One-hit knockout move: Difference between revisions

From Bulbapedia, the community-driven Pokémon encyclopedia.
Jump to navigationJump to search
(Undo revision 2667826 by Joel Joy (talk) More specific is better, vaguer is not.)
(add two unique Generation II mechanics; add some complexities in Generation I-II undocumented until now; set up separate section for other OHKO moves to redirect to (so all these mechanics no longer have to be duplicated across multiple pages))
Line 1: Line 1:
{{bad picture|2=Should be replaced with Generation VII images}}
{{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).
'''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 for each level the user is above the target.
All OHKO moves have a base {{PP}} of 5. If a OHKO move becomes a [[Z-Move]], it will have a power of 180.


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. 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}}.


If a OHKO move becomes a [[Z-Move]], it will have a power of 180.
==Accuracy mechanics==


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.
===Generation I===
All OHKO moves have an base [[accuracy]] of 30%, but they will automatically fail if the user's {{stat|Speed}} stat is lower than the target's. An {{DL|Battle item|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 30% (76/256) and increases by 2/256 (about 0.8%) for each level the user is above the target (so a difference of at least 90 levels is needed to get a base 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>http://upcarchive.playker.info/0/upokecenter/dex/index.html%3Flang=en&move=32.html</ref>.


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}}.
===[[Generation]]s 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 (so a difference of at least 70 levels is needed to get a base 100% accuracy).


The accuracy of OHKO moves is now 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}} or the move {{m|Lock-On}} will allow OHKO moves to always hit.


==List of moves==
==List of moves==
Line 38: Line 46:


==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 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}}.
* These moves are often combined with {{m|Lock-On}} or {{m|Mind Reader}} to ensure they hit. {{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}}.
* All one-hit KO moves are normally ineffective against a type of Pokémon. {{m|Fissure}} cannot affect {{type|Flying}} Pokémon, {{m|Guillotine}} and {{m|Horn Drill}} cannot affect {{type|Ghost}} Pokémon, and {{m|Sheer Cold}} cannot affect {{type|Ice}} Pokémon (as of Generation VII). Of these, only Sheer Cold's ineffectiveness is not based on a type immunity, and thus cannot be bypassed (e.g. with a move like {{m|Gravity}} or {{m|Foresight}}). Sheer Cold is also the only one-hit KO move where this ineffectiveness did not exist until after its debut generation.
* All one-hit KO moves are normally ineffective against a type of Pokémon. {{m|Fissure}} cannot affect {{type|Flying}} Pokémon, {{m|Guillotine}} and {{m|Horn Drill}} cannot affect {{type|Ghost}} Pokémon, and {{m|Sheer Cold}} cannot affect {{type|Ice}} Pokémon (as of [[Generation VII]]). Of these, only Sheer Cold's ineffectiveness is not based on a type immunity, and thus cannot be bypassed (e.g. with a move like {{m|Gravity}} or {{m|Foresight}}). Sheer Cold is also the only one-hit KO move where this ineffectiveness did not exist until after its debut generation.
* In [[Generation VII]], Sheer Cold is the only one-hit KO move that says the accuracy will be lower for any non-ice type Pokémon who uses the move.
* Starting in Generation VII, Sheer Cold is the only one-hit KO move to potentially have different accuracy mechanics compared to all other one-hit KO moves.
 
==References==
<references/>


{{-}}
{{-}}

Revision as of 16:35, 5 November 2017

Spr 1g 006.png The picture used in this article is unsatisfactory.
Please feel free to replace it so it conforms to Bulbapedia conventions.
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. If a OHKO move becomes a Z-Move, it will have a power of 180.

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.

Accuracy mechanics

Generation I

All OHKO moves have an base accuracy of 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 30% (76/256) and increases by 2/256 (about 0.8%) for each level the user is above the target (so a difference of at least 90 levels is needed to get a base 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].

Generations 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 (so a difference of at least 70 levels is needed to get a base 100% accuracy).

The accuracy of OHKO moves is now 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 or the move Lock-On will allow OHKO moves to always hit.

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

  • These moves are often combined with Lock-On or Mind Reader to ensure they hit. Articuno can learn Mind Reader and Sheer Cold; in Generation II, Poliwrath can have Fissure and Mind Reader if it is taught Fissure in a Generation I game and traded over; and Smeargle can have any combination of the two types of move using Sketch.
  • Lapras can learn the most one-hit KO moves of any Pokémon (excluding Smeargle), being able to learn Sheer Cold, Fissure, and Horn Drill.
  • All one-hit KO moves are normally ineffective against a type of Pokémon. Fissure cannot affect Flying-type Pokémon, Guillotine and Horn Drill cannot affect Ghost-type Pokémon, and Sheer Cold cannot affect Ice-type Pokémon (as of Generation VII). Of these, only Sheer Cold's ineffectiveness is not based on a type immunity, and thus cannot be bypassed (e.g. with a move like Gravity or Foresight). Sheer Cold is also the only one-hit KO move where this ineffectiveness did not exist until after its debut generation.
  • Starting in Generation VII, Sheer Cold is the only one-hit KO move to potentially have different accuracy mechanics compared to all other one-hit KO moves.

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.