One-hit knockout move: Difference between revisions
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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 {{stat|Speed}} stat was lower than the target's. | 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 {{stat|Speed}} stat was lower than the target's. | ||
All one-hit knockout moves have a base of 5 {{PP}}. Its [[accuracy]] is | All one-hit knockout moves have a base of 5 {{PP}}. Its [[accuracy]] is at least 30% and grows slightly the lower the target pokemon's level is relative to your own. A level difference of 70 will deliver an accuracy of 100%. It is calculated as follows: | ||
'''Accuracy = ((User Level - Target Level) + 30)%''' | '''Accuracy = ((User Level - Target Level) + 30)%''' |
Revision as of 17:55, 5 October 2010
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, 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 a base of 5 PP. Its accuracy is at least 30% and grows slightly the lower the target pokemon's level is relative to your own. A level difference of 70 will deliver an accuracy of 100%. It is calculated as follows:
Accuracy = ((User Level - Target Level) + 30)%
Pokémon with the ability Sturdy or Wonder Guard) are unaffected by them, unless the user has the ability Mold Breaker. Also, Pokémon holding a Focus Sash are not entirely affected as it leaves the opponent with only 1 HP (provided they had full HP beforehand) due to Focus Sash's effect.
List of moves
Fissure | Guillotine | Horn Drill | Sheer Cold |
---|---|---|---|
File:Horn Drill DPPt.png | File:Sheer Cold.png | ||
Ground | Normal | Normal | Ice |
From Generation I | From Generation I | From Generation I | From Generation 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.