...it's like TV Tropes, but LINKED DATA!
Critical Hit
- 376 statements
- 37 feature instances
- 87 referencing feature instances
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In a game which relies heavily on numerical statistics, particularly an RPG, a character will have a chance of doing noticeably increased damage with an attack if the right number comes up. The likelihood of this occurring may or may not be affected by the aforementioned stats, and sometimes magic may be given this little perk as well. Sometimes this is accompanied by different damage text or special effects (which may be more than just graphics). There are two general methods of handling critical hits: In the first method, they simply do extra damage, usually multiplying the base damage by some number. In the second method, random results are generated from a "table" of possible effects, which range from extra damage to Subsystem Damage to instant death. Originating from Empire of the Petal Throne (though it wasn't referred to as such), the game's creator explains that this is a result of the attacker hitting just the right vital organ or structural flaw with just the right force or speed to deal significantly more damage than otherwise would be possible. Originally, this was called a "Lucky Hit." Most games have since adopted this explanation as a convenient Hand Wave. This differs from Elemental Rock-Paper-Scissors in that it usually applies to element-free attacks (i.e. physical attacks), although elemental attacks can have this effect as well if luck permits. Maximizing the chance of one is a favorite goal of the Munchkin and those who practice Whoring in general, due to the (usual) lack of drawbacks. Said coveted Luck Stat might fix that. However, despite this Power Gamers despise it, as they do any sort of luck, and seek to eliminate it whenever possible, often resulting in "Stop Having Fun" Guys. Hilarity then follows. A Critical Hit Class employs this to get the best possible outcome. Boom, Headshot! is a similar trope applied mainly to First Person Shooters, although that involves skill rather than luck. Not to be confused with the Podcast of the same name. Compare Randomized Damage Attack where a particular attack has a widespread random amount of damage, from very big (so as to be called a "critical hit") to very small; this kind of attack may be combined with an actual Critical Hit. Contrast Critical Failure. |
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Critical Hit / int_1bf47ada | type |
The Medic | |
Critical Hit / int_1bf47ada | comment |
The Medic has a secondary weapon called the Kritzkrieg that grants his healing target guaranteed critical hits for 8 seconds when it's fully charged. | |
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Critical Hit / int_1ff15993 | type |
Spike Balls of Doom | |
Critical Hit / int_1ff15993 | comment |
King Dedede's Waddle Dee Throw in Brawl occasionally had him throw out a Gordo instead, which traveled further as a projectile and did far more damage. This is no longer the case in subsequent titles as Dedede would solely throw Gordos from then on, changing the move into the Gordo Throw. | |
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Limit Break | |
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Exaggerated by the Mega Gatling Pea, which has a small chance to use its Plant Food for free whenever it attacks. | |
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Critical Hit / int_2f253c94 | type |
Glass Cannon | |
Critical Hit / int_2f253c94 | comment |
There are some servers that make ALL attacks Crits; even weapons that don't deal random Crits will always deal them. This essentially makes almost all the characters save the Heavy/Soldier Glass Cannons. | |
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Critical Hit / int_3d585167 | type |
Damage-Increasing Debuff | |
Critical Hit / int_3d585167 | comment |
Aside from random critical hits, various effects and conditions bestow the player with "mini-crits" — like normal crits, they don't suffer from damage falloff, but only have a 35% damage increase as opposed to triple damage. In exchange, the methods to get mini-crits is easier and more widespread than full crits, as several effects can cause specific targets or their wielders to receive them as a form of Damage-Increasing Debuff or to reward the player for using the weapon as intended. For instance, reflecting a projectile with the airblast (like a rocket, grenade, or arrow) will bestow it with a mini-crit (if it wasn't already a crit projectile), causing severe to lethal damage to the attacker and making it a very rewarding payoff for a risky maneuver. |
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Trope Codifier | |
Critical Hit / int_44bd31e2 | comment |
Magazine explosions on warships is pretty much the Trope Codifier from the point cannons were mounted on ships in the Age of Sail. If setting off tones of high explosive or gunpowder wasn't bad enough, it's placement in a protected area within the ship will not only make the detonation worse, but also blow the warship in half and instantly kill most of the crew. Due to the risk of catastrophic detonation, the magazines are given the highest level of protection with armour plate and anti-flash systems. Therefore a magazine hit not only provides the increased damage part of the trope, but also the difficulty/luck part. Just like in an RPG, an overmatched warship is more likely to suffer from a critical magazine hit as the opponent's weapons cut through the defensive measures. This was especially true when long range torpedoes came on the scene in the early 20th Century as magazines were not previously protected against underwater detonations and then again when decks were not designed to defend against advances in aircraft bombs. During the Japanese attack on Pearl Harbor, the battleship Arizona suffered a critical hit from an armor-piercing bomb as the ship was built in 1914 as air attack was not yet a realistic threat. Over a thousand crew died in the resulting explosion, which was caught on film and is used as Stock Footage whenever America's entry into World War II is mentioned. In World War II the German battleship Bismarck scored a one-in-a-thousand hit on the British battleship HMS Hood that triggered a magazine explosion, tearing the ship in half and killing all but three of the crew. For years historians were puzzled by how such an event could have transpired because at the ranges involved Hood's armor was sufficient to withstand hits from Bismark's 15in main guns. Later photographic evidence the day before the battle showed how Hood's hull design would create a standing trough at high speeds about halfway down the side of the ship. This allowed a 15in shell to impact Hood below the side armour with enough energy to punch into Hood's secondary 4in gun magazine behind the aft engine room, triggering a conflagration that would set off the main magazine several seconds later. |
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Critical Hit / int_4856ac40 | type |
Stock Footage | |
Critical Hit / int_4856ac40 | comment |
During the Japanese attack on Pearl Harbor, the battleship Arizona suffered a critical hit from an armor-piercing bomb as the ship was built in 1914 as air attack was not yet a realistic threat. Over a thousand crew died in the resulting explosion, which was caught on film and is used as Stock Footage whenever America's entry into World War II is mentioned. | |
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Critical Hit / int_4c709317 | type |
Useless Useful Spell | |
Critical Hit / int_4c709317 | comment |
Most bizarre, Focus Energy and Dire Hit are supposed to multiply the crit-ratio by 4... but somebody in coding screwed up, so they divide it by 4 instead. Once you know this, it's fun to watch your opponent's Pokémon screw themselves over. (Stadium and all later games fixed the bug.) | |
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Critical Hit / int_5667d866 | type |
Critical Failure | |
Critical Hit / int_5667d866 | comment |
The reverse (called a "dramatic failure", or a "botch" in the old WoD) also exists. If a dice pool is reduced to negative figures by penalties, the player can still roll a "chance die", where only a 10 counts as a success, and a 1 causes a "dramatic failure", which is just as good as it sounds. Some characters also have penalties where they can't use the "10-again" rule on certain rolls, and further lose successes on rolling a 1, which can result in them having negative successes, and thus get a dramatic failure. | |
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Critical Hit / int_5979acea | type |
Fragile Speedster | |
Critical Hit / int_5979acea | comment |
Swordmasters and Berserkers have an increased critical hit chance, which they can raise even further with the right kinds of weapons. Not to mention that most criticals (Swordmasters especially◊) are just plain awesome to watch. |
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Castlevania (Franchise) | |
Critical Hit / int_5cc0d020 | comment |
The Castlevania franchise: Castlevania: Symphony of the Night stole many RPG statistical features. Critical hits are a part of this, and rates of making them are dependent on the equipped weapon as well as the character's Luck stat. However, critical hits are usually so rare that the developers did not think of the effects they would have on the demo sequences. There is a place where Alucard can view demos showing how to defeat bosses, and some of these bosses have multiple parts. If a critical hit causes a boss to transform earlier than expected, the recorded controls will no longer match the boss's movements. This usually causes the demo Alucard to die, and if he dies, you die. Castlevania: Harmony of Dissonance: Use of the Soul Orb allows Juste to see when he deals regular or random chance critical damage with an attack, since it's Shows Damage numbers. |
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Critical Hit / int_5cc0d020 | featureApplicability |
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Critical Hit / int_6411dac8 | type |
BadassNormal | |
Critical Hit / int_6411dac8 | comment |
This is the signature ability of the Myrmidon from Nexus Clash, who eschew loyalty to the angels and demons in favor of building their own mundane badassery. They have a skill tree that makes damage-boosting critical hits progressively more likely. | |
Critical Hit / int_6411dac8 | featureApplicability |
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Critical Hit / int_6411dac8 | |
Critical Hit / int_6c10754e | type |
Secret Art | |
Critical Hit / int_6c10754e | comment |
Generation V introduced two moves, Storm Throw and Frost Breath, which have low power (60) but always get critical hits, making them effective wall-breakers. Generation VIII added in two more slightly stronger moves which also always crit, Surging Strikes and Wicked Blow note Both moves are the Secret Art of Urshifu; one for each form, with their base power clocking in at 75 each note Surging Strikes' actual base power is 25, but it hits three times. Wicked Blow had 80 base power in Generation VIII, but this was nerfed to 75 in Generation IX to bring it in line with Surging Strikes. | |
Critical Hit / int_6c10754e | featureApplicability |
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Critical Hit / int_6c10754e | |
Critical Hit / int_78ad42bd | type |
The War Sequence | |
Critical Hit / int_78ad42bd | comment |
Discussed before The War Sequence of an army of Mooks attacking Azure City. When the high-Character Level heroes make light of the situation, a soldier reminds them that the sheer volume of enemies means they're likely to suffer several critical hits each, so none of them are guaranteed to survive the battle. For Haley and Elan, who weren't at all worried about fighting low-level goblins, it's a very sobering moment. | |
Critical Hit / int_78ad42bd | featureApplicability |
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Critical Hit / int_78ad42bd | |
Critical Hit / int_812ee32b | type |
Linear Warriors, Quadratic Wizards | |
Critical Hit / int_812ee32b | comment |
In fact, the way most games in the series treat Critical Hits is the main reason why Linear Warriors, Quadratic Wizards becomes inverted. While magic can hit various elemental weaknesses to gain extra turns, eventually the player will run into bosses or enemies that lack any weaknesses. However, physical specialists - especially with passives that bypass most types of physical resistance, can still gain extra turns via landing critical hits. | |
Critical Hit / int_812ee32b | featureApplicability |
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Critical Hit | hasFeature |
Critical Hit / int_812ee32b | |
Critical Hit / int_83445b04 | type |
Pun | |
Critical Hit / int_83445b04 | comment |
The game has pages upon pages of critical hit tables. It is famous for them. Overcoming your opponent in a battle in Rolemaster isn't so much about draining their hit points but landing criticals. Each attack consists of an attack roll (adding your skill bonus for the weapon you're using and subtracting the enemy's defensive bonus), and if the weapon's attack table indicates that you get a critical hit you roll for the critical (the severity of which depends on whether your hit resulted in A, B, C, D or E criticals) and see how well you succeed in that critical, the results of which range anywhere from small wounds to smashed skulls, so the criticals play a... erm, critical role in resolving a combat. | |
Critical Hit / int_83445b04 | featureApplicability |
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Critical Hit / int_83445b04 | |
Critical Hit / int_84685817 | type |
Life Drain | |
Critical Hit / int_84685817 | comment |
In some games there are skills that also have a random chance of activating, which have effects beyond just increased damage such recovering HP equal to the damage dealt by the attack (Sol), or negating the opponent's defensive stat (Luna). The odds of these skills activating are generally lower than that of an actual critical hit, but when they do they are often much more powerful. | |
Critical Hit / int_84685817 | featureApplicability |
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Critical Hit / int_84685817 | |
Critical Hit / int_892c6fdc | type |
Space Elves | |
Critical Hit / int_892c6fdc | comment |
10th edition has both critical hits (6 to hit) and critical wounds (6 to wound). These don't do much by themselves, but multiple abilities are triggered by these results - for example, Lethal Hits allow a 6 to hit to bypass the wound roll, while Devastating Wounds allows critical wounds to ignore saving throws. Of note, Devastating Wounds required an early balance patch because the original wording meant that attacks intended to do massive damage to single targets could be used for swarm-clearing, leading to a notoriously overpowered Aeldari list abusing their pool of "Fate dice" to land massive numbers of Devastating Wounds on command. | |
Critical Hit / int_892c6fdc | featureApplicability |
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Critical Hit / int_892c6fdc | featureConfidence |
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Critical Hit | hasFeature |
Critical Hit / int_892c6fdc | |
Critical Hit / int_98b1dc8f | type |
Luck-Based Mission | |
Critical Hit / int_98b1dc8f | comment |
In this game, critical hits were basically the only way to kill the last boss (absent a heroic level grind), since they ignore defense and the Dragonlord has obscene amounts of defense, turning it into a Luck-Based Mission for all but the grinding-est of level grinders. At Level 30 he's a joke. | |
Critical Hit / int_98b1dc8f | featureApplicability |
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Critical Hit / int_98b1dc8f | featureConfidence |
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Critical Hit | hasFeature |
Critical Hit / int_98b1dc8f | |
Critical Hit / int_a414c3f0 | type |
One-Hit Kill | |
Critical Hit / int_a414c3f0 | comment |
Some items and skills have in their description that they can "cause a critical hit." It does not mean that their damage can be increased like in a normal critical hit, but rather that they have a chance to cause a One-Hit Kill. | |
Critical Hit / int_a414c3f0 | featureApplicability |
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Critical Hit | hasFeature |
Critical Hit / int_a414c3f0 | |
Critical Hit / int_a6cda066 | type |
Rule of Three | |
Critical Hit / int_a6cda066 | comment |
A lot of weapons actually have conditional crits that can be activated in the right circumstances. Just to name a few, the Axtingiusher will deal a crit against any burning player, the Flying Guillotine will crit any stunned player, and the Market Gardener — a favorite among "trolldiers" — delivers critical damage if the player is currently rocket jumping. In exchange, most of these kinds of weapons are unable to get random crits, so that they are not a direct upgrade from their alternatives. | |
Critical Hit / int_a6cda066 | featureApplicability |
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Critical Hit | hasFeature |
Critical Hit / int_a6cda066 | |
Critical Hit / int_a96b8b63 | type |
Space Marine | |
Critical Hit / int_a96b8b63 | comment |
In one of the previous Chaos Space Marine codexes, the Axe of Khorne granted the wielder an extra attack for each roll of 6 that came up to hit. And if any of those came up as 6. With no upper limit on the number of extra attacks. This could lead to entire squads of Terminators being chopped down by one really pissed-off guy with an axe. | |
Critical Hit / int_a96b8b63 | featureApplicability |
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Critical Hit / int_a96b8b63 | featureConfidence |
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Critical Hit | hasFeature |
Critical Hit / int_a96b8b63 | |
Critical Hit / int_abd29ad8 | type |
No-Sell | |
Critical Hit / int_abd29ad8 | comment |
Awakening and Fates in particular have an oddity in which Lethality doesn't necessarily guarantee a successful hit, only certain death if it connects. If the user's hit rate is too low, the attack can be dodged, and a Dual Guard will prevent the deathblow from striking its target. However, Lethality itself has a chance of becoming a critical hit, which sounds superfluous, but is actually useful because critical hits are unavoidable and can't be Dual Guarded against. Luck-dependent Skills like Miracle and Miraculous Save can also counter Lethality. (The same applies for Aegis and Pavise, but a unit will die regardless.) | |
Critical Hit / int_abd29ad8 | featureApplicability |
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Critical Hit | hasFeature |
Critical Hit / int_abd29ad8 | |
Critical Hit / int_afc8ddc7 | type |
Armor-Piercing Attack | |
Critical Hit / int_afc8ddc7 | comment |
Nadia's critical doesn't increase base damage, but it turns the hit into an Armor-Piercing Attack. Later on, she can get access to a much rarer critical hit that's a One-Hit Kill. | |
Critical Hit / int_afc8ddc7 | featureApplicability |
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Critical Hit | hasFeature |
Critical Hit / int_afc8ddc7 | |
Critical Hit / int_b71c764e | type |
Demonic Spiders | |
Critical Hit / int_b71c764e | comment |
Enemies can (rarely) hit your party with SMASH attacks as well. However, certain enemies (most notably the various types of mouse) have such high Guts that they will land critical hits more often than regular hits. Since your defense stat is negated by these attacks, these enemies easily become Demonic Spiders; they can often do more damage than some party members' maximum health. | |
Critical Hit / int_b71c764e | featureApplicability |
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Critical Hit | hasFeature |
Critical Hit / int_b71c764e | |
Critical Hit / int_bd4264a3 | type |
Slasher Smile | |
Critical Hit / int_bd4264a3 | comment |
On top of the extra damage, in Persona 4 and Persona 5, critical attacks have characters perform an extended attack animation. In 4, they do a combo attack if they crit with their basic attacks, or shout something that varies from character to character if it's a persona attack. In 5, the party member uses both their melee weapon and gun, or pops a creepy Slasher Smile if they used a Persona's physical skill instead. | |
Critical Hit / int_bd4264a3 | featureApplicability |
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Critical Hit / int_bd4264a3 | |
Critical Hit / int_c3182167 | type |
Golem | |
Critical Hit / int_c3182167 | comment |
Unlike most examples, in D&D, creatures with odd anatomies can be immune to critical hits, including Golems, most kinds of undead, and Blob Monster. This is because D&D justifies critical hits as being regular attacks that hit an unprotected point or vital organ. Undead and Gelatinous Cubes obviously lack vital organs and therefore can't be hit for critical damage. | |
Critical Hit / int_c3182167 | featureApplicability |
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Critical Hit | hasFeature |
Critical Hit / int_c3182167 | |
Critical Hit / int_c3585f4a | type |
Boom, Headshot! | |
Critical Hit / int_c3585f4a | comment |
Headshots from sniper rifles and back stabs from a Spy automatically crit and are almost always instant kills, but have poor base damage and cannot get random critical hits like other weapons if they are used in other circumstances. | |
Critical Hit / int_c3585f4a | featureApplicability |
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Critical Hit | hasFeature |
Critical Hit / int_c3585f4a | |
Critical Hit / int_d18d515e | type |
Name of Power | |
Critical Hit / int_d18d515e | comment |
One of Leva Bates's finishing moves is a front cracker she calls "critical confirmation", a concept she tried to explain in Ring Warriors to Sienna Duvall using Dungeons & Dragons. | |
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Critical Hit / int_d18d515e | |
Critical Hit / int_d89e305a | type |
Area of Effect | |
Critical Hit / int_d89e305a | comment |
In addition to Hero's Critical Hits, his Command Selection move would randomly give him four Dragon Quest spells to choose from every time it's used. If utilized well, a pragmatic Hero player may be lucky enough to end up with the perfect move in the menu for their situation. Specifically, Magic Burst or Kamikazee. Also from Command Selection, there's Whack and Thwack, which each do mediocre damage but have a small chance to instantly obliterate an opponent on hit instead, with the probability of this happening correlating with the victim's damage. | |
Critical Hit / int_d89e305a | featureApplicability |
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Critical Hit | hasFeature |
Critical Hit / int_d89e305a | |
Critical Hit / int_db6230b7 | type |
Lightning Bruiser | |
Critical Hit / int_db6230b7 | comment |
Also, while not necessarily determined by luck (just good spacing), some characters' attacks are more powerful at particular points in their attacks' hitboxes (areas of effect for attacks). For instance, Marth's attacks are most powerful at the very tip of his blade; one well-placed forward Smash can kill opponents as early as 50% or so, depending on the attack's position on the stage. Another prominent one is Captain Falcon's forward-A aerial. | |
Critical Hit / int_db6230b7 | featureApplicability |
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Critical Hit | hasFeature |
Critical Hit / int_db6230b7 | |
Critical Hit / int_e663d3ef | type |
Only a Flesh Wound | |
Critical Hit / int_e663d3ef | comment |
In "AD&D 2.5" beating an opponent's AC by 4 or more meant at least double damage, and the detailed damage option introduced to avoid "Only a Flesh Wound" effect added injuries if the target fails an extra saving throw. Like major bleeding — or beheading, depending on the weapon's size, type and severity roll. The same for saving throws against spells failed by 4 or more (i.e. an acid arrow may melt one's arm off) with area-affecting spells possibly injuring several locations — i.e. surviving a fireball may still mean that one's eyes and right leg are fried crispy. | |
Critical Hit / int_e663d3ef | featureApplicability |
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Critical Hit | hasFeature |
Critical Hit / int_e663d3ef | |
Critical Hit / int_f6722211 | type |
Hit Points | |
Critical Hit / int_f6722211 | comment |
Rolling a 6 on one or two Skill dice (a "Great" or "Extraordinary" success) causes the attack to deal extra Endurance damage dependent on the attacker's Body score. | |
Critical Hit / int_f6722211 | featureApplicability |
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Critical Hit | hasFeature |
Critical Hit / int_f6722211 | |
Critical Hit / int_f8cddfb2 | type |
Laser Blade | |
Critical Hit / int_f8cddfb2 | comment |
Peach and Daisy's Vegetable move has a small chance to have them pluck out something generally more useful than a turnip: Either a Beam Sword, a Mr. Saturn, or a Bob-omb. | |
Critical Hit / int_f8cddfb2 | featureApplicability |
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Critical Hit | hasFeature |
Critical Hit / int_f8cddfb2 | |
Critical Hit / int_fe069e49 | type |
Critical Hit Class | |
Critical Hit / int_fe069e49 | comment |
Besides 1.5x damage (or 2.25x with the ability Sniper), critical hits also ignore stat changes if applying them would result in less damage (except in Generation I, where they ignored them either way). Any given move that does non-fixed damage has a 1/24 chance (1/16 until Generation VII), which can be increased by various things on a "level" system from Level 1 (regular) to Level 4 (100%). Such are the power of critical hits that many battles are won and lost because of them. Examples of ways to raise said chances: Holding either a Razor Claw or a Scope Lens raises the level by one. Using the move Focus Energy or the item Dire Hit raises the level by 2 until you switch ("<Pokémon> is getting pumped!"). Consuming a Lansat Berry gives the same effect, but they do not stack on each other. Certain moves (including, but not limited to, Psycho Cut, Night Slash, Stone Edge, Cross Chop, and Cross Poison) have a ratio one level higher than normal attacks when used. The ability Super Luck adds one level. The Lucky Punch adds two levels to Chansey, while the Stick (later renamed to Leek) adds two levels to Farfetch'd. Generation V introduced two moves, Storm Throw and Frost Breath, which have low power (60) but always get critical hits, making them effective wall-breakers. Generation VIII added in two more slightly stronger moves which also always crit, Surging Strikes and Wicked Blow note Both moves are the Secret Art of Urshifu; one for each form, with their base power clocking in at 75 each note Surging Strikes' actual base power is 25, but it hits three times. Wicked Blow had 80 base power in Generation VIII, but this was nerfed to 75 in Generation IX to bring it in line with Surging Strikes. Conversely, two abilities (Battle Armor and Shell Armor) and the move Lucky Chant avert the chance of the opponent landing a critical hit, making the above four moves far less useful. |
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Critical Hit / int_fe069e49 | |
Critical Hit / int_fea27091 | type |
Buffy Speak | |
Critical Hit / int_fea27091 | comment |
Now an official rule, in 8th Edition. Also, Irresistable Force now not only counts as a critical cast, but also a miscast - kind of a "Critical Magical Swing Where You Hit The Enemy Really Hard But A Bit Of Their Blood Hits You In The Eye And You Accidentally Then Stab Yourself In The Spleen. Only With Magic" situation. There are also a decent amount of situations where rolling a 1 for terrain and the like means you've lost a model, and if you're playing as Skaven then you can expect to be taking tests every single turn, where a Critical Fumble means that something's exploded, caught fire, been eaten, melted, snapped, shot into space or keeled over from toxic fumes or the gun crew decided to settle some scores or was paid to do so. | |
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Critical Hit |
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