Critical hit: Difference between revisions

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{{Incomplete|2=Missing anime section and needs more information on side-games}}
{{search|random event|the video podcast|It's Super Effective (podcast)#Related podcasts|It's Super Effective (podcast) → Related podcasts}}
{{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}}''' ''{{wp|pressure point}}'') is a (generally) random event that multiplies the [[damage]] of a damage-dealing [[move]]. When one occurs, the game will display the message "A critical hit!" (Japanese: {{tt|急所に 当たった!|きゅうしょに あたった!}} ''Hit a pressure point!'') after the damage is dealt.
A '''critical hit''' (Japanese: '''{{tt|急所|きゅうしょ}}''' ''{{wp|pressure point}}'') is a (generally) random event that multiplies the [[damage]] of a damage-dealing [[move]]. When one occurs, the game will display the message "A critical hit!" (Japanese: {{tt|急所に 当たった!|きゅうしょに あたった!}} ''Hit a pressure point!'') after the damage is dealt.
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===Probability===
===Probability===
Whether a move scores a critical hit is determined by comparing a 1-byte random number (0 to 255) against a 1-byte threshold value (also 0 to 255); if the random number is less than the threshold, the Pokémon scores a critical hit. If the threshold value is ''T'', then this means the probability (''P'') of scoring a critical hit is <code>''P'' = ''T'' / 256</code>. (Note that this means it is impossible for a critical hit to be guaranteed; there will always be a 1/256 chance that a critical hit will not be scored.)
Whether a move scores a critical hit is determined by comparing a 1-byte random number (0 to 255) against a 1-byte threshold value (also 0 to 255); if the random number is less than the threshold, the Pokémon scores a critical hit. If the threshold value is ''T'', then this means the probability (''P'') of scoring a critical hit is <code>''P'' = ''T'' / 256</code>. (It is impossible for a critical hit to be guaranteed; there will always be at least a 1/256 chance that a critical hit will not be scored.)


The value of ''T'' is based on a Pokémon's [[base stats|base]] {{stat|Speed}}. For a normal move, ''T'' is half the base Speed:
The value of ''T'' is based on a Pokémon's [[base stats|base]] {{stat|Speed}}. For a normal move, ''T'' is half the base Speed:
:<code>''T'' = ''BaseSpeed'' / 2</code> or <code>''P'' = ''BaseSpeed'' / 512</code>
:<code>''T'' = ''BaseSpeed'' / 2</code> or <code>''P'' = ''BaseSpeed'' / 512</code>
Due to a bug, {{m|Focus Energy}} and {{DL|Battle item|Dire Hit}} lower a Pokémon's chance of scoring a critical hit instead of raising it, dividing ''T'' by 4:
Due to a bug in Generation I, {{m|Focus Energy}} and [[Dire Hit]] lower a Pokémon's chance of scoring a critical hit instead of raising it, dividing ''T'' by 4:
:<code>''T''<sub>''FE''</sub> = ''BaseSpeed'' / 8</code> or <code>''P''<sub>''FE''</sub> = ''BaseSpeed'' / 2048</code>
:<code>''T''<sub>''FE''</sub> = ''BaseSpeed'' / 8</code> or <code>''P''<sub>''FE''</sub> = ''BaseSpeed'' / 2048</code>
If the move being used has a {{cat|Moves with a high critical-hit ratio|high critical-hit ratio}}, ''T'' is multiplied by 8:
If the move being used has a high critical-hit ratio ({{m|Crabhammer}}, {{m|Karate Chop}}, {{m|Razor Leaf}}, or {{m|Slash}}), ''T'' is multiplied by 8:
:<code>''T''<sub>''HighCHR''</sub> = ''BaseSpeed'' * 4</code> or <code>''P''<sub>''HighCHR''</sub> = ''BaseSpeed'' / 64</code>
:<code>''T''<sub>''HighCHR''</sub> = ''BaseSpeed'' * 4</code> or <code>''P''<sub>''HighCHR''</sub> = ''BaseSpeed'' / 64</code>
Both effects may also be active at the same time. This would result in:
Both effects may also be active at the same time. This would result in:
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{{m|Focus Energy}}  is slightly more complicated than in the core games, but it does correctly raise the chance of a critical hit instead of lowering it:
{{m|Focus Energy}}  is slightly more complicated than in the core games, but it does correctly raise the chance of a critical hit instead of lowering it:
:<code>''T''<sub>''FE''</sub> = ( ''BaseSpeed'' + 236 ) / 2</code> or <code>''P''<sub>''FE''</sub> = ( ''BaseSpeed'' + 236 ) / 512</code>
:<code>''T''<sub>''FE''</sub> = ( ''BaseSpeed'' + 236 ) / 2</code> or <code>''P''<sub>''FE''</sub> = ( ''BaseSpeed'' + 236 ) / 512</code>
If the move being used has a {{cat|Moves with a high critical-hit ratio|high critical-hit ratio}}, ''T'' is multiplied by 8:
If the move being used has a high critical-hit ratio ({{m|Crabhammer}}, {{m|Karate Chop}}, {{m|Razor Leaf}}, or {{m|Slash}}), ''T'' is multiplied by 8:
:<code>''T''<sub>''HighCHR''</sub> = ( ''BaseSpeed'' + 76 ) * 2</code> or <code>''P''<sub>''HighCHR''</sub> = ( ''BaseSpeed'' + 76 ) / 128</code>
:<code>''T''<sub>''HighCHR''</sub> = ( ''BaseSpeed'' + 76 ) * 2</code> or <code>''P''<sub>''HighCHR''</sub> = ( ''BaseSpeed'' + 76 ) / 128</code>
If both effects are active at the same time, then:
If both effects are active at the same time, then:
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In Generations {{gen|II}}-{{gen|V}}, a critical hit deals 2 times the damage a move would otherwise do. From Generation {{gen|VI}} onwards, a critical hit deals 1.5 times a move's normal damage.
In Generations {{gen|II}}-{{gen|V}}, a critical hit deals 2 times the damage a move would otherwise do. From Generation {{gen|VI}} onwards, a critical hit deals 1.5 times a move's normal damage.


In Generation II, when a move scores a critical hit, all stat stage modifiers, the halved Attack from burn, and the defensive boosts from {{m|Light Screen}} and {{m|Reflect}} are ignored if the target's defending stat stage ({{stat|Defense}} or {{stat|Special Defense}}) is greater than or equal to the attacker's attacking stat stage ({{stat|Attack}} or {{stat|Special Attack}}). From [[Generation III]] onwards, when a move scores a critical hit, the attacker's negative stat stages, the defender's positive stat stages, and the defensive boosts from {{m|Light Screen}} and {{m|Reflect}} are always ignored. However, the halved Attack from burn is no longer ignored.
In Generation II, when a move scores a critical hit, all stat stage modifiers, the halved Attack from burn, and the defensive boosts from {{m|Light Screen}} and {{m|Reflect}} are ignored if the target's defending stat stage ({{stat|Defense}} or {{stat|Special Defense}}) is greater than or equal to the attacker's attacking stat stage ({{stat|Attack}} or {{stat|Special Attack}}). From [[Generation III]] onwards, when a move scores a critical hit, the attacker's negative stat stages, the defender's positive stat stages, and the defensive boosts from {{m|Light Screen}}, {{m|Reflect}}, and {{m|Aurora Veil}} are always ignored. However, the halved Attack from burn is no longer ignored.


;Examples
;Examples
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** Gen II: a critical hit will not ignore either stat. (Damage with a critical hit will have an 8/3× modifier.)
** Gen II: a critical hit will not ignore either stat. (Damage with a critical hit will have an 8/3× modifier.)
** Gen III-V: a critical hit will ignore the Defense boost. (Damage with a critical hit will have a 4× modifier.)
** Gen III-V: a critical hit will ignore the Defense boost. (Damage with a critical hit will have a 4× modifier.)
** Gen VI: a critical hit will ignore the Defense boost. (Damage with a critical hit will have a 3× modifier.)
** Gen VI+: a critical hit will ignore the Defense boost. (Damage with a critical hit will have a 3× modifier.)
* If the attacker is using a [[physical move]] and is at -1 Attack stages while the target is at -2 Defense stage...
* If the attacker is using a [[physical move]] and is at -1 Attack stages while the target is at -2 Defense stage...
** Gen II: a critical hit will not ignore either stat. (Damage with a critical hit will have a 2.64× modifier.)
** Gen II: a critical hit will not ignore either stat. (Damage with a critical hit will have a 2.64× modifier.)
** Gen III+: a critical hit will ignore the Attack drop. (Damage with a critical hit will have a 4× modifier.)
** Gen III-V: a critical hit will ignore the Attack drop. (Damage with a critical hit will have a 4× modifier.)
** Gen VI: a critical hit will ignore the Attack drop. (Damage with a critical hit will have a 3× modifier.)
** Gen VI+: a critical hit will ignore the Attack drop. (Damage with a critical hit will have a 3× modifier.)
 
====Other factors====
The Abilities {{a|Battle Armor}} and {{a|Shell Armor}} and the effect of {{m|Lucky Chant}} will prevent any critical hit being scored on a Pokémon.
 
The moves {{m|Storm Throw}} and {{m|Frost Breath}} will always result in a critical hit (unless prevented by one of the above effects). The move {{m|Laser Focus}} guarantees the next move to score a critical hit.


===Other effects===
If a Pokémon with the {{a|Sniper}} Ability gets a critical hit, the damage dealt will be multiplied by an additional factor of 1.5.
If a Pokémon with the {{a|Sniper}} Ability gets a critical hit, the damage dealt will be multiplied by an additional factor of 1.5.


Pokémon with the Ability {{a|Merciless}} will always score critical hits on {{status|poisoned}} Pokémon (unless prevented by one of the above effects).
If {{rf|Galarian}} {{p|Farfetch'd}} lands three critical hits in a single battle, it [[Evolution|evolve]]s into {{p|Sirfetch'd}}.


===Probability===
===Probability===
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{| class="roundy" cellpadding="3" style="margin: auto; background: #{{status color}}; border: 3px solid #{{status color dark}}"
{| class="roundy" cellpadding="3" style="margin: auto; background: #{{status color}}; border: 3px solid #{{status color dark}}"
! rowspan=2 style="background:#{{status color light}}; {{roundytl|5px}}" | Stage
! rowspan=2 style="background:#{{status color light}}; {{roundytl|5px}}" | Stage
! colspan=2 style="background:#{{status color light}}; {{roundytr|5px}}" | Chance of critical hit
! colspan=3 style="background:#{{status color light}}; {{roundytr|5px}}" | Chance of critical hit
|- style="background:#{{status color light}}"
|- style="background:#{{status color light}}"
! Gen II-V
! Gen II-V
! Gen VI onwards
! Gen VI
! Gen VII onwards
|- style="background:#fff"
|- style="background:#fff"
| +0
| +0
| 1/16 (6.25%)
| 1/16 (6.25%)
| 1/16 (6.25%)
| 1/16 (6.25%)
| 1/24 (~4.167%)
|- style="background:#fff"
|- style="background:#fff"
| +1
| +1
| 1/8 (12.5%)
| 1/8 (12.5%)
| 1/8 (12.5%)
| 1/8 (12.5%)
| 1/8 (12.5%)
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| +2
| +2
| 1/4 (25%)
| 1/4 (25%)
| 1/2 (50%)
| 1/2 (50%)
| 1/2 (50%)
|-
|-
| style="background:#fff" | +3
| style="background:#fff" | +3
| style="background:#fff" | 1/3 (33.3%)
| style="background:#fff" | 1/3 (~33.3%)
| rowspan=2 style="background:#fff" | Always (100%)
| rowspan=2 style="background:#fff; {{roundybr|5px}}" | Always (100%)
| rowspan=2 style="background:#fff; {{roundybr|5px}}" | Always (100%)
|-
|-
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|}
|}


An attacking move will start out at stage 0, but there are several ways to increase a move's stage as detailed in the table below. An effect cannot stack with another effect in the same column, including itself.
If a Pokémon has maximum [[affection]], the probability from above is multiplied by 2.<ref>[https://twitter.com/wwwwwwzx/status/953477067495976960/photo/1 卡璞波波 on Twitter]</ref>
 
An attacking move will start out at stage 0, but there are several ways to increase a move's stage as detailed in the table below.


{| class="roundy" style="margin: auto; text-align: center; background: #999; border: 3px solid #cdcdcd"
{| class="roundy" style="margin: auto; text-align: center; background: #999; border: 3px solid #cdcdcd"
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| {{cat|Moves with a high critical-hit ratio}}<br><small>(Gen II: +2 stages)</small>
| {{cat|Moves with a high critical-hit ratio}}<br><small>(Gen II: +2 stages)</small>
| <ab>[[Razor Claw]]
| <ab>[[Razor Claw]]
{{DL|In-battle effect item|Scope Lens}}</ab>
[[Scope Lens]]</ab>
| {{a|Super Luck}}
| {{a|Super Luck}}
| {{DL|Battle item|Dire Hit}}
| {{m|G-Max Chi Strike}}
|- style="background:#FFF"
|- style="background:#FFF"
! style="background:#{{physical color light}}" | +2 stages
! style="background:#{{physical color light}}" | +2 stages
| {{m|10,000,000 Volt Thunderbolt}}
| <ab>[[Leek|Stick/Leek]] (for {{p|Farfetch'd}} or {{p|Sirfetch'd}} only)
[[Lucky Punch]] (for {{p|Chansey}} only)</ab>
| &mdash;
| &mdash;
| <ab>{{DL|Stat-enhancing item|Stick}} (for {{p|Farfetch'd}} only)
| <ab>{{m|Focus Energy}} / [[Dire Hit]]
{{DL|Stat-enhancing item|Lucky Punch}} (for {{p|Chansey}} only)</ab>
<small>(Gen II: +1 stage)</small>
| &mdash;
| <ab>{{m|Focus Energy}} <small>(Gen II: +1 stage)</small>
[[Lansat Berry]]
[[Lansat Berry]]
Z-{{m|Foresight}}, Z-{{m|Sleep Talk}}, Z-{{m|Tailwind}}, Z-{{m|Acupressure}}, Z-{{m|Heart Swap}}
{{DL|Wonder Launcher|Dire Hit 2}} ([[Wonder Launcher]] only)</ab>
{{DL|Wonder Launcher|Dire Hit 2}} ([[Wonder Launcher]] only)</ab>
|-
|-
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|}
|}


Note that it is possible for a Pokémon to acquire the effect of a [[Lansat Berry]] even if it is already holding another item, through the use of {{m|Baton Pass}}, {{m|Pluck}}, {{m|Bug Bite}}, or {{m|Fling}}; or by obtaining another item after consuming the Berry, such as via {{m|Thief}} or {{a|Symbiosis}}.
An effect cannot stack with an effect in the same column (including itself), with the exception of G-Max Chi Strike, whose effect can stack with anything (including more uses of itself)<ref>https://www.smogon.com/forums/threads/sword-shield-battle-mechanics-research.3655528/page-45#post-8440929</ref>. A Pokémon may acquire the effect of a [[Lansat Berry]] even if it is already holding another item, through the use of {{m|Baton Pass}}, {{m|Pluck}}, {{m|Bug Bite}}, or {{m|Fling}}; or by obtaining another item after consuming the Berry, such as via {{m|Thief}} or {{a|Symbiosis}}.
 
====Other factors====
The Abilities {{a|Battle Armor}} and {{a|Shell Armor}} prevent Pokémon from landing critical hits on the Pokémon with that Ability. {{m|Lucky Chant}} prevents Pokémon from landing critical hits on the Pokémon it is protecting for a span of five turns.
 
Pokémon with the Ability {{a|Merciless}} will always score critical hits on {{status|poisoned}} Pokémon (unless prevented by one of the above effects).
 
The moves {{m|Storm Throw}}, {{m|Frost Breath}}, {{m|Zippy Zap}}, {{m|Surging Strikes}}, and {{m|Wicked Blow}}, along with any move used by a Pokémon that is under the effect of {{m|Laser Focus}}, will always result in a critical hit (unless prevented by one of the above effects).
 
==In side-games==
===Pokémon Mystery Dungeon===
====Rescue Team and Explorers====
There are some differences from how critical works in main series:
*Critical hits do only 50% more damage, unless the Pokémon has {{a|Sniper}}, in which case it will do double damage.
*Male or genderless Pokémon will have the move's base critical hit rate multiplied by 1.5x.
*[[Scope Lens]], [[Patsy Band]], Sharpshooter [[IQ]] skill and {{a|Super Luck}} add a flat modifier to the move's critical hit rate (30% in Red/Blue Rescue Team, 15% in Explorers).
*Type Advantage Master will set the critical hit rate to 40%, ignoring all other effects.
*Focus Energy will guarantee critical hits, provided the critical hits are not prevented by [[exclusive item]]s, [[Abilities]], Critical Dodger IQ skill or {{m|Lucky Chant}}.
 
{| class="roundtable" style="margin:auto; background: #{{MD Red color}}; border: 3px solid #{{MD Time color}}"
|-
! Moves
! Chance of critical hit
|-
| {{m|Pin Missile}}, {{m|Fury Attack}}, {{m|Fury Swipes}}, {{m|Comet Punch}} and {{m|Rock Blast}}
| 1%
|-
| {{m|Ice Ball}}, {{m|DoubleSlap}}, {{m|Bullet Seed}}, {{m|Twineedle}}, {{m|Barrage}}, {{m|Arm Thrust}}, {{m|Icicle Spear}}, {{m|ThunderShock}}, {{m|Spike Cannon}}, {{m|Triple Kick}} and {{m|Bone Rush}}
| 2%
|-
| {{m|Double Kick}}
| 3%
|-
| Other moves
| 12%{{sup/md|RB}}/8%{{sup/md|TDS}}
|-
| [[:Category:Moves with a high critical-hit ratio|Moves with a high critical-hit ratio]]{{tt|*|Except Karate Chop in Red/Blue Rescue Team}}
| 50%{{sup/md|RB}}/30%{{sup/md|TDS}}
|}


==In other languages==
==In other languages==
{{langtable|color={{attack color}}|bordercolor={{attack color dark}}
{{langtable|color={{attack color}}|bordercolor={{attack color dark}}
|zh_yue=要害 ''{{tt|Yiuhoih|Vital point}}''
|zh_cmn=要害 ''{{tt|Yàohài|Vital point}}''
|fr=Coup critique
|de=Volltreffer
|de=Volltreffer
|fr=Coup critique
|it=Brutto colpo
|it=Brutto colpo
|es={{tt|Golpe crítico|Ataque crítico in Generation I}}
|ko=급소 ''{{tt|Geupso|Vital point}}''
|ko=급소 ''geupso
|pt_br=Golpe crítico
|ru=Критический урон ''Kriticheskiy uron''
|es_eu=Golpe crítico ({{gen|II}} - {{gen|VII}})<br>Ataque crítico ({{gen|I}})
|es_la=Golpe Directo
|sv=Kritiskt slag
|sv=Kritiskt slag
|vi=Đòn chí mạng
|vi=Đòn chí mạng
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* [[Same-type attack bonus]]
* [[Same-type attack bonus]]
* [[Damage]]
* [[Damage]]
==References==
<references />


{{-}}
{{-}}
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[[de:Volltreffer]]
[[de:Volltreffer]]
[[es:Golpe crítico]]
[[fr:Coup critique]]
[[fr:Coup critique]]
[[it:Brutto colpo]]
[[ja:急所]]
[[ja:急所]]
[[pl:Krytyczne obrażenia]]
[[zh:击中要害]]
[[zh:击中要害]]

Revision as of 12:16, 22 January 2021

050Diglett.png This article is incomplete.
Please feel free to edit this article to add missing information and complete it.
Reason: Missing anime section and needs more information on side-games

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 pressure point) is a (generally) random event that multiplies the damage of a damage-dealing move. When one occurs, the game will display the message "A critical hit!" (Japanese: 急所に 当たった! Hit a pressure point!) after the damage is dealt.

In Generation I

Damage

When a move lands a critical hit, the attacker's level will be doubled during damage calculation, which approximately (but not quite) doubles the damage dealt. A rough formula for the damage multiplier is (2L+5)/(L+5) where L is the attacker's level; as a result, lower-leveled Pokémon have a smaller critical hit boost than higher-leveled Pokémon. For example, a level 5 Pokémon will inflict about 1.5× damage on a critical hit, while a level 20 Pokémon will inflict 1.8× and a level 95 Pokémon will inflict 1.95×.

Critical hits ignore all stat stage modifiers and the halved Attack from burn. This includes beneficial stat modifiers as well, making it possible for a critical hit to deal less damage than a non-critical hit if the attacker has at least doubled their Attack/Special or the target's Defense/Special is at least halved.

Probability

Whether a move scores a critical hit is determined by comparing a 1-byte random number (0 to 255) against a 1-byte threshold value (also 0 to 255); if the random number is less than the threshold, the Pokémon scores a critical hit. If the threshold value is T, then this means the probability (P) of scoring a critical hit is P = T / 256. (It is impossible for a critical hit to be guaranteed; there will always be at least a 1/256 chance that a critical hit will not be scored.)

The value of T is based on a Pokémon's base Speed. For a normal move, T is half the base Speed:

T = BaseSpeed / 2 or P = BaseSpeed / 512

Due to a bug in Generation I, Focus Energy and Dire Hit lower a Pokémon's chance of scoring a critical hit instead of raising it, dividing T by 4:

TFE = BaseSpeed / 8 or PFE = BaseSpeed / 2048

If the move being used has a high critical-hit ratio (Crabhammer, Karate Chop, Razor Leaf, or Slash), T is multiplied by 8:

THighCHR = BaseSpeed * 4 or PHighCHR = BaseSpeed / 64

Both effects may also be active at the same time. This would result in:

TFE+HighCHR = BaseSpeed or PFE+HighCHR = BaseSpeed / 256

At all times, the maximum value for T is 255 (which equally means the maximum value for P is 255/256). All operations that factor into T are also integer operations (meaning divisions are rounded down to the nearest whole number). (Note that the division in P = T / 256 is not rounded.) Due to the process the game uses to compute T, BaseSpeed is also effectively rounded down to the nearest even number.

In Pokémon Stadium

In Pokémon Stadium, the threshold value T is determined by a different formula.

For a normal move, T is:

T = ( BaseSpeed + 76 ) / 4 or P = ( BaseSpeed + 76 ) / 1024

Focus Energy is slightly more complicated than in the core games, but it does correctly raise the chance of a critical hit instead of lowering it:

TFE = ( BaseSpeed + 236 ) / 2 or PFE = ( BaseSpeed + 236 ) / 512

If the move being used has a high critical-hit ratio (Crabhammer, Karate Chop, Razor Leaf, or Slash), T is multiplied by 8:

THighCHR = ( BaseSpeed + 76 ) * 2 or PHighCHR = ( BaseSpeed + 76 ) / 128

If both effects are active at the same time, then:

TFE+HighCHR = ( BaseSpeed + 236 ) * 4 or PFE+HighCHR = ( BaseSpeed + 236 ) / 64

Since 236 * 4 is well beyond 255, any Pokémon will have a maximum chance to score a critical hit if both effects are active.

As with the core games, the maximum value for T is always 255 (or 255/256 for P) and any divisions that factor into T are rounded down to the nearest whole number. Due to the process the game uses to compute T, BaseSpeed is also effectively rounded down to the nearest multiple of 4.

Generation II onwards

Damage

In Generations II-V, a critical hit deals 2 times the damage a move would otherwise do. From Generation VI onwards, a critical hit deals 1.5 times a move's normal damage.

In Generation II, when a move scores a critical hit, all stat stage modifiers, the halved Attack from burn, and the defensive boosts from Light Screen and Reflect are ignored if the target's defending stat stage (Defense or Special Defense) is greater than or equal to the attacker's attacking stat stage (Attack or Special Attack). From Generation III onwards, when a move scores a critical hit, the attacker's negative stat stages, the defender's positive stat stages, and the defensive boosts from Light Screen, Reflect, and Aurora Veil are always ignored. However, the halved Attack from burn is no longer ignored.

Examples
  • If the attacker is using a physical move and is at +2 Attack stages while the target is at +1 Defense stage...
    • Gen II: a critical hit will not ignore either stat. (Damage with a critical hit will have an 8/3× modifier.)
    • Gen III-V: a critical hit will ignore the Defense boost. (Damage with a critical hit will have a 4× modifier.)
    • Gen VI+: a critical hit will ignore the Defense boost. (Damage with a critical hit will have a 3× modifier.)
  • If the attacker is using a physical move and is at -1 Attack stages while the target is at -2 Defense stage...
    • Gen II: a critical hit will not ignore either stat. (Damage with a critical hit will have a 2.64× modifier.)
    • Gen III-V: a critical hit will ignore the Attack drop. (Damage with a critical hit will have a 4× modifier.)
    • Gen VI+: a critical hit will ignore the Attack drop. (Damage with a critical hit will have a 3× modifier.)

Other effects

If a Pokémon with the Sniper Ability gets a critical hit, the damage dealt will be multiplied by an additional factor of 1.5.

If Galarian Farfetch'd lands three critical hits in a single battle, it evolves into Sirfetch'd.

Probability

The probability of landing a critical hit is no longer based on the attacker's base Speed, but rather is based on a fixed formula for all Pokémon. Similar to stats, there are temporary in-battle stages used to determine the probability that a particular move will be a critical hit.

Stage Chance of critical hit
Gen II-V Gen VI Gen VII onwards
+0 1/16 (6.25%) 1/16 (6.25%) 1/24 (~4.167%)
+1 1/8 (12.5%) 1/8 (12.5%) 1/8 (12.5%)
+2 1/4 (25%) 1/2 (50%) 1/2 (50%)
+3 1/3 (~33.3%) Always (100%) Always (100%)
+4 and above 1/2 (50%)

If a Pokémon has maximum affection, the probability from above is multiplied by 2.[1]

An attacking move will start out at stage 0, but there are several ways to increase a move's stage as detailed in the table below.

Change Attack property Held item Ability Triggered
+1 stage Moves with a high critical-hit ratio
(Gen II: +2 stages)
Razor Claw
Scope Lens
Super Luck G-Max Chi Strike
+2 stages 10,000,000 Volt Thunderbolt Stick/Leek (for Farfetch'd or Sirfetch'd only)
Lucky Punch (for Chansey only)
Focus Energy / Dire Hit
(Gen II: +1 stage)
Lansat Berry
Z-Foresight, Z-Sleep Talk, Z-Tailwind, Z-Acupressure, Z-Heart Swap
Dire Hit 2 (Wonder Launcher only)
+3 or more
stages
Dire Hit 3 (Wonder Launcher only)

An effect cannot stack with an effect in the same column (including itself), with the exception of G-Max Chi Strike, whose effect can stack with anything (including more uses of itself)[2]. A Pokémon may acquire the effect of a Lansat Berry even if it is already holding another item, through the use of Baton Pass, Pluck, Bug Bite, or Fling; or by obtaining another item after consuming the Berry, such as via Thief or Symbiosis.

Other factors

The Abilities Battle Armor and Shell Armor prevent Pokémon from landing critical hits on the Pokémon with that Ability. Lucky Chant prevents Pokémon from landing critical hits on the Pokémon it is protecting for a span of five turns.

Pokémon with the Ability Merciless will always score critical hits on poisoned Pokémon (unless prevented by one of the above effects).

The moves Storm Throw, Frost Breath, Zippy Zap, Surging Strikes, and Wicked Blow, along with any move used by a Pokémon that is under the effect of Laser Focus, will always result in a critical hit (unless prevented by one of the above effects).

In side-games

Pokémon Mystery Dungeon

Rescue Team and Explorers

There are some differences from how critical works in main series:

  • Critical hits do only 50% more damage, unless the Pokémon has Sniper, in which case it will do double damage.
  • Male or genderless Pokémon will have the move's base critical hit rate multiplied by 1.5x.
  • Scope Lens, Patsy Band, Sharpshooter IQ skill and Super Luck add a flat modifier to the move's critical hit rate (30% in Red/Blue Rescue Team, 15% in Explorers).
  • Type Advantage Master will set the critical hit rate to 40%, ignoring all other effects.
  • Focus Energy will guarantee critical hits, provided the critical hits are not prevented by exclusive items, Abilities, Critical Dodger IQ skill or Lucky Chant.
Moves Chance of critical hit
Pin Missile, Fury Attack, Fury Swipes, Comet Punch and Rock Blast 1%
Ice Ball, DoubleSlap, Bullet Seed, Twineedle, Barrage, Arm Thrust, Icicle Spear, ThunderShock, Spike Cannon, Triple Kick and Bone Rush 2%
Double Kick 3%
Other moves 12%RB/8%TDS
Moves with a high critical-hit ratio* 50%RB/30%TDS

In other languages

Language Title
Chinese Cantonese 要害 Yiuhoih
Mandarin 要害 Yàohài
France Flag.png French Coup critique
Germany Flag.png German Volltreffer
Italy Flag.png Italian Brutto colpo
South Korea Flag.png Korean 급소 Geupso
Brazil Flag.png Brazilian Portuguese Golpe crítico
Russia Flag.png Russian Критический урон Kriticheskiy uron
Spanish CELAC Flag.png Latin America Golpe Directo
Spain Flag.png Spain Golpe crítico (II - VII)
Ataque crítico (I)
Sweden Flag.png Swedish Kritiskt slag
Vietnam Flag.png Vietnamese Đòn chí mạng

See also

References


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.