One-hit knockout move: Difference between revisions

From Bulbapedia, the community-driven Pokémon encyclopedia.
Jump to navigationJump to search
mNo edit summary
(34 intermediate revisions by 20 users not shown)
Line 1: Line 1:
'''One-hit knockout moves''', commonly abbreviated as '''OHKO moves''', are moves that, when used, cause the target's HP to drop to zero regardless of their [[stats]]. They are all highly inaccurate: given that their effect is to immediately make the target faint, to have them much more accurate would further encourage their use to quickly and easily finish battles.
{{incomplete|needs=Japanese name}}
'''One-hit knockout moves''', commonly abbreviated as '''one-hit KO moves''' or '''OHKO moves''', are moves whose effect is to immediately drop the target's HP to zero. When such a move successfully hits, the game will display the message "It's a one-hit KO!" (or simply "One-hit KO!" in Generation I).


When used, they will always fail if the level of the target is higher than the level of the user, except in [[Generation I]], where they would fail if the user's {{stat|Speed}} stat was lower than the target's.
All OHKO moves have a base {{PP}} of 5. In Generation I, their accuracy was a constant 30%, but they would automatically fail if the user's {{stat|Speed}} stat was lower than the target's. In later generations, they instead automatically fail if the target is of a higher level than the user, and their accuracy starts at 30% and increases by 1% for each level the user is above the target. For example, if the user is 70+ levels above the target, the move will have an accuracy of 100%.


All one-hit knockout moves have a base of 5 {{PP}}. In Generation I OHKO moves have a constant accuracy of 30%; however, the accuracy varies in subsequent generations, being at least 30% and increasing by 1% for every level the target is lower than the user. Therefore, a level difference of 70 will deliver an accuracy of 100%. It is not affected by changes in accuracy or evasion stats, and is calculated as follows:
The accuracy of OHKO moves is fixed to the above formula, and will not be affected by Accuracy or Evasion stat stages. For example, holding a [[Wide Lens]] will not make OHKO moves any more likely to hit, and using {{m|Double Team}} will not make them any less likely to hit. However, any effects that cause a move to completely ignore the accuracy check (such as the Ability {{a|No Guard}}, or [[X Accuracy]] in Generation II or earlier) will allow OHKO moves to always hit.


'''Accuracy = ((User's level - Target's level) + 30)%'''
A Pokémon with the Ability {{a|Sturdy}} will be unaffected by OHKO moves, unless that Ability is negated (such as through {{a|Mold Breaker}} or {{m|Gastro Acid}}). A Pokémon with {{a|Wonder Guard}} is also immune unless it is weak to the type of the OHKO move. At full HP, a Pokémon holding a [[Focus Sash]] will instead be reduced to 1 HP by any OHKO move.


Pokémon with the Ability {{a|Wonder Guard}} are unaffected by them, unless the user has the Ability {{a|Mold Breaker}} or a variant of it. A Pokémon with {{a|Sturdy}} is also immune. At full HP, Pokémon holding a [[Focus Sash]] will instead be reduced to 1 HP by a OHKO move.
In the [[Pokémon Mystery Dungeon|Mystery Dungeon]] series of games, OHKO moves can hit regardless of level, although they are very prone to missing as always. When one hits, the game states that the target fainted through "calamitous damage" (changed to the standard "It's a one-hit KO!" in [[Gates to Infinity]]). However, they actually do 9999 damage, which can be reflected with [[IQ skills#IQ groups|IQ skills]] such as Counter Hitter.
 
===Mystery Dungeon===
Any OHKO move will cause a Pokémon to instantly faint through 'calamitous damage', regardless of level, but they are prone to missing.


==List of moves==
==List of moves==
{| class="roundy" align="{{{align|center}}}" style="background: #ddf; border: 5px solid #aaf" cellspacing="1" cellpadding="2"
{| class="roundy" style="margin:auto; text-align:center; background: #ddf; border: 5px solid #aaf" cellspacing="1" cellpadding="2"
|- align="center"
|-  
! style="background: #{{ground color dark}}; {{roundytl|5px}}" | {{color2|fff|Fissure (move)|Fissure}}
! style="background: #{{ground color dark}}; {{roundytl|5px}}" | {{color2|fff|Fissure (move)|Fissure}}
! style="background: #{{normal color dark}};" | {{color2|fff|Guillotine (move)|Guillotine}}
! style="background: #{{normal color dark}}; {{roundytr|5px}}" | {{color2|fff|Guillotine (move)|Guillotine}}
! style="background: #{{normal color dark}};" | {{color2|fff|Horn Drill (move)|Horn Drill}}
|-  
|- align="center"
| [[File:Fissure.png]]
| [[File:Fissure.png]]
| [[File:Guillotine.png]]
| [[File:Guillotine.png]]
| [[File:Horn Drill.png]]
|-  
|- align="center"
{{typetable|Ground}}
{{typetable|Ground}}
{{typetable|Normal}}
{{typetable|Normal}}
{{typetable|Normal}}
|}
|}
{| class="roundy" align="{{{align|center}}}" style="background: #ddf; border: 5px solid #aaf" cellspacing="1" cellpadding="2"
{| class="roundy" style="margin:auto; text-align:center; background: #ddf; border: 5px solid #aaf" cellspacing="1" cellpadding="2"
|- align="center"
|-  
! style="background: #{{normal color dark}}; {{roundytl|5px}}" | {{color2|fff|Horn Drill (move)|Horn Drill}}
! style="background: #{{ice color dark}}; {{roundytr|5px}}" | {{color2|fff|Sheer Cold (move)|Sheer Cold}}
! style="background: #{{ice color dark}}; {{roundytr|5px}}" | {{color2|fff|Sheer Cold (move)|Sheer Cold}}
|- align="center"
|-  
| [[File:Horn Drill.png]]
| [[File:Sheer Cold.png]]
| [[File:Sheer Cold.png]]
|- align="center"
|-  
{{typetable|Normal}}
{{typetable|Ice}}
{{typetable|Ice}}
|}
|}


==Trivia==
==Trivia==
* Due to the presence of these moves, {{p|Articuno}} has been used in many battles, as it can also learn {{m|Mind Reader}} to make {{m|Sheer Cold}} sure to hit.
* These moves are often combined with {{m|Lock-On}} or {{m|Mind Reader}} to ensure it hits. {{p|Articuno}} can learn Mind Reader and {{m|Sheer Cold}}; in [[Generation II]], {{p|Poliwrath}} can have {{m|Fissure}} and Mind Reader if it is taught Fissure in a [[Generation I]] game and traded over; and {{p|Smeargle}} can have any combination of the two types of move using {{m|Sketch}}.
** The same was true of a {{p|Poliwrath}} traded forward from [[Generation I]] that had learned {{m|Fissure}}, and could learn Mind Reader in [[Generation II]].
* {{p|Lapras}} can learn the most one-hit KO moves of any Pokémon (excluding Smeargle), being able to learn {{m|Sheer Cold}}, {{m|Fissure}}, and {{m|Horn Drill}}.
*** Also, {{p|Smeargle}} is used in the same way, due to its ability to learn any move via {{m|Sketch}}.
* In Generations I and II, all one-hit KO moves were normally ineffective against a type of Pokémon. {{m|Fissure}} could not affect {{type|Flying}} Pokémon, and {{m|Guillotine}} and {{m|Horn Drill}} could not affect {{type|Ghost}} Pokémon (barring moves like {{m|Foresight}}). {{m|Sheer Cold}} (introduced in Generation III) broke this pattern, as no type is immune to {{type|Ice}} attacks.
* {{p|Lapras}} can learn most of the one-hit knockout moves ({{m|Sheer Cold}}, {{m|Fissure}}, and {{m|Horn Drill}}), and is in fact second only to Smeargle, who can learn all four via {{m|Sketch}}.
 
* Before Generation III introduced Sheer Cold, all of these moves could not affect specific Pokémon. {{m|Guillotine}} and {{m|Horn Drill}} could not affect {{type|Ghost}} Pokémon, and {{m|Fissure}} could not affect {{type|Flying}} or {{a|Levitate|Levitating}} Pokémon.
{{-}}
{{-}}
{{Project Moves and Abilities notice}}
{{Project Moves and Abilities notice}}
Line 53: Line 50:
[[ja:一撃必殺技]]
[[ja:一撃必殺技]]
[[pl:OHKO]]
[[pl:OHKO]]
[[zh:一击必杀类技能]]

Revision as of 08:47, 18 April 2015

050Diglett.png This article is incomplete.
Please feel free to edit this article to add missing information and complete it.
Reason: Japanese name

One-hit knockout moves, commonly abbreviated as one-hit KO moves or OHKO moves, are moves whose effect is to immediately drop the target's HP to zero. When such a move successfully hits, the game will display the message "It's a one-hit KO!" (or simply "One-hit KO!" in Generation I).

All OHKO moves have a base PP of 5. In Generation I, their accuracy was a constant 30%, but they would automatically fail if the user's Speed stat was lower than the target's. In later generations, they instead automatically fail if the target is of a higher level than the user, and their accuracy starts at 30% and increases by 1% for each level the user is above the target. For example, if the user is 70+ levels above the target, the move will have an accuracy of 100%.

The accuracy of OHKO moves is fixed to the above formula, and will not be affected by Accuracy or Evasion stat stages. For example, holding a Wide Lens will not make OHKO moves any more likely to hit, and using Double Team will not make them any less likely to hit. However, any effects that cause a move to completely ignore the accuracy check (such as the Ability No Guard, or X Accuracy in Generation II or earlier) will allow OHKO moves to always hit.

A Pokémon with the Ability Sturdy will be unaffected by OHKO moves, unless that Ability is negated (such as through Mold Breaker or Gastro Acid). A Pokémon with Wonder Guard is also immune unless it is weak to the type of the OHKO move. At full HP, a Pokémon holding a Focus Sash will instead be reduced to 1 HP by any OHKO move.

In the Mystery Dungeon series of games, OHKO moves can hit regardless of level, although they are very prone to missing as always. When one hits, the game states that the target fainted through "calamitous damage" (changed to the standard "It's a one-hit KO!" in Gates to Infinity). However, they actually do 9999 damage, which can be reflected with IQ skills such as Counter Hitter.

List of moves

Fissure Guillotine
Fissure.png Guillotine.png
Ground Normal
Horn Drill Sheer Cold
Horn Drill.png File:Sheer Cold.png
Normal Ice

Trivia


Project Moves and Abilities logo.png This article is part of Project Moves and Abilities, a Bulbapedia project that aims to write comprehensive articles on two related aspects of the Pokémon games.