One-hit knockout move: Difference between revisions

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m (→‎Trivia: Guillotine and Horn Drill are made into Flying-type moves via Aerilate.)
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'''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!" (shortened to "One-hit KO!" in Generation I).
{{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).


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 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%.


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.
The accuracy of OHKO moves are fixed to the above formula, and will not be affected by Accuracy or Evasion stat stages. For example, holding a {{DL|In-battle effect item|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 {{DL|Battle item|X Accuracy}} in Generation II or earlier) will allow OHKO moves to always hit.


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 takes super effective damage from moves of the OHKO move's type. At full HP, a Pokémon holding a [[Focus Sash]] will instead be reduced to 1 HP by any OHKO move.
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, this is the only functional difference when these moves are super effective. At full HP, a Pokémon holding a {{DL|In-battle effect item|Focus Sash}} will instead be reduced to 1 HP by any OHKO move.


In the Mystery Dungeon 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.
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 {{FB|Pokémon Mystery Dungeon: |Gates to Infinity}}). However, they actually do 9999 damage, which can be seen when the attacks are reflected by {{DL|IQ skills|IQ groups|IQ skills}} such as Counter Hitter if the Pokémon is revived by a {{DL|Seed|Reviver Seed}}.


==List of moves==
==List of moves==
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! style="background: #{{normal color dark}}; {{roundytr|5px}}" | {{color2|fff|Guillotine (move)|Guillotine}}
! style="background: #{{normal color dark}}; {{roundytr|5px}}" | {{color2|fff|Guillotine (move)|Guillotine}}
|-  
|-  
| [[File:Fissure V.png]]
| [[File:Fissure.png]]
| [[File:Guillotine V.png]]
| [[File:Guillotine.png]]
|-  
|-  
{{typetable|Ground}}
{{typetable|Ground}}
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! 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}}
|-  
|-  
| [[File:Horn Drill V.png]]
| [[File:Horn Drill.png]]
| [[File:Sheer Cold V.png]]
| [[File:Sheer Cold.png]]
|-  
|-  
{{typetable|Normal}}
{{typetable|Normal}}
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* {{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}}.
* {{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}}.
* 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.
* 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.
* Due to the ability of [[Aerilate (Ability)|Aerilate]] introduced in Generation VI, if a Pokémon possesses it, Horn Drill and Guillotine are made into Flying-type 1-Hit KO moves as opposed to Normal-type. This bypasses the immunity Ghost-types would normally have to Horn Drill and Guillotine, negating the need of {{m|Foresight}}.


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Revision as of 18:34, 25 August 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 are 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, this is the only functional difference when these moves are super effective. 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 seen when the attacks are reflected by IQ skills such as Counter Hitter if the Pokémon is revived by a Reviver Seed.

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


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