Critical hit: Difference between revisions

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#REDIRECT [[Damage modification#Critical hit]]
{{search|random event|the video podcast|It's Super Effective (podcast)#Related podcasts|It's Super Effective (podcast) → Related podcasts}}
A '''critical hit''' (Japanese: '''{{tt|急所|きゅうしょ}}''' ''weak point'') is a random event that happens upon using a damage-dealing move which doubles its damage. This will double the damage done prior to type effectiveness calculations.
 
==Generation I==
{{incomplete|section}}
Critical hits ignore stat modifiers, even if beneficial to the attacker. In this generation only, the probability of landing a critical hit is based on a Pokémon's base {{stat|Speed}}.
 
Specifically, for a normal move such as {{m|Tackle}}, the probability of landing a critical hit is:
 
<code>Base Speed / 512</code>
 
For example, {{p|Clefable}}, with a base Speed of 60, has roughly a 11.7% chance of landing a critical hit on a normal move.
For moves with a high critical hit ratio such as {{m|Slash}}, the probability of landing a critical hit is:
 
<code>Base Speed / 64</code>
 
For example, {{p|Clefable}}, with a base Speed of 60, has roughly a 93.8% chance of landing a critical hit on a move with a high critical hit ratio.
 
If the result of the second formula equals or exceeds 100% (for Pokémon with a base Speed of 64 or higher), then the result is rounded down to 255/256 or about 99.6%.
 
{{m|Focus Energy}} and {{DL|Battle item|Dire Hit}} were intended to quadruple the critical hit rate, but due to a glitch, they instead have no effect if the user is faster than the opponent, or prevent the user from getting a critical hit (0/511 chance) if the user is slower than the opponent. This was fixed in {{g|Stadium}}.
 
In Pokémon Stadium only, the probability of landing a critical hit with a move that does not have a high critical hit ratio after using Focus Energy or a Dire Hit is:
 
<code>Base Speed / 128</code>
 
==Generation II onwards==
Starting in [[Generation II]], the chance of a critical hit is no longer based on the Pokémon's base Speed, but rather the chance is the same for each Pokémon. Similar to [[stats]], there are temporary in-battle stages used to calculate the probability a particular move will be a critical hit. The stages are as follows:
 
{| cellpadding="3" style="margin:auto; background: #{{status color}}; border: 3px solid #{{status color dark}}; {{roundy|10px}}"
|- style="text-align: center"
! style="background:#{{status color light}}; {{roundytl|5px}}" | Stage
! style="background:#{{status color light}}; {{roundytr|5px}}" | Chance of critical hit
|- style="background:#fff"
|1
|6.25%
|- style="background:#fff"
|2
|12.5%
|- style="background:#fff"
|3
|25%
|- style="background:#fff"
|4
|33.3%
|- style="background:#fff"
|5
|50%
|}
 
An attacking move will always start out in stage 1. There are several ways to increase a move's stage (and therefore, chance that it will be a critical hit), as detailed in the table below.
 
{| cellpadding="3" style="margin:auto; background: #{{physical color}}; border: 3px solid #{{physical color dark}}; {{roundy|10px}}"
|-
! style="background:#{{physical color light}}; {{roundytl|5px}}" | II
! style="background:#{{physical color light}}" | III
! style="background:#{{physical color light}}" | IV
! style="background:#{{physical color light}}" | V
! style="background:#{{physical color light}}; {{roundytr|5px}}" | Cause
|- style="background:#fff"
| +2
| +2
| +1
| +1
|Using a {{cat|Moves with a high critical-hit ratio|move with a high critical-hit ratio}}
|- style="background:#fff"
| +1
| +1
| +1
| +1
|Holding a {{DL|In-battle effect item|Scope Lens}}
|- style="background:#fff"
|
|
| +1
| +1
|Holding a {{DL|Evolution-inducing held item|Razor Claw}}
|- style="background:#fff"
| +2
| +2
| +2
| +2
|Holding a {{DL|Stat-enhancing item|Stick}} (if the Pokémon is {{p|Farfetch'd}})
|- style="background:#fff"
| +2
| +2
| +2
| +2
|Holding a [[Lucky Punch]] (if the Pokémon is {{p|Chansey}})
|- style="background:#fff"
|
|
| +1
| +1
|Having {{a|Super Luck}} as its Ability
|- style="background:#fff"
| +1
| +1
| +2
| +2
|Being under the effect of {{m|Focus Energy}}
|- style="background:#fff"
|
| +2
| +2
| +2
|Consuming a [[Lansat Berry]] (or being {{m|Baton Pass|passed}} its effect)
|- style="background:#fff"
| +1
| +1
| +1
| +1
|Using {{DL|Battle item|Dire Hit}} on it
|- style="background:#fff"
|
|
|
| +2
|Using {{DL|Battle item|Dire Hit 2}} on it ([[Wonder Launcher]] only)
|- style="background:#fff"
|
|
|
| +3
|Using {{DL|Battle item|Dire Hit 3}} on it (Wonder Launcher only)
|}
 
Even though it is possible to get a stage higher than 5, it will still only have a 50% chance of landing in a critical hit. The effects of {{m|Focus Energy}}, the [[Lansat Berry]], and the several versions of {{DL|Battle item|Dire Hit}} cannot stack with themselves or each other. Additionally, if the move used is {{m|Storm Throw}} or {{m|Frost Breath}}, it will always result in a critical hit. On the other hand, if the target Pokémon has the Ability {{a|Battle Armor}} or {{a|Shell Armor}}, or is under the effect of {{m|Lucky Chant}}, a move will never be a critical hit, no matter the stage.
 
When a move scores a critical hit, damage is calculated based on either the modified or unmodified attack and defense stats, whichever is more advantageous to the attacker. For example, an attacker who has used {{m|Swords Dance}} and then makes a critical hit will get the benefit of the increased Attack, while one affected by {{m|Charm}} will use its normal Attack score. Likewise, if the attacker uses {{m|Screech}} on the foe and then makes a critical hit, it will still get the benefit of the decreased Defense like normal then count the critical hit into damage calculation. Another example would be if a team had {{m|Light Screen}} or {{m|Reflect}} on it and the attacker scored a critical on the team with the certain wall; the defense added by the wall would then be ignored, and the attacker would do double damage. However, it does not ignore modifiers caused by items or Abilities such as {{DL|In-battle effect item|Eviolite}}, {{a|Defeatist}}, or {{a|Slow Start}}, nor does it ignore the attack reduction caused by a {{status|burn}}.
 
==In other languages==
{{langtable|color={{attack color}}|bordercolor={{attack color dark}}
|de=Volltreffer
|fr=Coup critique
|it=Brutto colpo
}}
 
==See also==
* [[Same-type attack bonus]]
* [[Damage modification]]
 
{{-}}
{{Project Games notice|game mechanic}}
 
[[Category:Game mechanics]]
 
[[de:Volltreffer]]
[[fr:Coup critique]]
[[ja:急所]]
[[pl:Krytyczne obrażenia]]
[[zh:击中要害]]

Revision as of 08:26, 14 September 2013

This article is about the random event. For the video podcast, see It's Super Effective (podcast) → Related podcasts.

A critical hit (Japanese: 急所 weak point) is a random event that happens upon using a damage-dealing move which doubles its damage. This will double the damage done prior to type effectiveness calculations.

Generation I

050Diglett.png This section is incomplete.
Please feel free to edit this section to add missing information and complete it.

Critical hits ignore stat modifiers, even if beneficial to the attacker. In this generation only, the probability of landing a critical hit is based on a Pokémon's base Speed.

Specifically, for a normal move such as Tackle, the probability of landing a critical hit is:

Base Speed / 512

For example, Clefable, with a base Speed of 60, has roughly a 11.7% chance of landing a critical hit on a normal move. For moves with a high critical hit ratio such as Slash, the probability of landing a critical hit is:

Base Speed / 64

For example, Clefable, with a base Speed of 60, has roughly a 93.8% chance of landing a critical hit on a move with a high critical hit ratio.

If the result of the second formula equals or exceeds 100% (for Pokémon with a base Speed of 64 or higher), then the result is rounded down to 255/256 or about 99.6%.

Focus Energy and Dire Hit were intended to quadruple the critical hit rate, but due to a glitch, they instead have no effect if the user is faster than the opponent, or prevent the user from getting a critical hit (0/511 chance) if the user is slower than the opponent. This was fixed in Pokémon Stadium.

In Pokémon Stadium only, the probability of landing a critical hit with a move that does not have a high critical hit ratio after using Focus Energy or a Dire Hit is:

Base Speed / 128

Generation II onwards

Starting in Generation II, the chance of a critical hit is no longer based on the Pokémon's base Speed, but rather the chance is the same for each Pokémon. Similar to stats, there are temporary in-battle stages used to calculate the probability a particular move will be a critical hit. The stages are as follows:

Stage Chance of critical hit
1 6.25%
2 12.5%
3 25%
4 33.3%
5 50%

An attacking move will always start out in stage 1. There are several ways to increase a move's stage (and therefore, chance that it will be a critical hit), as detailed in the table below.

II III IV V Cause
+2 +2 +1 +1 Using a move with a high critical-hit ratio
+1 +1 +1 +1 Holding a Scope Lens
+1 +1 Holding a Razor Claw
+2 +2 +2 +2 Holding a Stick (if the Pokémon is Farfetch'd)
+2 +2 +2 +2 Holding a Lucky Punch (if the Pokémon is Chansey)
+1 +1 Having Super Luck as its Ability
+1 +1 +2 +2 Being under the effect of Focus Energy
+2 +2 +2 Consuming a Lansat Berry (or being passed its effect)
+1 +1 +1 +1 Using Dire Hit on it
+2 Using Dire Hit 2 on it (Wonder Launcher only)
+3 Using Dire Hit 3 on it (Wonder Launcher only)

Even though it is possible to get a stage higher than 5, it will still only have a 50% chance of landing in a critical hit. The effects of Focus Energy, the Lansat Berry, and the several versions of Dire Hit cannot stack with themselves or each other. Additionally, if the move used is Storm Throw or Frost Breath, it will always result in a critical hit. On the other hand, if the target Pokémon has the Ability Battle Armor or Shell Armor, or is under the effect of Lucky Chant, a move will never be a critical hit, no matter the stage.

When a move scores a critical hit, damage is calculated based on either the modified or unmodified attack and defense stats, whichever is more advantageous to the attacker. For example, an attacker who has used Swords Dance and then makes a critical hit will get the benefit of the increased Attack, while one affected by Charm will use its normal Attack score. Likewise, if the attacker uses Screech on the foe and then makes a critical hit, it will still get the benefit of the decreased Defense like normal then count the critical hit into damage calculation. Another example would be if a team had Light Screen or Reflect on it and the attacker scored a critical on the team with the certain wall; the defense added by the wall would then be ignored, and the attacker would do double damage. However, it does not ignore modifiers caused by items or Abilities such as Eviolite, Defeatist, or Slow Start, nor does it ignore the attack reduction caused by a burn.

In other languages

Language Title
France Flag.png French Coup critique
Germany Flag.png German Volltreffer
Italy Flag.png Italian Brutto colpo

See also


Project Games logo.png This game mechanic article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games.