One-hit knockout move: Difference between revisions

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'''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.
'''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 that cause the target to immediately [[fainting|faint]], regardless of its current [[HP]] or defensive [[stats]]. To make up for this, they have a particularly low chance to successfully hit the target.


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.
==One-hit knockout move==
 
{| class="roundy" style="margin:auto; text-align:center; background: #ddf; border: 5px solid #aaf" cellspacing="1" cellpadding="2"
All one-hit knockout moves have a base of 5 {{PP}}. Its [[accuracy]] is at least 30% and grows slightly the lower the target Pokémon's level is relative to the attacking Pokémon. 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:
|-
 
! style="background: #{{ground color}}; {{roundytl|5px}}" | {{mcolor|Fissure|fff}}
'''Accuracy = ((User's level - Target's level) + 30)%'''
! style="background: #{{normal color}}; {{roundytr|5px}}" | {{mcolor|Guillotine|fff}}
 
|-
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.
| [[File:Fissure IX.png|300px]]
 
| [[File:Guillotine IX.png|300px]]
==List of moves==
|-
{| class="roundy" align="{{{align|center}}}" style="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: #{{normal color dark}};" | {{color2|fff|Guillotine (move)|Guillotine}}
! style="background: #{{normal color dark}};" | {{color2|fff|Horn Drill (move)|Horn Drill}}
! style="background: #{{ice color dark}}; {{roundytr|5px}}" | {{color2|fff|Sheer Cold (move)|Sheer Cold}}
|- align="center"
| [[File:Fissure IV.png|200px]]
| [[File:Guillotine IV.png|200px]]
| [[File:Horn Drill IV.png|200px]]
| [[File:Sheer Cold IV.png|200px]]
|- align="center"
{{typetable|Ground}}
{{typetable|Ground}}
{{typetable|Normal}}
{{typetable|Normal}}
|-
! style="background: #{{normal color}}; {{roundytl|5px}}" | {{mcolor|Horn Drill|fff}}
! style="background: #{{ice color}}; {{roundytr|5px}}" | {{mcolor|Sheer Cold|fff}}
|-
| [[File:Horn Drill IX 2.png|300px]]
| [[File:Sheer Cold IX 2.png|300px]]
|-
{{typetable|Normal}}
{{typetable|Normal}}
{{typetable|Ice}}
{{typetable|Ice}}
|- align="center"
| style="background: #{{ground color dark}}; color: #fff; {{roundybl|5px}}" | From {{color2|fff|Generation I}}
| style="background: #{{normal color dark}}; color: #fff;" | From {{color2|fff|Generation I}}
| style="background: #{{normal color dark}}; color: #fff;" | From {{color2|fff|Generation I}}
| style="background: #{{ice color dark}}; color: #fff; {{roundybr|5px}}" | From {{color2|fff|Generation III}}
|}
|}
==In the core series==
{{MoveResearch|1. Can Endure, Focus Band, and Affection allow a Pokémon to survive a one-hit knockout move (in each generation)?<br/>2. Interaction with substitute<br/>3. Does the accuracy formula change against the Dynamax barrier?}}
One-hit KO moves deal [[damage]] so that the target faints. Despite being damaging moves, they do not consume a [[Gem]]. If the target faints, the game displays the message "It's a one-hit KO!" (or simply "One-hit KO!" in [[Generation I]]).
In [[Generation]]s {{gen|I}} and {{gen|II}}, super effective one-hit knockout moves display the super effective message and play the appropriate sound effect. From Generation III onward, type-effectiveness messages no longer appear, but appropriate type-effectiveness sound effects still play.
In [[Generation III]] only, due to an oversight, a one-hit knockout move can fail to break a {{OBP|substitute|doll}}. If a Pokémon's substitute has more HP left than the Pokémon does, the substitute will not break when hit by a one-hit knockout move. This occurs because one-hit knockout moves deal damage equal to the Pokémon's current HP. This oversight was fixed in [[Generation IV]].
Pokémon with the [[Ability]] {{a|Sturdy}} are immune to one-hit KO moves. A [[Focus Sash]] or the Ability {{a|Disguise}} can allow a Pokémon to survive a one-hit KO move.
All OHKO moves have a base [[PP]] of 5. If an OHKO move becomes a [[Z-Move]], it will have a base power of 180. If it becomes a [[Max Move]], it will have a base power of 130.
One-hit KO moves will always fail against [[Dynamax]] Pokémon and [[Tera Raid]] bosses are unaffected by them. However, in [[Max Raid Battle]]s, one-hit KO moves can deplete two bars of strength from a mysterious barrier.
OHKO moves are not featured in {{g|Legends: Arceus}}.
===Accuracy mechanics===
====Generation I====
All OHKO moves have an [[accuracy]] of 76/256 (approximately 30%), but they will automatically fail if the user's {{stat|Speed}} stat is lower than the target's. An [[X Accuracy]] will guarantee that all OHKO moves hit. The accuracy of OHKO moves in Generation I is affected by the standard {{stat|accuracy}} and {{stat|evasion}} stats.
====Generation II====
OHKO moves automatically fail if the target has a higher [[level]] than the user. Their accuracy starts at 76/256 (approximately 30%) and increases by 2/256 (approximately 0.8%) for each level the user is above the target. This means that if the user's level is at least 90 levels greater than the target's, the move will have 100% accuracy. An X Accuracy will guarantee that all OHKO moves hit. The accuracy of OHKO moves in Generation II is affected by the standard accuracy and evasion stats.<ref>[https://web.archive.org/web/20140909105049/http://www.upokecenter.com/dex/?lang=en&move=32 Ultimate Pokémon Center]</ref>
====Generation III onward====
OHKO moves automatically fail if the target has a higher level than the user. Their accuracy starts at 30% and increases by 1% for each level the user is above the target. {{stat|Accuracy}} and {{stat|evasion}} stats no longer influence the move's accuracy, including modifiers that do not use stages, such as {{m|Gravity}}, [[Wide Lens]], and {{a|Compound Eyes}}. Effects that allow moves to always hit (such as {{a|No Guard}} or {{m|Lock-On}}, but not {{m|Telekinesis}}) still work on OHKO moves.
Since [[Generation VII]], the accuracy of {{m|Sheer Cold}} starts at 20% instead if the user is not {{type|Ice}}. In addition, all OHKO moves now display their accuracy as 30% instead of —, although the calculation remains unchanged (except for Sheer Cold used by a non-Ice-type Pokémon).
==In spin-off games==
===Pokémon Mystery Dungeon series===
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}}.


==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.
* {{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}}.
** 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]].
* Starting in Generation VII, all one-hit KO moves are normally ineffective against one type. {{m|Fissure}} cannot affect {{type|Flying}} Pokémon, {{m|Guillotine}} and {{m|Horn Drill}} cannot affect {{type|Ghost}} Pokémon, and (starting in [[Generation VII]]) {{m|Sheer Cold}} cannot affect {{type|Ice}} Pokémon.
*** Also, {{p|Smeargle}} is used in the same way due to its ability to learn any move via sketch.
** Immunity to Sheer Cold is the only one not based on a type immunity, and thus cannot be bypassed (e.g. with {{m|Gravity}}, {{m|Foresight}}, or a [[Ring Target]]). Sheer Cold is also the only one-hit KO move where this immunity did not exist until after its debut generation.
* {{p|Lapras}} can learn three of these moves: {{m|Sheer Cold}}, {{m|Fissure}}, and {{m|Horn Drill}}.
* Starting in Generation VII, Sheer Cold is the only one-hit KO move with different accuracy mechanics from other one-hit KO moves.
* Only {{p|Smeargle}} can learn all four of these moves via {{m|Sketch}}.
* Sheer Cold is the only one-hit knockout move to be introduced after [[Generation I]].
* Before Generation III introduced Sheer Cold, all of these moves could not affect specific Pokémon. {{m|Guillotine}} and {{m|Horn Drill}} could not affect {{type2|Ghost}} Pokémon, and {{m|Fissure}} could not affect {{type2|Flying}} Pokémon.
 
==References==
<references/>


{{-}}
{{Project Moves and Abilities notice}}
{{Project Moves and Abilities notice}}


[[Category:Moves]]
[[Category:Moves|*]]
[[Category:One-hit knockout moves|*]]
[[Category:One-hit knockout moves|*]]


[[de:K.O.-Attacken]]
[[es:Golpe fulminante]]
[[fr:OHKO]]
[[fr:OHKO]]
[[it:OHKO]]
[[ja:一撃必殺技]]
[[ja:一撃必殺技]]
[[zh:一击必杀的招式]]

Latest revision as of 19:14, 2 May 2024

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 that cause the target to immediately faint, regardless of its current HP or defensive stats. To make up for this, they have a particularly low chance to successfully hit the target.

One-hit knockout move

Fissure Guillotine
Fissure IX.png Guillotine IX.png
Ground Normal
Horn Drill Sheer Cold
Horn Drill IX 2.png Sheer Cold IX 2.png
Normal Ice

In the core series

151Mew.png This move effect may be in need of research.
Reason: 1. Can Endure, Focus Band, and Affection allow a Pokémon to survive a one-hit knockout move (in each generation)?
2. Interaction with substitute
3. Does the accuracy formula change against the Dynamax barrier?

You can discuss this on the talk page.

One-hit KO moves deal damage so that the target faints. Despite being damaging moves, they do not consume a Gem. If the target faints, the game displays the message "It's a one-hit KO!" (or simply "One-hit KO!" in Generation I).

In Generations I and II, super effective one-hit knockout moves display the super effective message and play the appropriate sound effect. From Generation III onward, type-effectiveness messages no longer appear, but appropriate type-effectiveness sound effects still play.

In Generation III only, due to an oversight, a one-hit knockout move can fail to break a substitute. If a Pokémon's substitute has more HP left than the Pokémon does, the substitute will not break when hit by a one-hit knockout move. This occurs because one-hit knockout moves deal damage equal to the Pokémon's current HP. This oversight was fixed in Generation IV.

Pokémon with the Ability Sturdy are immune to one-hit KO moves. A Focus Sash or the Ability Disguise can allow a Pokémon to survive a one-hit KO move.

All OHKO moves have a base PP of 5. If an OHKO move becomes a Z-Move, it will have a base power of 180. If it becomes a Max Move, it will have a base power of 130.

One-hit KO moves will always fail against Dynamax Pokémon and Tera Raid bosses are unaffected by them. However, in Max Raid Battles, one-hit KO moves can deplete two bars of strength from a mysterious barrier.

OHKO moves are not featured in Pokémon Legends: Arceus.

Accuracy mechanics

Generation I

All OHKO moves have an accuracy of 76/256 (approximately 30%), but they will automatically fail if the user's Speed stat is lower than the target's. An X Accuracy will guarantee that all OHKO moves hit. The accuracy of OHKO moves in Generation I is affected by the standard accuracy and evasion stats.

Generation II

OHKO moves automatically fail if the target has a higher level than the user. Their accuracy starts at 76/256 (approximately 30%) and increases by 2/256 (approximately 0.8%) for each level the user is above the target. This means that if the user's level is at least 90 levels greater than the target's, the move will have 100% accuracy. An X Accuracy will guarantee that all OHKO moves hit. The accuracy of OHKO moves in Generation II is affected by the standard accuracy and evasion stats.[1]

Generation III onward

OHKO moves automatically fail if the target has a higher level than the user. Their accuracy starts at 30% and increases by 1% for each level the user is above the target. Accuracy and evasion stats no longer influence the move's accuracy, including modifiers that do not use stages, such as Gravity, Wide Lens, and Compound Eyes. Effects that allow moves to always hit (such as No Guard or Lock-On, but not Telekinesis) still work on OHKO moves.

Since Generation VII, the accuracy of Sheer Cold starts at 20% instead if the user is not Ice-type. In addition, all OHKO moves now display their accuracy as 30% instead of —, although the calculation remains unchanged (except for Sheer Cold used by a non-Ice-type Pokémon).

In spin-off games

Pokémon Mystery Dungeon series

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.

Trivia

  • Lapras can learn the most one-hit KO moves of any Pokémon (excluding Smeargle), being able to learn Sheer Cold, Fissure, and Horn Drill.
  • Starting in Generation VII, all one-hit KO moves are normally ineffective against one type. Fissure cannot affect Flying-type Pokémon, Guillotine and Horn Drill cannot affect Ghost-type Pokémon, and (starting in Generation VII) Sheer Cold cannot affect Ice-type Pokémon.
    • Immunity to Sheer Cold is the only one not based on a type immunity, and thus cannot be bypassed (e.g. with Gravity, Foresight, or a Ring Target). Sheer Cold is also the only one-hit KO move where this immunity did not exist until after its debut generation.
  • Starting in Generation VII, Sheer Cold is the only one-hit KO move with different accuracy mechanics from other one-hit KO moves.
  • Sheer Cold is the only one-hit knockout move to be introduced after Generation I.

References


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.