Critical hit: Difference between revisions

From Bulbapedia, the community-driven Pokémon encyclopedia.
Jump to navigationJump to search
 
(47 intermediate revisions by 23 users not shown)
Line 8: Line 8:
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 approximation for the damage multiplier is <math display="inline">\frac{2L + 5}{L + 5}</math> 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×.
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 approximation for the damage multiplier is <math display="inline">\frac{2L + 5}{L + 5}</math> 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 [[Statistic|stat]] stage modifiers and the halved {{stat|Attack}} from {{status|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/{{stat|Special}} or the target's {{stat|Defense}}/Special is at least halved.
Critical hits use the attacker and defender's original [[Statistic|stats]] with no modifications. This means it is possible for a critical hit to deal less damage than a non-critical hit if the attacker's stat modifications were high enough and the defender's were low enough. If the player's Pokémon has {{m|transform}}ed, its untransformed stats will be used (but enemies use the stats of their transformation).<ref>[https://github.com/pret/pokered/blob/bbb0e7e82deb6741f75a12b48f81076d92f5d9dc/engine/battle/core.asm#L4262 pokered/core.asm at bbb0e7e82deb6741f75a12b48f81076d92f5d9dc · pret/pokered · GitHub] (Critical damage calculation: party data like <code>wPartyMon1Defense</code> is not affected by Transform)</ref>
 
The only means of damage that cannot score a critical hit are {{cat|moves that deal direct damage}}, and {{status|confusion}} damage.


===Probability===
===Probability===
Line 61: Line 59:
==Generation II onwards==
==Generation II onwards==
===Damage===
===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 {{gen|II}} to {{gen|V}}, a critical hit deals 2 times the normal damage. From Generation {{gen|VI}} onward, a critical hit deals 1.5 times the normal damage.


From [[Generation III]] onwards, a critical hit now modifies damage itself rather than user's level, dealing 2x the normal damage in Generations III through {{gen|V}} and 1.5x [[Generation VI]] onwards. Additionally, 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.
In Generation II, when a move scores a critical hit, all stat stage modifiers, the halved Attack from burn, and the defensive boosts from screens ({{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]] onward, when a move scores a critical hit, the attacker's negative stat stages, the defender's positive stat stages, and the defensive boosts from {{cat|Screen-creating moves|screens}} are always ignored. However, the halved damage from physical moves due to a burn is no longer ignored.


;Examples
;Examples
Line 78: Line 78:
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.


If {{rf|Galarian}} {{p|Farfetch'd}} lands three critical hits in a single battle, it [[Evolution|evolve]]s into {{p|Sirfetch'd}}.
If {{rf|Galarian}} {{p|Farfetch'd}} lands at least three critical hits in a single battle, it [[Evolution|evolve]]s into {{p|Sirfetch'd}} at the end of the battle.


===Probability===
===Probability===
Line 85: Line 85:
{| 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=3 style="background:#{{status color light}}; {{roundytr|5px}}" | Chance of critical hit
! colspan=4 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
! Gen III-V
! Gen VI
! Gen VI
! Gen VII onwards
! Gen VII onwards
|- style="background:#fff"
|- style="background:#fff"
| +0
| +0
| 17/256 (≈6.64%)
| 1/16 (6.25%)
| 1/16 (6.25%)
| 1/16 (6.25%)
| 1/16 (6.25%)
| 1/24 (~4.167%)
| 1/24 (≈4.17%)
|- 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%)
Line 102: Line 105:
|- style="background:#fff"
|- style="background:#fff"
| +2
| +2
| 1/4 (25%)
| 1/4 (25%)
| 1/4 (25%)
| 1/2 (50%)
| 1/2 (50%)
Line 107: Line 111:
|-
|-
| style="background:#fff" | +3
| style="background:#fff" | +3
| style="background:#fff" | 1/3 (~33.3%)
| style="background:#fff" | 85/256 (≈33.2%)
| style="background:#fff" | 1/3 (≈33.3%)
| rowspan=2 style="background:#fff" | Always (100%)
| 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%)
|-
|-
| style="background:#fff; {{roundybl|5px}}" | +4 and above
| style="background:#fff; {{roundybl|5px}}" | +4 and above
| style="background:#fff" | 1/2 (50%)
| style="background:#fff" | 1/2 (50%)
| style="background:#fff" | 1/2 (50%)
|}
|}


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>
If a Pokémon has maximum [[affection]] (Gen VI-{{Gameabbrev7|USUM}}) or [[friendship]] ({{Gameabbrev7|PE}} onward except {{gameabbrev8|LA}}), the probability from above is multiplied by 2.<ref>[https://twitter.com/wwwwwwzx/status/953477067495976960/photo/1 卡璞波波 on Twitter]</ref>
 
====Stage modifiers====


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 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.
Line 124: Line 132:
! style="background:#{{physical color}}" | Held item
! style="background:#{{physical color}}" | Held item
! style="background:#{{physical color}}" | Ability
! style="background:#{{physical color}}" | Ability
! style="background:#{{physical color}}; {{roundytr|5px}}" | Triggered
! style="background:#{{physical color}}" | Getting pumped
! style="background:#{{physical color}}; {{roundytr|5px}}" | Other
|- style="background:#FFF"
|- style="background:#FFF"
! style="background:#{{physical color light}}" | +1 stage
! style="background:#{{physical color light}}" | +1 stage
Line 131: Line 140:
[[Scope Lens]]</ab>
[[Scope Lens]]</ab>
| {{a|Super Luck}}
| {{a|Super Luck}}
| {{m|Dragon Cheer}} (when used on a non-{{type|Dragon}} Pokémon)
| {{m|G-Max Chi Strike}}
| {{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>{{m|10,000,000 Volt Thunderbolt}}
{{m|Spacial Rend}} (when used by {{form|Dialga, Palkia, and Giratina|Origin Forme}} {{p|Palkia}})({{gameabbrev8|LA}})</ab>
| <ab>[[Leek|Stick/Leek]] (for {{p|Farfetch'd}} or {{p|Sirfetch'd}} only)
| <ab>[[Leek|Stick/Leek]] (for {{p|Farfetch'd}} or {{p|Sirfetch'd}} only)
[[Lucky Punch]] (for {{p|Chansey}} only)</ab>
[[Lucky Punch]] (for {{p|Chansey}} only)</ab>
Line 140: Line 151:
| <ab>{{m|Focus Energy}} / [[Dire Hit]]
| <ab>{{m|Focus Energy}} / [[Dire Hit]]
  <small>(Gen II: +1 stage)</small>
  <small>(Gen II: +1 stage)</small>
Dragon Cheer (when used on a Dragon-type Pokémon)
{{m|Triple Arrows}} ({{gameabbrev8|LA}}) (for three turns)
[[Lansat Berry]]
[[Lansat Berry]]
Z-{{m|Foresight}}, Z-{{m|Sleep Talk}}, Z-{{m|Tailwind}}, Z-{{m|Acupressure}}, Z-{{m|Heart Swap}}
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>
| style="background:#FFF" | &mdash;
|-
|-
! style="background:#{{physical color light}}; {{roundybl|5px}}" | +3 or more<br>stages
! style="background:#{{physical color light}}; {{roundybl|5px}}" | +3 stages
| style="background:#FFF" | &mdash;
| style="background:#FFF" | &mdash;
| style="background:#FFF" | &mdash;
| style="background:#FFF" | &mdash;
| style="background:#FFF" | &mdash;
| style="background:#FFF" | &mdash;
| style="background:#FFF; {{roundybr|5px}}" | {{DL|Wonder Launcher|Dire Hit 3}} ([[Wonder Launcher]] only)
| style="background:#FFF; {{roundybr|5px}}" | {{DL|Wonder Launcher|Dire Hit 3}} ([[Wonder Launcher]] only)
| style="background:#FFF" | &mdash;
|}
|}


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}}.
Only a single instance of the [[Status condition#Getting pumped|getting pumped]] effect can be applied at once, so causes within that column will not stack (including with 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}}.


====Moves that cannot score a critical hit====
====Moves that cannot score a critical hit====
Generations II and III introduced a handful of moves that cannot score a critical hit. They are denoted by the ✔ symbol in the table below.
Generations II and III introduced a handful of moves that cannot score a critical hit. They are denoted by the ✔ symbol in the table below.


In {{game|Diamond and Pearl|s}}, moves used during the first battle with {{p|Starly}} at [[Lake Verity]] cannot score critical hits.
In {{game2|Ruby|Sapphire|Emerald}}, moves used during the first battle with {{p|Poochyena}}{{sup/3|R}}{{sup/3|S}}/{{p|Zigzagoon}}{{sup/3|E}} cannot score critical hits. Likewise, in {{game|Diamond and Pearl|s}}, moves used during the first battle with {{p|Starly}} at [[Lake Verity]] cannot score critical hits. Additionally, in [[Pokémon Scarlet and Violet]], moves used during the first battle with [[Nemona]] cannot score critical hits.


Starting in Generation V, all damaging moves, except {{cat|moves that deal direct damage}} and confusion damage, can score a critical hit.
Starting in Generation V, all damaging moves, except {{cat|moves that deal direct damage}} and confusion damage, can score a critical hit.
Line 165: Line 180:
! rowspan=2 | {{color2|000|Move}}
! rowspan=2 | {{color2|000|Move}}
! rowspan=2 | {{color2|000|Type}}
! rowspan=2 | {{color2|000|Type}}
! rowspan=2 | {{color2|000|Category}}
! rowspan=2 | {{color2|000|Damage category|Category}}
! class="unsortable" colspan=3 | {{color2|000|Generation|Generations}}
! class="unsortable" colspan=3 | {{color2|000|Generation|Generations}}
|- style="background:#{{normal color light}}"
|- style="background:#{{normal color light}}"
Line 184: Line 199:
Pokémon with the Ability {{a|Merciless}} will always score critical hits on {{status|poisoned}} Pokémon (unless prevented by one of the above effects).
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).
The moves {{m|Storm Throw}}, {{m|Frost Breath}}, {{m|Zippy Zap}}, {{m|Surging Strikes}}, {{m|Wicked Blow}}, and {{m|Flower Trick}}, 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 [[Pokémon Colosseum]], The move {{m|Shadow Rush}} has a 95% chance to land a critical hit when the user is in [[Hyper Mode]].
 
Moves with increased critical-hit ratio are granted a further increase by 1 stage when performed in the [[Move mastery|strong style]]. Conversely, when performed in the [[Move mastery|agile style]], their critical hit ratio is reduced by 1 stage.


==In side-games==
==In side-games==
Line 190: Line 209:
====Rescue Team and Explorers====
====Rescue Team and Explorers====
There are some differences from how critical works in main series:
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.
* Critical hits do only 50% more damage, unless the Pokémon has {{a|Sniper}}, in which case it will do double damage.
*Male or gender unknown Pokémon will have the move's base critical hit rate multiplied by 1.5x.
* Male or gender unknown Pokémon will have the move's base critical hit rate multiplied by 1..
*[[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).  
* [[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.  
* 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}}.
* 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}}"
{| class="roundtable" style="margin:auto; background: #{{MD Red color}}; border: 3px solid #{{MD Time color}}"
Line 219: Line 238:
===Pokémon Masters EX===
===Pokémon Masters EX===
Here are some notable qualities of critical hits in this game:
Here are some notable qualities of critical hits in this game:
* Critical-hit rate is treated as a stat like Attack or evasion, except critical-hit rate can only be raised to a maximum of three stat ranks (or to +3). A few moves, such as Snatch, can lower a sync pair's critical-hit rate unless that pair has Steady Aim.
* Critical-hit rate is treated as a stat like Attack or evasion, except critical-hit rate can only be raised to a maximum of three stat ranks (or to +3) and can't be lowered below 0. A few moves, such as {{m|Snatch}}, can reset target's critical-hit rate to 0 unless that target has Steady Aim {{mas|Skill|skill}}.
** Attack moves passively have their base critical-hit rates set to 0, which means that using one with its user's critical-hit rate raised to three stat ranks yields an 100% chance to land a critical hit (per target).
** Attack moves passively have their base critical-hit rates set to 0, which means that using one with its user's critical-hit rate raised to three stat ranks yields an 100% chance to land a critical hit (per target).
** Damaging-dealing sync moves their base critical-hit rates set to -1, which means that using one with its user's critical-hit rate raised to three stat ranks normally yields an 80% chance to land a critical hit (per target).
** Damage-dealing sync moves and max moves have their base critical-hit rates set to -1, which means that using one with its user's critical-hit rate raised to three stat ranks normally yields an 80% chance to land a critical hit (per target).
* Some effects allow critical hits to land more easily [from attack moves like Slash or Spacial Rend, sync moves like Moonlight Leaf Blade, or skills like Zero In 1, Soften Up 1 (only for sync moves), Dire Rain 1, etc.].
* Some effects allow critical hits to land more easily [from attack moves like Slash or Spacial Rend, sync moves like Moonlight Leaf Blade, or skills like Zero In 1, Soften Up 1 (only for sync moves), Dire Rain 1, etc.].
** Attack/Sync moves with this effect passively raise their own critical-hit rates by +1.
** Attack/Sync moves with this effect passively have their base critical-hit rates set to +1. Sync moves with this effect no longer have -1 critical hit-rate penalty.
** Each skill with this effect is always accompanied by a one or a two, and if that skill's conditions are met, then it passively raises critical-hit rate by that number.
** Each skill with this effect is always accompanied by a one or a two, and if that skill's conditions are met, then it passively raises critical-hit rate by that number.
* Applying the Critical Hit Next effect on a sync pair guarantees that their next attack/sync move will be a critical hit, except in certain circumstances.
* Applying the Critical Hit Next effect on a sync pair guarantees that their next attack/sync move will be a critical hit, except in certain circumstances.
* Critical hits do +50% (or ×1.5) damage, unless the sync pair has Critastrophe [X] (during sync moves) or Critical Strike [Y]; in which case, it will do even more damage by a factor of +(X × 10)% or +(Y × 10)%, respectively. (X and Y are numbers between one and nine.)
* Critical hits do ×1.5 damage, which can be further enhanced by having Critastrophe [X] (for sync moves) or Critical Strike [Y] (for any attacks) skills; in which case, it will do even more damage by a factor of +(X × 10)% or +(Y × 10)%, respectively. (X and Y are numbers between one and nine.)
** Multiple copies of Critical Strike stack additively. For example, if a sync pair has Critical Strike 9 (+90% damage) and Critical Strike 2 (+20%), then the skills will stack to become a factor of +110% (or ×2.1).
** Multiple copies of such multipliers stack additively. For example, if a sync pair has Critical Strike 9 (+90% damage) and Critical Strike 2 (+20%), then the skills will stack to become a factor of +110% (or ×2.1).
* Critical hits ignore effects of physical damage reduction (from Reflect etc.) and special damage reduction (from Light Screen etc.).
* Critical hits ignore effects of physical damage reduction (from Reflect etc.) and special damage reduction (from Light Screen etc.).
* Critical-Hit Defense effects temporarily protect all pairs in its field of play from critical hits. The move {{m|Defog}} removes this effect from opposing fields of play.
* Critical-Hit Defense effects temporarily protect all pairs in its field of play from critical hits. The move {{m|Defog}} removes this effect from opposing fields of play.
Line 237: Line 256:
critical hits
critical hits
|- style="background:#fff"
|- style="background:#fff"
| -1{{tt|*|Baseline for damaging-dealing sync moves.}}
| -1{{tt|*|Baseline for damage-dealing sync moves and max moves.}}
| Never (0%)
| Never (0%)
|- style="background:#fff"
|- style="background:#fff"
| +0{{tt|*|Baseline for damaging-dealing attack moves.}}
| +0{{tt|*|Baseline for damage-dealing attack moves.}}
| 1/8 (12.5%)
| 1/8 (12.5%)
|- style="background:#fff"
|- style="background:#fff"
Line 252: Line 271:
| Always (100%)
| Always (100%)
|}
|}
===Pokémon UNITE===
In {{g|UNITE}}, critical hits are a mechanic. It is very similar to the main series games, in that an attack that inflicts a critical hit deals double the damage to the opponent that it would normally. Critical hits are indicated by a symbol resembling a thick arrow appearing next to the damage numbers displayed by an attack, and said damage numbers appear larger than they otherwise would.
Some [[Held item]]s, [[move]]s and [[Ability|Abilities]], such as the [[Scope Lens]] and {{a|Super Luck}} can increase the chance that critical hits occur. {{a|Huge Power}} causes all attacks that hit a single opponent to be critical hits, but prevents attacks that hit multiple opponents from being critical hits.
In the Prize Machine, a [[Poké Ball#Pokémon UNITE|Unite Ball]] that causes the progress meter to fill by three or five points displays the same arrow symbol by the visual of the added points, implying that this is also considered a critical hit of sorts.


==In the anime==
==In the anime==
{{incomplete|section|Incomplete episode list.}}
[[File:Bea Machamp G-Max Chi Strike effect.png|thumb|250px|The enhancements that [[Bea]]'s {{p|Machamp}} received from {{m|G-Max Chi Strike}}'s effects]]
[[File:Trip Tranquill Super Luck.png|thumb|250px|[[Trip]]'s {{p|Tranquill}} landing a critical hit on [[Ash's Tepig]] with {{m|Aerial Ace}}]]
In ''[[EP073|Bad To The Bone]]'', [[Otoshi]]'s {{p|Marowak}} used {{m|Focus Energy}} to heighten its chances of landing a critical hit, which it did when it knocked [[Ash's Bulbasaur]] out with a single {{m|Bone Club}} attack. [[Jessie's Arbok]] also took a critical hit from Marowak in the same fashion.
* In ''[[EP073|Bad To The Bone]]'', [[Otoshi]]'s {{p|Marowak}} used {{m|Focus Energy}} to heighten its chances of landing a critical hit, which it did when it knocked [[Ash's Bulbasaur]] out with a single {{m|Bone Club}}.
 
* In ''[[AG128|Shocks and Bonds]]'', during Ash's match against [[Clark]] in the [[Ever Grande Conference]], [[Ash's Glalie]] defeated Clark's {{p|Charizard}} with a critical hit from {{m|Headbutt}}, giving Ash the victory.
In ''[[AG128|Shocks and Bonds]]'', during Ash's match against [[Clark]] in the [[Ever Grande Conference]], [[Ash's Glalie]] defeated Clark's {{p|Charizard}} with a critical hit from {{m|Headbutt}}, giving Ash the victory.
* In ''[[AG130|Choose It or Lose It!]]'', during {{Ash}}'s [[Full Battle]] against [[Morrison]] in the Victory Tournament portion of the Ever Grande Conference, [[Ash's Corphish]] knocked Morrison's {{p|Growlithe}} out with a critical hit from {{m|Crabhammer}}.
 
* In ''[[DP118|Pursuing a Lofty Goal!]]'', during the second match in the [[Squallville PokéRinger]], [[Paul]]'s {{TP|Paul|Honchkrow}} used {{m|Sky Attack}} in conjunction with its {{a|Super Luck}} [[Ability]] to land a critical hit on [[Provo]]'s {{p|Dragonite}} and [[Fainting|knock it out]].
In ''[[AG130|Choose It or Lose It!]]'', during {{Ash}}'s [[Full Battle]] against [[Morrison]] in the Victory Tournament portion of the Ever Grande Conference, [[Ash's Corphish]] knocked Morrison's {{p|Growlithe}} out with a critical hit from {{m|Crabhammer}}.
* In ''[[BW010|A Rival Battle for Club Champ!]]'', [[Trip]]'s {{p|Tranquill}} used {{m|Aerial Ace}} in conjunction with its Super Luck Ability to knock [[Ash's Oshawott]] out in one critical hit. Later on in the match, Tranquill defeated {{AP|Tepig}} in the same manner, this time having its damage also boosted by {{m|Work Up}}.
 
* In ''[[JN060|Beyond Chivalry… Aiming to be a Leek Master!]]'', during a [[World Coronation Series]] {{pkmn|battle}}, Ash's {{p|Farfetch'd}} landed three critical hits on [[Rinto]]'s {{p|Gallade}} with {{m|Fury Cutter}}, causing the {{pkmn|category|Wild Duck Pokémon}} to evolve into a {{AP|Sirfetch'd}}.
In ''[[DP118|Pursuing a Lofty Goal!]]'', during the second match in the [[Squallville PokéRinger]], [[Paul]]'s {{TP|Paul|Honchkrow}} used {{m|Sky Attack}} in conjunction with its {{a|Super Luck}} [[Ability]] to land a critical hit on [[Provo]]'s {{p|Dragonite}} and [[Fainting|knock it out]].
 
In ''[[BW010|A Rival Battle for Club Champ!]]'', [[Trip]]'s {{p|Tranquill}} used {{m|Aerial Ace}} in conjunction with its Super Luck Ability to knock [[Ash's Oshawott]] out in one critical hit. Later on in the match, Tranquill defeated {{AP|Tepig}} in the same manner, this time having its damage also boosted by {{m|Work Up}}.
 
In ''[[JN060|Beyond Chivalry… Aiming to be a Leek Master!]]'', during a [[World Coronation Series]] {{pkmn|battle}}, Ash's {{p|Farfetch'd}} landed three critical hits on [[Rinto]]'s {{p|Gallade}} with {{m|Fury Cutter}}, causing the {{pkmn|category|Wild Duck Pokémon}} to evolve into a {{AP|Sirfetch'd}}.
 
In ''[[JN086|A Battle of Mega Versus Max!]]'', [[Bea]]'s [[Gigantamax]] {{p|Machamp}} attacked Ash's [[Mega Evolution|Mega]] {{AP|Lucario}} with {{m|G-Max Chi Strike}}. While Mega Lucario survived long enough for Machamp to turn back to normal, it retained the enhancements that it received from using its [[signature move|signature]] [[G-Max Move]], allowing it to pinpoint Mega Lucario's weak points.
 
In ''[[JN129|A Flood of Torrential Gains!]]'', {{an|Leon}}'s {{p|Inteleon}} landed a critical hit on [[Ash's Gengar]] with {{m|Dark Pulse}} during their [[Masters Eight Tournament]] battle, resulting in Gengar's Gigantamax state ending prematurely.


==In other languages==
==In other languages==

Latest revision as of 02:47, 29 March 2024

050Diglett.png This article is incomplete.
Please feel free to edit this article to add missing information and complete it.
Reason: 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.
Rinto's Gallade taking a critical hit from Fury Cutter

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.

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 approximation for the damage multiplier is 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 use the attacker and defender's original stats with no modifications. This means it is possible for a critical hit to deal less damage than a non-critical hit if the attacker's stat modifications were high enough and the defender's were low enough. If the player's Pokémon has transformed, its untransformed stats will be used (but enemies use the stats of their transformation).[1]

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 strictly less than the threshold, the Pokémon scores a critical hit. For a given threshold value , the probability of scoring a critical hit is .

If the threshold would exceed 255, it instead becomes 255. Consequently, the maximum possible chance of landing a critical hit is 255/256. (If the generated random number is 255, that number can never be less than the threshold, regardless of the value of the threshold.)

Core series

In the Generation I core series games, the threshold is normally equal to half the user's base Speed. If the move used has a high critical-hit ratio (Crabhammer, Karate Chop, Razor Leaf, or Slash), the move is 8 times more likely to be a critical hit (up to a maximum of 255/256). If the Pokémon has used Focus Energy or a Dire Hit, due to a bug, the user is 1/4 as likely to land a critical hit.

The threshold has the following values, depending on the move used and whether the user is under the effect of Focus Energy or a Dire Hit. The probability of landing a critical hit is simply these values divided by 256.

Threshold
Normal move High critical-hit ratio move
Normal status
Focus Energy

Pokémon Stadium

In Pokémon Stadium, the threshold is normally equal to 19 plus one quarter of the user's base Speed. If the move used has a high critical-hit ratio (Crabhammer, Karate Chop, Razor Leaf, or Slash), the move is 8 times more likely to be a critical hit (up to a maximum of 255/256). If the Pokémon has used Focus Energy or a Dire Hit, the user is more likely to land a critical hit (the exact increase is slightly complicated).

The threshold has the following values, depending on the move used and whether the user is under the effect of Focus Energy or a Dire Hit. The probability of landing a critical hit is simply these values divided by 256.

In Pokémon Stadium, the threshold value T is determined by a different formula. If T would exceed 255, its value instead becomes exactly 255.

Threshold
Normal move High critical-hit ratio move
Normal status
Focus Energy

Generation II onwards

Damage

From Generation II to V, a critical hit deals 2 times the normal damage. From Generation VI onward, a critical hit deals 1.5 times the 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 screens (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 onward, when a move scores a critical hit, the attacker's negative stat stages, the defender's positive stat stages, and the defensive boosts from screens are always ignored. However, the halved damage from physical moves due to a 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 at least three critical hits in a single battle, it evolves into Sirfetch'd at the end of the battle.

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 Gen III-V Gen VI Gen VII onwards
+0 17/256 (≈6.64%) 1/16 (6.25%) 1/16 (6.25%) 1/24 (≈4.17%)
+1 1/8 (12.5%) 1/8 (12.5%) 1/8 (12.5%) 1/8 (12.5%)
+2 1/4 (25%) 1/4 (25%) 1/2 (50%) 1/2 (50%)
+3 85/256 (≈33.2%) 1/3 (≈33.3%) Always (100%) Always (100%)
+4 and above 1/2 (50%) 1/2 (50%)

If a Pokémon has maximum affection (Gen VI-USUM) or friendship (PE onward except LA), the probability from above is multiplied by 2.[2]

Stage modifiers

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 Getting pumped Other
+1 stage Moves with a high critical-hit ratio
(Gen II: +2 stages)
Razor Claw
Scope Lens
Super Luck Dragon Cheer (when used on a non-Dragon-type Pokémon) G-Max Chi Strike
+2 stages 10,000,000 Volt Thunderbolt
Spacial Rend (when used by Origin Forme Palkia)(LA)
Stick/Leek (for Farfetch'd or Sirfetch'd only)
Lucky Punch (for Chansey only)
Focus Energy / Dire Hit
(Gen II: +1 stage)
Dragon Cheer (when used on a Dragon-type Pokémon)
Triple Arrows (LA) (for three turns)
Lansat Berry
Z-Foresight, Z-Sleep Talk, Z-Tailwind, Z-Acupressure, Z-Heart Swap
Dire Hit 2 (Wonder Launcher only)
+3 stages Dire Hit 3 (Wonder Launcher only)

Only a single instance of the getting pumped effect can be applied at once, so causes within that column will not stack (including with itself).[3] 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.

Moves that cannot score a critical hit

Generations II and III introduced a handful of moves that cannot score a critical hit. They are denoted by the ✔ symbol in the table below.

In Pokémon Ruby, Sapphire, and Emerald, moves used during the first battle with PoochyenaRS/ZigzagoonE cannot score critical hits. Likewise, in Pokémon Diamond and Pearl, moves used during the first battle with Starly at Lake Verity cannot score critical hits. Additionally, in Pokémon Scarlet and Violet, moves used during the first battle with Nemona cannot score critical hits.

Starting in Generation V, all damaging moves, except moves that deal direct damage and confusion damage, can score a critical hit.

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, Wicked Blow, and Flower Trick, 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 Pokémon Colosseum, The move Shadow Rush has a 95% chance to land a critical hit when the user is in Hyper Mode.

Moves with increased critical-hit ratio are granted a further increase by 1 stage when performed in the strong style. Conversely, when performed in the agile style, their critical hit ratio is reduced by 1 stage.

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 gender unknown Pokémon will have the move's base critical hit rate multiplied by 1.5×.
  • 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

Pokémon Masters EX

Here are some notable qualities of critical hits in this game:

  • Critical-hit rate is treated as a stat like Attack or evasion, except critical-hit rate can only be raised to a maximum of three stat ranks (or to +3) and can't be lowered below 0. A few moves, such as Snatch, can reset target's critical-hit rate to 0 unless that target has Steady Aim skill.
    • Attack moves passively have their base critical-hit rates set to 0, which means that using one with its user's critical-hit rate raised to three stat ranks yields an 100% chance to land a critical hit (per target).
    • Damage-dealing sync moves and max moves have their base critical-hit rates set to -1, which means that using one with its user's critical-hit rate raised to three stat ranks normally yields an 80% chance to land a critical hit (per target).
  • Some effects allow critical hits to land more easily [from attack moves like Slash or Spacial Rend, sync moves like Moonlight Leaf Blade, or skills like Zero In 1, Soften Up 1 (only for sync moves), Dire Rain 1, etc.].
    • Attack/Sync moves with this effect passively have their base critical-hit rates set to +1. Sync moves with this effect no longer have -1 critical hit-rate penalty.
    • Each skill with this effect is always accompanied by a one or a two, and if that skill's conditions are met, then it passively raises critical-hit rate by that number.
  • Applying the Critical Hit Next effect on a sync pair guarantees that their next attack/sync move will be a critical hit, except in certain circumstances.
  • Critical hits do ×1.5 damage, which can be further enhanced by having Critastrophe [X] (for sync moves) or Critical Strike [Y] (for any attacks) skills; in which case, it will do even more damage by a factor of +(X × 10)% or +(Y × 10)%, respectively. (X and Y are numbers between one and nine.)
    • Multiple copies of such multipliers stack additively. For example, if a sync pair has Critical Strike 9 (+90% damage) and Critical Strike 2 (+20%), then the skills will stack to become a factor of +110% (or ×2.1).
  • Critical hits ignore effects of physical damage reduction (from Reflect etc.) and special damage reduction (from Light Screen etc.).
  • Critical-Hit Defense effects temporarily protect all pairs in its field of play from critical hits. The move Defog removes this effect from opposing fields of play.
  • Skills such as Vigilance protect their users from critical hits. A few moves, such as Sunsteel Strike, and a few skills, like Piercing Blows, bypass these effects.
  • Chances to land critical hits with attack moves, ignoring certain circumstances, are as follows:
Stage Chance to land

critical hits

-1* Never (0%)
+0* 1/8 (12.5%)
+1 1/2 (50%)
+2 4/5 (80%)
+3 Always (100%)

Pokémon UNITE

In Pokémon UNITE, critical hits are a mechanic. It is very similar to the main series games, in that an attack that inflicts a critical hit deals double the damage to the opponent that it would normally. Critical hits are indicated by a symbol resembling a thick arrow appearing next to the damage numbers displayed by an attack, and said damage numbers appear larger than they otherwise would.

Some Held items, moves and Abilities, such as the Scope Lens and Super Luck can increase the chance that critical hits occur. Huge Power causes all attacks that hit a single opponent to be critical hits, but prevents attacks that hit multiple opponents from being critical hits.

In the Prize Machine, a Unite Ball that causes the progress meter to fill by three or five points displays the same arrow symbol by the visual of the added points, implying that this is also considered a critical hit of sorts.

In the anime

The enhancements that Bea's Machamp received from G-Max Chi Strike's effects

In Bad To The Bone, Otoshi's Marowak used Focus Energy to heighten its chances of landing a critical hit, which it did when it knocked Ash's Bulbasaur out with a single Bone Club attack. Jessie's Arbok also took a critical hit from Marowak in the same fashion.

In Shocks and Bonds, during Ash's match against Clark in the Ever Grande Conference, Ash's Glalie defeated Clark's Charizard with a critical hit from Headbutt, giving Ash the victory.

In Choose It or Lose It!, during Ash's Full Battle against Morrison in the Victory Tournament portion of the Ever Grande Conference, Ash's Corphish knocked Morrison's Growlithe out with a critical hit from Crabhammer.

In Pursuing a Lofty Goal!, during the second match in the Squallville PokéRinger, Paul's Honchkrow used Sky Attack in conjunction with its Super Luck Ability to land a critical hit on Provo's Dragonite and knock it out.

In A Rival Battle for Club Champ!, Trip's Tranquill used Aerial Ace in conjunction with its Super Luck Ability to knock Ash's Oshawott out in one critical hit. Later on in the match, Tranquill defeated Tepig in the same manner, this time having its damage also boosted by Work Up.

In Beyond Chivalry… Aiming to be a Leek Master!, during a World Coronation Series battle, Ash's Farfetch'd landed three critical hits on Rinto's Gallade with Fury Cutter, causing the Wild Duck Pokémon to evolve into a Sirfetch'd.

In A Battle of Mega Versus Max!, Bea's Gigantamax Machamp attacked Ash's Mega Lucario with G-Max Chi Strike. While Mega Lucario survived long enough for Machamp to turn back to normal, it retained the enhancements that it received from using its signature G-Max Move, allowing it to pinpoint Mega Lucario's weak points.

In A Flood of Torrential Gains!, Leon's Inteleon landed a critical hit on Ash's Gengar with Dark Pulse during their Masters Eight Tournament battle, resulting in Gengar's Gigantamax state ending prematurely.

In other languages

Language Title
Chinese Cantonese 要害 Yiuhoih
Mandarin 要害 Yàohài
Finland Flag.png Finnish Kriittinen osuma (BW010)
Kriittinen isku (AG130)
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.