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'''One-hit knockout moves''' (Japanese: '''{{tt|一撃必殺|いちげきひっさつ}}わざ''' ''one-hit knockout move''), commonly abbreviated as '''one-hit KO moves''' or '''OHKO moves''', are [[move]]s that cause the target to immediately [[fainting|faint]], regardless of its current [[HP]] or defensive [[stats]]. To make up for this, they have a particularly low chance to successfully hit the target.
'''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. If a OHKO move becomes a [[Z-Move]], it will have a power of 180.
==One-hit knockout move==
{| class="roundy" style="margin:auto; text-align:center; background: #ddf; border: 5px solid #aaf" cellspacing="1" cellpadding="2"
|-
! style="background: #{{ground color}}; {{roundytl|5px}}" | {{mcolor|Fissure|fff}}
! style="background: #{{normal color}}; {{roundytr|5px}}" | {{mcolor|Guillotine|fff}}
|-
| [[File:Fissure IX.png|300px]]
| [[File:Guillotine IX.png|300px]]
|-
{{typetable|Ground}}
{{typetable|Normal}}
|-
! style="background: #{{normal color}}; {{roundytl|5px}}" | {{mcolor|Horn Drill|fff}}
! style="background: #{{ice color}}; {{roundytr|5px}}" | {{mcolor|Sheer Cold|fff}}
|-
| [[File:Horn Drill IX 2.png|300px]]
| [[File:Sheer Cold IX 2.png|300px]]
|-
{{typetable|Normal}}
{{typetable|Ice}}
|}
 
==In the core series==
{{MoveResearch|1. Can Endure, Focus Band, and Affection allow a Pokémon to survive a one-hit knockout move (in each generation)?<br/>2. Interaction with substitute<br/>3. Does the accuracy formula change against the Dynamax barrier?}}
One-hit KO moves deal [[damage]] so that the target faints. Despite being damaging moves, they do not consume a [[Gem]]. If the target faints, the game displays the message "It's a one-hit KO!" (or simply "One-hit KO!" in [[Generation I]]).
 
In [[Generation]]s {{gen|I}} and {{gen|II}}, super effective one-hit knockout moves display the super effective message and play the appropriate sound effect. From Generation III onward, type-effectiveness messages no longer appear, but appropriate type-effectiveness sound effects still play.  


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


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


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


===Generation I===
One-hit KO moves will always fail against [[Dynamax]] Pokémon and [[Tera Raid]] bosses are unaffected by them. However, in [[Max Raid Battle]]s, one-hit KO moves can deplete two bars of strength from a mysterious barrier.
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 are not featured in {{g|Legends: Arceus}}.
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>.
===Accuracy mechanics===
====Generation I====
All OHKO moves have an [[accuracy]] of 76/256 (approximately 30%), but they will automatically fail if the user's {{stat|Speed}} stat is lower than the target's. An [[X Accuracy]] will guarantee that all OHKO moves hit. The accuracy of OHKO moves in Generation I is affected by the standard {{stat|accuracy}} and {{stat|evasion}} stats.


===[[Generation]]s III onward===
====Generation II====
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).
OHKO moves automatically fail if the target has a higher [[level]] than the user. Their accuracy starts at 76/256 (approximately 30%) and increases by 2/256 (approximately 0.8%) for each level the user is above the target. This means that if the user's level is at least 90 levels greater than the target's, the move will have 100% accuracy. An X Accuracy will guarantee that all OHKO moves hit. The accuracy of OHKO moves in Generation II is affected by the standard accuracy and evasion stats.<ref>[https://web.archive.org/web/20140909105049/http://www.upokecenter.com/dex/?lang=en&move=32 Ultimate Pokémon Center]</ref>


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


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


==List of moves==
==In spin-off games==
{| class="roundy" style="margin:auto; text-align:center; background: #ddf; border: 5px solid #aaf" cellspacing="1" cellpadding="2"
===Pokémon Mystery Dungeon series===
|-
In the [[Pokémon Mystery Dungeon series]] of games, OHKO moves can hit regardless of level, although they are very prone to missing as always. When one hits, the game states that the target fainted through "calamitous damage" (changed to the standard "It's a one-hit KO!" in {{FB|Pokémon Mystery Dungeon: |Gates to Infinity}}). However, they actually do 9999 damage, which can be seen when the attacks are reflected by {{DL|IQ|IQ skills}} such as Counter Hitter if the Pokémon is revived by a {{DL|Seed|Reviver Seed}}.
! style="background: #{{ground color dark}}; {{roundytl|5px}}" | {{mcolor|Fissure|fff}}
! style="background: #{{normal color dark}}; {{roundytr|5px}}" | {{mcolor|Guillotine|fff}}
|-
| [[File:Fissure VI.png|300px]]
| [[File:Guillotine VI.png|300px]]
|-
{{typetable|Ground}}
{{typetable|Normal}}
|}
{| class="roundy" style="margin:auto; text-align:center; background: #ddf; border: 5px solid #aaf" cellspacing="1" cellpadding="2"
|-  
! style="background: #{{normal color dark}}; {{roundytl|5px}}" | {{mcolor|Horn Drill|fff}}
! style="background: #{{ice color dark}}; {{roundytr|5px}}" | {{mcolor|Sheer Cold|fff}}
|-
| [[File:Horn Drill VI.png|300px]]
| [[File:Sheer Cold.png|300px]]
|-
{{typetable|Normal}}
{{typetable|Ice}}
|}


==Trivia==
==Trivia==
* 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.
* Starting in Generation VII, all one-hit KO moves are normally ineffective against one type. {{m|Fissure}} cannot affect {{type|Flying}} Pokémon, {{m|Guillotine}} and {{m|Horn Drill}} cannot affect {{type|Ghost}} Pokémon, and (starting in [[Generation VII]]) {{m|Sheer Cold}} cannot affect {{type|Ice}} Pokémon.
* 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.
** Immunity to Sheer Cold is the only one not based on a type immunity, and thus cannot be bypassed (e.g. with {{m|Gravity}}, {{m|Foresight}}, or a [[Ring Target]]). Sheer Cold is also the only one-hit KO move where this immunity did not exist until after its debut generation.
* Starting in Generation VII, Sheer Cold is the only one-hit KO move with different accuracy mechanics from other one-hit KO moves.
* Sheer Cold is the only one-hit knockout move to be introduced after [[Generation I]].


==References==
==References==
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[[Category:Moves|*]]
[[Category:Moves|*]]
[[Category:One-hit knockout moves|*]]
[[Category:One-hit knockout moves|*]]
[[it:OHKO]]


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

Latest revision as of 01:11, 31 December 2023

One-hit knockout moves (Japanese: 一撃必殺わざ one-hit knockout move), commonly abbreviated as one-hit KO moves or OHKO moves, are moves that cause the target to immediately faint, regardless of its current HP or defensive stats. To make up for this, they have a particularly low chance to successfully hit the target.

One-hit knockout move

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

In the core series

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

You can discuss this on the talk page.

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

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

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

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

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

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

OHKO moves are not featured in Pokémon Legends: Arceus.

Accuracy mechanics

Generation I

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

Generation II

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

Generation III onward

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

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

In spin-off games

Pokémon Mystery Dungeon series

In the Pokémon Mystery Dungeon series of games, OHKO moves can hit regardless of level, although they are very prone to missing as always. When one hits, the game states that the target fainted through "calamitous damage" (changed to the standard "It's a one-hit KO!" in Gates to Infinity). However, they actually do 9999 damage, which can be seen when the attacks are reflected by IQ skills such as Counter Hitter if the Pokémon is revived by a Reviver Seed.

Trivia

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

References


Project Moves and Abilities logo.png This article is part of Project Moves and Abilities, a Bulbapedia project that aims to write comprehensive articles on two related aspects of the Pokémon games.