One-hit knockout move: Difference between revisions

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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 whose effect is to immediately drop the target's {{stat|HP}} to zero. When such a move successfully hits, the game will display the message "It's a one-hit KO!" (or simply "One-hit KO!" in [[Generation I]]).
'''One-hit knockout moves''' (Japanese: '''{{tt|一撃必殺|いちげきひっさつ}}わざ''' ''one-hit knockout move''), commonly abbreviated as '''one-hit KO moves''' or '''OHKO moves''', are [[move]]s that cause the target to immediately [[fainting|faint]], regardless of its current [[HP]] or its {{stat|Defense}} or {{stat|Special Defense}} [[stats|stat]]s. To make up for this, they have particularly low [[accuracy]].


All OHKO moves have a base {{PP}} of 5. If an OHKO move becomes a [[Z-Move]], it will have a power of 180.
==One-hit knockout 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 is weak to the type of the OHKO move. At full HP, a Pokémon holding a {{DL|In-battle effect item|Focus Sash}} will instead be reduced to 1 HP by any OHKO move.
 
In the [[Pokémon Mystery Dungeon series]] of games, OHKO moves can hit regardless of level, although they are very prone to missing as always. When one hits, the game states that the target fainted through "calamitous damage" (changed to the standard "It's a one-hit KO!" in {{FB|Pokémon Mystery Dungeon: |Gates to Infinity}}). However, they actually do 9999 damage, which can be seen when the attacks are reflected by {{DL|IQ|IQ skills}} such as Counter Hitter if the Pokémon is revived by a {{DL|Seed|Reviver Seed}}.
 
==Accuracy mechanics==
===Generation I===
All OHKO moves have an [[accuracy]] of 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 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 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>http://upcarchive.playker.info/0/upokecenter/dex/index.html%3Flang=en&move=32.html</ref>
 
===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 from items such as [[Wide Lens]] or {{Abilities}} such as {{a|Compound Eyes}}. Effects that allow moves to always hit (such as {{a|No Guard}} or {{m|Lock-On}}) still work on OHKO moves.
 
In [[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==
{| 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}}" | {{mcolor|Fissure|fff}}
! style="background: #{{ground color}}; {{roundytl|5px}}" | {{mcolor|Fissure|fff}}
! style="background: #{{normal color dark}}; {{roundytr|5px}}" | {{mcolor|Guillotine|fff}}
! style="background: #{{normal color}}; {{roundytr|5px}}" | {{mcolor|Guillotine|fff}}
|-
|-
| [[File:Fissure VII.png|300px]]
| [[File:Fissure VIII.png|300px]]
| [[File:Guillotine VII.png|300px]]
| [[File:Guillotine VIII.png|300px]]
|-
|-
{{typetable|Ground}}
{{typetable|Ground}}
{{typetable|Normal}}
{{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: #{{normal color}}; {{roundytl|5px}}" | {{mcolor|Horn Drill|fff}}
! style="background: #{{ice color dark}}; {{roundytr|5px}}" | {{mcolor|Sheer Cold|fff}}
! style="background: #{{ice color}}; {{roundytr|5px}}" | {{mcolor|Sheer Cold|fff}}
|-
|-
| [[File:Horn Drill VII 2.png|300px]]
| [[File:Horn Drill VIII 2.png|300px]]
| [[File:Sheer Cold VII 2.png|300px]]
| [[File:Sheer Cold VIII 2.png|300px]]
|-  
|-  
{{typetable|Normal}}
{{typetable|Normal}}
{{typetable|Ice}}
{{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. 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.
Pokémon with the [[Ability]] {{a|Sturdy}} are immune to one-hit KO moves. Pokémon with {{a|Wonder Guard}} are also immune, unless the one-hit KO move's type is super effective against that Pokémon. A [[Focus Sash]] or {{a|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. However, in [[Max Raid Battle]]s, one-hit KO moves can deplete two bars of strength from a mysterious barrier.
OHKO moves are not featured in {{g|Legends: Arceus}}.
===Accuracy mechanics===
====Generation I====
All OHKO moves have an [[accuracy]] of 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 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.<ref>[https://web.archive.org/web/20140909105049/http://www.upokecenter.com/dex/?lang=en&move=32 Ultimate Pokémon Center]</ref>
====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.
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).
==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 {{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}}.


==Trivia==
==Trivia==
* Starting in [[Generation III]], type-effectiveness messages no longer appear with the successful use of a one-hit KO move. Appropriate type-effectiveness sound effects still play, however.
* {{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.
* Sheer Cold is the only one-hit knockout move to be introduced outside of [[Generation I]].
* 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==

Revision as of 21:42, 3 March 2022

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 its Defense or Special Defense stats. To make up for this, they have particularly low accuracy.

One-hit knockout move

Fissure Guillotine
Fissure VIII.png Guillotine VIII.png
Ground Normal
Horn Drill Sheer Cold
Horn Drill VIII 2.png Sheer Cold VIII 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. 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.

Pokémon with the Ability Sturdy are immune to one-hit KO moves. Pokémon with Wonder Guard are also immune, unless the one-hit KO move's type is super effective against that Pokémon. A Focus Sash or 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. 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 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


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