One-hit knockout move: Difference between revisions

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'''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).
'''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).


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 by 1% for each level the user is above the target. For example, if the user is 70 or more levels higher than 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 [[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.


The accuracy of OHKO moves are fixed to the above formula, and will not be affected by {{stat|Accuracy}} or {{stat|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.
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.


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.
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.


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}}.
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}}.
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! style="background: #{{ice color dark}}; {{roundytr|5px}}" | {{mcolor|Sheer Cold|fff}}
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| [[File:Horn Drill.png|300px]]
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| [[File:Sheer Cold.png|300px]]
| [[File:Sheer Cold.png|300px]]
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Revision as of 19:54, 6 March 2017

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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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