One-hit knockout move: Difference between revisions
CuboneKing (talk | contribs) (→Trivia) |
Karasuhebi (talk | contribs) m (fixed a typo and made "No Guard" a link.) |
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* Before Generation III introduced Sheer Cold, all of these moves could not affect specific Pokémon. {{m|Guillotine}} and {{m|Horn Drill}} could not affect {{type2|Ghost}} Pokémon, and {{m|Fissure}} could not affect {{type2|Flying}} Pokémon. | * Before Generation III introduced Sheer Cold, all of these moves could not affect specific Pokémon. {{m|Guillotine}} and {{m|Horn Drill}} could not affect {{type2|Ghost}} Pokémon, and {{m|Fissure}} could not affect {{type2|Flying}} Pokémon. | ||
* For [[Nintendo Wi-Fi Connection|Wi-Fi]] {{pkmn|battle}}s, under Standard Rules, these moves are forbidden. This is commonly called OHKO Clause or simply 'No OHKO moves'. This is because their 30% accuracy and instant KO properties add too many elements of luck for a fair match and in the eyes of many players are simply unfair. | * For [[Nintendo Wi-Fi Connection|Wi-Fi]] {{pkmn|battle}}s, under Standard Rules, these moves are forbidden. This is commonly called OHKO Clause or simply 'No OHKO moves'. This is because their 30% accuracy and instant KO properties add too many elements of luck for a fair match and in the eyes of many players are simply unfair. | ||
* Each OHKO move was | * Each OHKO move was introduced in an odd-numbered Generation. | ||
* In double battles, trainers can use OHKO moves effectively by pairing a Pokémon with a OHKO move with a Machop, Machoke, or Machamp with the ability No Guard. | * In double battles, trainers can use OHKO moves effectively by pairing a Pokémon with a OHKO move with a Machop, Machoke, or Machamp with the ability [[No Guard]]. | ||
[[Category:Moves]] | [[Category:Moves]] |
Revision as of 05:28, 20 November 2009
One-hit knockout moves, commonly abbreviated as OHKO moves, are moves that, when used, cause the target's HP to drop to zero regardless of their stats. They are all highly inaccurate: given that their effect is to immediately make the target faint, as to have them much more accurate would further encourage their use to quickly and easily finish battles.
When used, they will always fail if the level of the target is higher than the level of the user, except in Generation I, where they would fail if the user's Speed stat was lower than the target's.
All one-hit knockout moves have 30% accuracy and a base of 5 PP. Pokémon with the ability Sturdy are unaffected by all of them, unless the user has the ability Mold Breaker. Pokémon also holding the item, Focus Sash, are not entirely affected as it leaves the user with only 1 HP, due to Focus Sash's effect.
So far, there are four OHKO moves:
Move | Type | Generation introduced |
---|---|---|
Fissure | Ground | I |
Guillotine | Normal | I |
Horn Drill | Normal | I |
Sheer Cold | Ice | III |
Trivia
- Due to the presence of these moves, Articuno has been used in many battles as it can also learn Mind Reader to make Sheer Cold sure to hit.
- The same was true of a Poliwrath traded forward from Generation I that had learned Fissure, and could learn Mind Reader in Generation II.
- Lapras can learn three of these moves: Sheer Cold, Fissure, and Horn Drill.
- Before Generation III introduced Sheer Cold, all of these moves could not affect specific Pokémon. Guillotine and Horn Drill could not affect Template:Type2 Pokémon, and Fissure could not affect Template:Type2 Pokémon.
- For Wi-Fi battles, under Standard Rules, these moves are forbidden. This is commonly called OHKO Clause or simply 'No OHKO moves'. This is because their 30% accuracy and instant KO properties add too many elements of luck for a fair match and in the eyes of many players are simply unfair.
- Each OHKO move was introduced in an odd-numbered Generation.
- In double battles, trainers can use OHKO moves effectively by pairing a Pokémon with a OHKO move with a Machop, Machoke, or Machamp with the ability No Guard.