One-hit knockout move: Difference between revisions

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'''One-hit knockout moves''', 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).
{{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]]).


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 generations, they instead automatically fail if the target is of a higher level than the user, and their accuracy starts at 30% and increases by 1% for each level the user is above the target. For example, if the user is 70+ levels above the target, the move will have an accuracy of 100%.
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 is fixed to the above formula, and will not be affected by Accuracy or Evasion stat stages. For example, holding a [[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, any effects that cause a move to completely ignore the accuracy check (such as the Ability {{a|No Guard}}, or [[X Accuracy]] in Generation II or earlier) 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.


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 takes super effective damage from moves of the OHKO move's type. 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 {{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}}.


In the Mystery Dungeon 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 reflected with [[IQ skills#IQ groups|IQ skills]] such as Counter Hitter.
==Accuracy mechanics==
 
===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>.
 
===[[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.
 
In Generation VII, OHKO moves have their accuracy displayed as 30% instead of —, but their accuracy calculation is unchanged (except for Sheer Cold).


==List of moves==
==List of moves==
{| class="roundy" style="margin:auto; text-align:center; background: #ddf; border: 5px solid #aaf" cellspacing="1" cellpadding="2"
{| class="roundy" style="margin:auto; text-align:center; background: #ddf; border: 5px solid #aaf" cellspacing="1" cellpadding="2"
|-  
|-  
! style="background: #{{ground color dark}}; {{roundytl|5px}}" | {{color2|fff|Fissure (move)|Fissure}}
! style="background: #{{ground color dark}}; {{roundytl|5px}}" | {{mcolor|Fissure|fff}}
! style="background: #{{normal color dark}}; {{roundytr|5px}}" | {{color2|fff|Guillotine (move)|Guillotine}}
! style="background: #{{normal color dark}}; {{roundytr|5px}}" | {{mcolor|Guillotine|fff}}
|-  
|-  
| [[File:Fissure V.png]]
| [[File:Fissure VI.png|300px]]
| [[File:Guillotine V.png]]
| [[File:Guillotine VI.png|300px]]
|-  
|-  
{{typetable|Ground}}
{{typetable|Ground}}
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{| class="roundy" style="margin:auto; text-align:center; background: #ddf; border: 5px solid #aaf" cellspacing="1" cellpadding="2"
{| 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}}" | {{color2|fff|Horn Drill (move)|Horn Drill}}
! style="background: #{{normal color dark}}; {{roundytl|5px}}" | {{mcolor|Horn Drill|fff}}
! style="background: #{{ice color dark}}; {{roundytr|5px}}" | {{color2|fff|Sheer Cold (move)|Sheer Cold}}
! style="background: #{{ice color dark}}; {{roundytr|5px}}" | {{mcolor|Sheer Cold|fff}}
|-  
|-  
| [[File:Horn Drill V.png]]
| [[File:Horn Drill VI.png|300px]]
| [[File:Sheer Cold V.png]]
| [[File:Sheer Cold.png|300px]]
|-  
|-  
{{typetable|Normal}}
{{typetable|Normal}}
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==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}}.
* In Generations I and II, all one-hit KO moves were normally ineffective against a type of Pokémon. {{m|Fissure}} could not affect {{type|Flying}} Pokémon, and {{m|Guillotine}} and {{m|Horn Drill}} could not affect {{type|Ghost}} Pokémon (barring moves like {{m|Foresight}}). {{m|Sheer Cold}} (introduced in Generation III) broke this pattern, as no type is immune to {{type|Ice}} attacks.
* 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, 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/>


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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]]
[[fr:OHKO]]
[[fr:OHKO]]
[[it:OHKO]]
[[ja:一撃必殺技]]
[[ja:一撃必殺技]]
[[pl:OHKO]]
[[pl:OHKO]]
[[zh:一击必杀类技能]]
[[zh:一击必杀招式]]

Revision as of 17:43, 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.

In Generation VII, OHKO moves have their accuracy displayed as 30% instead of —, but their accuracy calculation is unchanged (except for Sheer Cold).

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


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