|Lucky Punch}} (for {{p|Chansey}} only)</ab>
| &mdash;
| <ab>{{m|Focus Energy}} <small>(Gen II: +1 stage)</small>
[[Lansat Berry]]
{{DL|Wonder Launcher|Dire Hit 2}} ([[Wonder Launcher]] only)</ab>
|-
! style="background:#{{physical color light}}; {{roundybl|5px}}" | +3 or more<br>stages
| 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)
|}


In {{g|Omega Ruby and Alpha Sapphire|s}}, the message "A critical hit!" is displayed in yellow text.  
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}}; or by obtaining another item after consuming the Berry, such as via {{m|Thief}} or {{a|Symbiosis}}.


==In other languages==
==In other languages==
Line 202: Line 131:
|it=Brutto colpo
|it=Brutto colpo
|es={{tt|Golpe crítico|Ataque crítico in Generation I}}
|es={{tt|Golpe crítico|Ataque crítico in Generation I}}
|ko={{tt|급소|geupso}}
|ko=급소 ''geupso
|sv=Kritiskt slag
|vi=Đòn chí mạng
}}
}}


==See also==
==See also==
* [[Same-type attack bonus]]
* [[Same-type attack bonus]]
* [[Damage modification]]
* [[Damage]]


{{-}}
{{-}}

Revision as of 22:38, 14 May 2017

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 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.

In 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 formula for the damage multiplier is (2L+5)/(L+5) 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 stat stage modifiers and the halved Attack from 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/Special or the target's Defense/Special is at least halved.

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 P = T / 256. (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.)

The value of T is based on a Pokémon's base Speed. For a normal move, T is half the base Speed:

T = BaseSpeed / 2 or P = BaseSpeed / 512

Due to a bug, Focus Energy and Dire Hit lower a Pokémon's chance of scoring a critical hit instead of raising it, dividing T by 4:

TFE = BaseSpeed / 8 or PFE = BaseSpeed / 2048

If the move being used has a high critical-hit ratio, T is multiplied by 8:

THighCHR = BaseSpeed * 4 or PHighCHR = BaseSpeed / 64

Both effects may also be active at the same time. This would result in:

TFE+HighCHR = BaseSpeed or PFE+HighCHR = BaseSpeed / 256

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 P = T / 256 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

In Pokémon Stadium, the threshold value T is determined by a different formula.

For a normal move, T is:

T = ( BaseSpeed + 76 ) / 4 or P = ( BaseSpeed + 76 ) / 1024

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:

TFE = ( BaseSpeed + 236 ) / 2 or PFE = ( BaseSpeed + 236 ) / 512

If the move being used has a high critical-hit ratio, T is multiplied by 8:

THighCHR = ( BaseSpeed + 76 ) * 2 or PHighCHR = ( BaseSpeed + 76 ) / 128

If both effects are active at the same time, then:

TFE+HighCHR = ( BaseSpeed + 236 ) * 4 or PFE+HighCHR = ( BaseSpeed + 236 ) / 64

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.

Generation II onwards

Damage

In Generations II-V, a critical hit deals 2 times the damage a move would otherwise do. From Generation VI onwards, a critical hit deals 1.5 times a move's 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 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 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 Light Screen, Reflect, and Aurora Veil are always ignored. However, the halved Attack from 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+: 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 factors

The Abilities Battle Armor and Shell Armor and the effect of Lucky Chant will prevent any critical hit being scored on a Pokémon.

The moves Storm Throw and Frost Breath will always result in a critical hit (unless prevented by one of the above effects). The move Laser Focus guarantees the next move to score a critical hit.

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

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

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-V Gen VI onwards
+0 1/16 (6.25%) 1/16 (6.25%)
+1 1/8 (12.5%) 1/8 (12.5%)
+2 1/4 (25%) 1/2 (50%)
+3 1/3 (33.3%) Always (100%)
+4 and above 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.

Change Attack property Held item Ability Triggered
+1 stage Moves with a high critical-hit ratio
(Gen II: +2 stages)
Razor Claw
Scope Lens
Super Luck Dire Hit
+2 stages Stick (for Farfetch'd only)
Lucky Punch (for Chansey only)
Focus Energy (Gen II: +1 stage)
Lansat Berry
Dire Hit 2 (Wonder Launcher only)
+3 or more
stages
Dire Hit 3 (Wonder Launcher only)

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; or by obtaining another item after consuming the Berry, such as via Thief or Symbiosis.

In other languages

Language Title
France Flag.png French Coup critique
Germany Flag.png German Volltreffer
Italy Flag.png Italian Brutto colpo
South Korea Flag.png Korean 급소 geupso
Spain Flag.png Spanish Golpe crítico
Sweden Flag.png Swedish Kritiskt slag
Vietnam Flag.png Vietnamese Đòn chí mạng

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.