Critical Hits
OMG HAX!
That, or something similar, is a common phrase we might hear when a Critical Hit has occured. Even though we're all
aware of how devastating one can be, the details behind Critical Hits such as how often they actually occur
still remain a mystery for some people. Are there ways to increase the percentage chance of one? Here, I
will tell you everything you need to know about Critical Hits, and possibly a little more.
All attacks that have a Base Power, including attacks that have hidden ones like Grass Knot, have a chance of
triggering a Critical Hit. Critical Hits deal twice as much damage as the attack normally would've done. Furthermore,
it ignores negative attack buffs on the user and positive defense buffs on the receiver. This means that if Heracross,
in the image above, boosted its defense before, the Critical Hit would've completely ignored Heracross' positive
defense buff. On the other hand, if Heracross' defense had been lowered, the Critical Hit would take that into account. In other
words, Critical Hits ignore buffs that decrease the damage.
Critical Hit Percentage
| Stage |
Chance |
| 0 | 1 in 16 |
| 1 | 1 in 8 |
| 2 | 1 in 4 |
| 3 | 1 in 3 |
| 4 | 1 in 2 |
Now remains the most important question: How often does a Critical Hit occur? The percentage chance of a Critical Hit
depends on the stage of it, ranging from 0 to 4. Attacks normally have a Critical Hit stage of 0 which, from the table values,
means that the chance of a Critical Hit is 1 in 16. There are ways of increasing this stage, and I have listed the
different possibilities below.
- Holding Razor Claw or Scope Lens will increase the stage by 1.
- If using a High Critical Hit Ratio move, increase it by 1.
- If Focus Energy has been used, increase it by 2.
This means that, if one of your Pokemon is holding a Razor Claw or Scope Lens and has used Focus Energy, a High Critical
Hit Ratio move like Cross Chop from that Pokemon will have a 1 in 2 chance of dealing a Critical Hit, because the stage
adds up to 4. If you switch out though, the effects of Focus Energy will be lost. Stage 4 is the highest since the
Critical Hit chance in capped at 50%.
Besides the above listed possibilities, there are two specie items that increase the stage by 2. Lucky Punch,
usable by Chansey and Blissey, and Stick, usable for Farfetch'd. These items are exclusive, and will not have effect on
when other Pokemon hold them.
Sniper, Super Luck, Battle Armor and Shell Armor
There are certain abilities that affect Critical Hits. Sniper, available to Drapion, Kingdra, Octillery and Remoraid,
triples the normal damage done instead of doubling it when a Critical Hit occurs. Super Luck, which Absol and Honchkrow
can have as their ability, increases the Critical Hit stage by 1.
Pokemon with Battle Armor or Shell Armor are immune to Critical Hits. Battle Armor is available to Armaldo, Drapion
and Kabutops. Clamperl, Cloyster, Crawdaunt, Kingler, Lapras and Omastar are able to have Shell Armor as their ability.
Is it worth increasing the Critical Hit chance?
From my point of view, I would say no. I use High Critical Hit Ratio moves, but merely for the type coverage. Getting
a high Critical Hit stage requires too much, and topping at 50% isn't really worth it. The odds of getting one compared
to the stage isn't linear; The increase from stage 0 to 1 only gives an increased 6.25% chance, while the increase from
3 to 4 gives a 16.66% increase. This means that the optimal Critical Hit stage would be 4, following 2.
In this generation, with the added selection of Hold Items, Razor Claw and Scope Lens are sure to be less attractive
and a bad choice. Focus Energy doesn't seem to be a too good move either, since the effects fade after switching out. By
the time you have used it, your opponent is sure to have damaged you, or switched to something that severely can. What's left?
Lucky Punch and Stick. Blissey benefits more from Leftovers, although a Blissey with Special Attacks could try Lucky
Punch. Farfetch'd has horrible Base Stats, and cannot do much even if holding Stick.
The best choice for Critical Hit Pokemon would be Machamp, holding Razor Claw or Scope Lens. It boosts the stage with
Focus Energy, and then attacks with Cross Chop and Stone Edge for a 50% chance. Too bad it lacks Speed, but it could
prove useful with something else setting up Trick Room. Absol would be another choice, since its ability increases its
stage by 1.
But remember, there are times when luck isn't on your side, and times when it is!
|