One-hit knockout move: Difference between revisions

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'''One-hit knockout moves''', commonly abbreviated as '''one-hit KO moves''' or '''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.
{{bad picture|2=Should be replaced with Generation VII images}}
'''One-hit knockout moves''' (Japanese: '''{{tt|一撃必殺|いちげきひっさつ}}わざ''' ''one-hit knockout move''), commonly abbreviated as '''one-hit KO moves''' or '''OHKO moves''', are [[move]]s whose effect is to immediately drop the target's {{stat|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 [[generation]]s, they instead automatically fail if the target is of a higher [[level]] than the user, and their accuracy starts at 30% and increases for each level the user is above the target.


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 are fixed to the above formula, and will not be affected by {{stat|Accuracy}} or {{stat|Evasion}} stats. 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, effects such as that of the Ability {{a|No Guard}}, the item {{DL|Battle item|X Accuracy}} in [[Generation II]] or earlier, or the move {{m|Lock-On}} 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 {{DL|In-battle effect item|Focus Sash}} will instead be reduced to 1 HP by any OHKO move.


Pokémon with the Ability {{a|Sturdy}} are unaffected by them, unless the user has the Ability {{a|Mold Breaker}} or a variant of it. A Pokémon with {{a|Wonder Guard}} is also immune.{{fact}} At full HP, Pokémon holding a [[Focus Sash]] will instead be reduced to 1 HP by a OHKO move.
In the [[Pokémon 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|IQ skills}} such as Counter Hitter if the Pokémon is revived by a {{DL|Seed|Reviver Seed}}.
 
===Mystery Dungeon===
Any OHKO move will cause a Pokémon to instantly faint through 'calamitous damage'{{tt|*|Message changed to 'It's a one-hit KO!' in Pokémon Mystery Dungeon: Gates to Infinity.}}, regardless of level, but they are prone to missing.


==List of moves==
==List of moves==
{| class="roundy" style="margin:auto; text-align:center; 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"
|-  
|-  
! style="background: #{{ground color dark}}; {{roundytl|5px}}" | {{color2|fff|Fissure (move)|Fissure}}
! style="background: #{{ground color dark}}; {{roundytl|5px}}" | {{mcolor|Fissure|fff}}
! style="background: #{{normal color dark}};" | {{color2|fff|Guillotine (move)|Guillotine}}
! style="background: #{{normal color dark}}; {{roundytr|5px}}" | {{mcolor|Guillotine|fff}}
|-  
|-  
| [[File:Fissure.png]]
| [[File:Fissure VI.png|300px]]
| [[File:Guillotine.png]]
| [[File:Guillotine VI.png|300px]]
|-  
|-  
{{typetable|Ground}}
{{typetable|Ground}}
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{| class="roundy" style="margin:auto; text-align:center; 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"
|-  
|-  
! style="background: #{{normal color dark}};" | {{color2|fff|Horn Drill (move)|Horn Drill}}
! style="background: #{{normal color dark}}; {{roundytl|5px}}" | {{mcolor|Horn Drill|fff}}
! style="background: #{{ice color dark}}; {{roundytr|5px}}" | {{color2|fff|Sheer Cold (move)|Sheer Cold}}
! style="background: #{{ice color dark}}; {{roundytr|5px}}" | {{mcolor|Sheer Cold|fff}}
|-  
|-  
| [[File:Horn Drill.png]]
| [[File:Horn Drill VI.png|300px]]
| [[File:Sheer Cold.png]]
| [[File:Sheer Cold.png|300px]]
|-  
|-  
{{typetable|Normal}}
{{typetable|Normal}}
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==Trivia==
==Trivia==
* 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 know Fissure and Mind Reader, and {{p|Smeargle}} can have any combination of the two types of move via {{m|Sketch}}.
* 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}}.
* {{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 Generation II, all one-hit KO moves were ineffective against one type of Pokémon. {{m|Guillotine}} and {{m|Horn Drill}} could not affect {{type|Ghost}} Pokémon unless {{m|Foresight}} was also used and {{m|Fissure}} could not affect {{type|Flying}} Pokémon.  {{m|Sheer Cold}} (introduced in Generation III) broke this pattern, as no type is immune to {{type|Ice}} attacks.
{{-}}
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{{Project Moves and Abilities notice}}
{{Project Moves and Abilities notice}}
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[[ja:一撃必殺技]]
[[ja:一撃必殺技]]
[[pl:OHKO]]
[[pl:OHKO]]
[[zh:一击必杀类技能]]
[[zh:一击必杀类招式]]

Revision as of 19:54, 6 March 2017

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Reason: Should be replaced with Generation VII images

One-hit knockout moves (Japanese: 一撃必殺わざ one-hit knockout move), 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 for each level the user is above the target.

The accuracy of OHKO moves are fixed to the above formula, and will not be affected by Accuracy or Evasion stats. 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, effects such as that of the Ability No Guard, the item X Accuracy in Generation II or earlier, or the move Lock-On 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 Pokémon 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 VI.png Guillotine VI.png
Ground Normal
Horn Drill Sheer Cold
Horn Drill VI.png File:Sheer Cold.png
Normal Ice

Trivia


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