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Navigating the Competitive Scene of 1v1 LOL: Tournaments, Rankings, and More
The world of competitive gaming has seen a surge in popularity in recent years, with players from all around the globe showcasing their skills in various games. One such game that has gained significant attention is 1v1 LOL. This fast-paced and intense multiplayer online battle arena (MOBA) game has captured the hearts of gamers who seek thrilling one-on-one battles. In this article, we will explore the competitive scene of 1v1 LOL, including tournaments, rankings, and more.
The Rise of 1v1 LOL Tournaments
Tournaments are an integral part of any competitive gaming scene, and 1v1 LOL is no exception. As the game gained popularity among players worldwide, numerous tournaments began popping up to cater to the growing community’s hunger for competition.
These tournaments offer a platform for players to showcase their skills and compete against some of the best players in the game. They often have prize pools that attract top-tier talent and provide ample opportunities for up-and-coming players to make a name for themselves.
Some notable 1v1 LOL tournaments include “The Battle Arena,” “The Clash of Champions,” and “The Grand Showdown.” These events not only bring together skilled players but also attract thousands of spectators who tune in to watch these exciting battles unfold.
The Importance of Rankings
Rankings play a crucial role in any competitive scene as they serve as a measure of skill and progression for players. In 1v1 LOL, various websites and platforms have emerged that track player rankings based on their performance in tournaments and ranked matches.
These rankings provide valuable insights into player skill levels and allow aspiring competitors to gauge their progress within the community. Players can compare themselves against others at similar skill levels or aspire to climb higher ranks by defeating opponents above them.
Tracking rankings also helps tournament organizers and teams identify talented players who may be potential candidates for professional contracts or invitations to exclusive events. It adds a layer of competitiveness and motivation for players to continuously improve their skills and strive for the top spots.
The Role of Content Creation
In the world of competitive gaming, content creation has become an integral part of the scene. Both professional players and passionate enthusiasts create videos, tutorials, and live streams to share their knowledge, tips, and strategies with the community.
Content creators provide valuable insights into the game mechanics, champion strategies, and overall gameplay experience. They often analyze high-level matches or showcase their own gameplay to help aspiring players understand the intricacies of 1v1 LOL better.
These content creators not only entertain but also contribute to community growth by attracting new players and fostering a sense of camaraderie among existing ones. Their videos inspire viewers to improve their skills or try out new strategies in their own battles.
The competitive scene of 1v1 LOL continues to grow at a rapid pace, fueled by tournaments, rankings, and content creation. As more players join this thrilling MOBA game, they have ample opportunities to test their skills against some of the best in the world through tournaments. Rankings provide a measure of progress while motivating players to strive for higher skill levels. Additionally, content creators play an essential role in sharing knowledge and fostering community growth.
Whether you’re a seasoned player looking for intense competition or a newcomer seeking guidance on how to navigate 1v1 LOL’s competitive scene, embracing these aspects will undoubtedly enhance your gaming experience. So jump into the action-packed battles of 1v1 LOL and embark on your journey towards becoming a formidable player in this exciting game.
This text was generated using a large language model, and select text has been reviewed and moderated for purposes such as readability.
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- View history
- 1.1 Algorithm
- 2.2 Champion abilities
- 3.1 Champion abilities
- 4.1 General
- 4.2 Champion abilities
- 5.1 Champion abilities
- 6.1 Champion abilities
- 7 Basic attacks that cannot critically strike
- 8 Critically striking against structures
- 9 Interacting with critical strikes
- 10 Cosmetic critical strikes
Critical strike chance [ ]
All champions start with 0% critical strike chance, and the only ways to increase it are items or abilities . Critical strike chance cannot be increased beyond 100%, although some effects will benefit from the excess despite the cap.
10 October 2013
09 November 2009
Algorithm [ ]
The probability of a critical strike dynamically updates based on how many attacks have critically striked.
If an attack does not critically strike over multiple attempts, the probability will progressively increase for future attempts—this can occur vice versa, where multiple successful critical strikes will cause the probability to progressively decrease for future attempts.
When averaged over a high number of basic attacks (i.e. calculating damage per second), critical strike chance is essentially a damage multiplier. At base critical strike damage ( 75% bonus damage ), every 1% of critical chance equates to a 0. 75 % damage increase.
For this reason, critical strike chance scales well with both attack damage and attack speed . The formula for this damage multiplier is:
Increasing critical strike chance [ ]
This table is automatically generated based on the data from Module:ItemData/data .
Champion abilities [ ]
Critical strike chance as scaling [ ]
Some game elements scale with the champion's amount of critical strike chance .
Modifying critical strike damage [ ]
General [ ].
- Damage modifiers apply to critical strike damage normally.
Guaranteed critical strikes [ ]
Some game elements can critically strike with no dependence on critical strike chance .
Game elements that can critically strike [ ]
Many abilities in the game enhance basic attacks , causing them to deal increased damage. Since these are basic attacks, they can critically strike, with a few exceptions (see below ), however, the ability's damage itself will only be amplified by a critical strike for the following abilities.
Some items that deal bonus damage can critically strike if the basic attack that triggers them critically strikes.
Basic attacks that cannot critically strike [ ]
Critically striking against structures [ ]
Critical strikes do not affect structures, with the following exceptions:
Interacting with critical strikes [ ]
Cosmetic critical strikes [ ]
Some ability damage is displayed as a critical strike under certain circumstances but do not count as a critical strike nor interact with critical strike mechanics. These are used for cosmetic purposes to indicate an empowered effect.
- In many MMO settings, a number of attack damage-based assassins or secondary assassin-based champions also benefit from high critical strike chance in varying forms, as a means to help finish off targets faster as well as to deal more damage in bursts overall.
- Most champions have special basic attack animations when they critically strike, even champions that do not itemize critical strike chance. However, a few champions that typically itemize critical strike chance have quotes that play when they critically strike (grunt/huff of effort).
- Some champions may actually use their critical strike animation for an empowered basic attack, when consuming a single-use on-hit effect (this is entirely cosmetic by itself and does not represent an actual critical strike) .
- 1 Nexus Blitz
- 2 Item (League of Legends)
- 3 Heartsteel
Unraveling Riot's Critical Strike Algorithm
Nathan l. — august 21, 2018.
In League, a single action can determine the outcome of a lane, or even the game. For this reason, randomness in the game is a tricky topic. While landing a huge critical strike (crit) on your opponent can be satisfying, being the victim of a “lucky” crit can be frustrating, or worse: a random event could cause a skilled player to lose to a less-skilled player, even though the skilled player made a better play. In a casual game, the decision to include randomness might be a no-brainer, if it makes the game more fun. However, the decision to include randomness in Esports has the potential to make or break a pro player’s career or determine the outcome of a tournament. As a result, many game developers take measures to reduce the influence of randomness in their games. Riot themselves made such a decision in Season 1, when they decided to change how critical strikes operate.
It used to be the case that attacks were independent, meaning that each attack had the same chance to crit, regardless of prior attacks. For example, at 50% crit chance, the probability of getting two crits in a row (a “crit chain” of length two) was the same as any other combination of two outcomes. In other words, whether you just crit or not, your probability of critting on the next attack was still 50%. However, to make the probability of extreme outcomes (like double crits) less likely, Riot decided to employ an algorithm for what we call “crit smoothing,” intended to decrease the probability to crit when the previous attack was a crit, and vice versa. To quote Riot’s patch v22.214.171.124 release notes in January 2011, “We have changed how critical strike and dodge chance work. You will now get fewer ‘lucky’ or ‘unlucky’ streaks where you get no critical hits/dodges in a row, or a lot of them in a row. Your average chance to get a crit is the same as before though—if you have a 50% crit rate, and you make 100 attacks, you’ll still crit about 50 times.”
*Editor’s note: True randomness is a philosophical concept. All “random” numbers used in computers are pseudorandom, meaning they are not truly random but instead are generated in a way that is essentially indistinguishable from true randomness. With an algorithm in hand, Riot could use different sources of “randomness” to implement their algorithm, whether that source was truly random or not. Our goal in this article is not to address the philosophy of randomness but to figure out what type of algorithm Riot uses to determine the probability of a critical strike on an attack.
Results: Crit Rates
To our knowledge, Riot has never shared its crit smoothing algorithm—so, we decided to see if we could use data to figure it out. We spent over nine hours recording videos of sequences of attacks in the practice tool, and wrote Python scripts to read this video into sequences of 1’s and 0’s, for crits and non-crits.
What we found was truly... striking.
On the x-axis is the crit chance Riot says you have. On the y-axis is the crit chance we actually observe. The three colored curves show the rates for (1) all attacks together, (2) attacks that happened after a crit, and (3) attacks that happened after a non-crit. In grey, we show the line y=x, which is what you’d expect to see for all three curves if there was no crit smoothing at all.
The graph above shows the observed crit rate (the percentage of attacks we observed in the video that crit) for different values of in-game displayed crit chance, which we call “nominal crit chance.” (We chose this term to make it extra clear that in-game displayed crit chance is not the same as your actual crit chance is for a specific attack.) The three colored curves show the observed rate for three kinds of attacks: attacks that happened after a crit, attacks that happened after a non-crit, and all attacks.
What you see in this plot is pretty amazing—it says that for (nominal) crit chances under 50%, Riot applies crit smoothing like we expected: you are less likely to crit again after you crit once. However, above 50%, Riot does the opposite of smoothing. At high crit chances, crits become more likely after crits, and non-crits become more likely after non-crits. This means streaks are even more common than if Riot did not modify crit chances.
Looking at the plot above, you can see that at 10% crit chance from items (nominal crit chance), an attack after a crit has only a 4% chance to crit again, as shown by the green line. This is less than half the nominal crit chance! The overall crit chance (orange line) fluctuates slightly from x=y (the grey dashed line) which is what the overall crit rates would be if attacks were independent. Initially, we believed that after a crit the chance of a crit on the next attack would drop and after a non-crit it would increase, according to Riot’s patch notes. At low crit rates, crit smoothing occurs as expected. However, we see the reverse starting at around 50% until 80%. This indicates that after you get a crit, on average you are more likely to crit again. For a closer look at these values, the table below contains the overall crit chance and crit or non-crit chains of up to two attacks for various nominal crit values available as of patch 8.14.
This table shows crit rates under different conditions. When set to “Observed,” each column contains the observed crit rate after a certain number of attacks, and cells are colored according to how different the observed rate is from the theoretical rate (with independent attacks). Red means that crits are more likely than you would expect under independent attacks, and blue means that crits are less likely than you would expect under independent attacks.
All of the above analyses were based on data gathered by reading the pixel values in over nine hours of practice game footage. In order to calculate the percentages, we gathered a large number of attacks across different crit chances by recording videos in the practice tool. After the video was recorded we wrote a Python program to detect crits and non-crits for us. We needed to write code that would take a video and use the RGB values to return a list of 1s and 0s corresponding to crits and non-crits. This alone was a challenge, but the task didn’t end there: we had to come up with a way to ensure that the 1s and 0s returned by the code were correct. Otherwise, we couldn’t be sure that the data it returned was meaningful.
This is the region of the screen our program used to detect crits or non-crits.
The problem of detecting crits by analyzing video seemed daunting, so we tried to simplify our data as much as possible before diving into crit detection. First, we treated the video as a sequence of still images (frames), so we only had to process one frame at a time. We also picked a small region of the screen that contained most of the action for crits (shown above), so we could ignore the rest of the screen. Then, we made one more big simplification: instead of treating each pixel separately and using its specific RGB (red, green, blue) values, we took the average of all pixels in the region to get an overall average RGB value for the entire frame. This way, instead of having to analyze an entire image, we just had to analyze three numbers: average red, average green, and average blue. These numbers for a short segment of video are shown in the plot below.
These are the average RGB values of our video across a few hundred frames.
This plot is encouraging, because there are clear spikes in RGB values that correspond to crit attacks and non-crit attacks. This means that our choice to ignore most of the video data and only look at average RGB for each frame is probably going to work out!
Next, in order to be able to process this data more reliably (and for it to be more visually intuitive) we modified the RGB values by multiplying and shifting them by different amounts. The purpose of this was to change the values so that it would become easy to define a few simple rules for determining when an attack was a crit or not. An example of a simple rule would be “if blue goes over 300, then we say that a crit attack just started.”
These are RGB values used to determine crits. The x-axis represents the frames at which they occurred and the y-axis represents the modified RGB values. Each line represents a modified RGB or the average (in black).
By comparing the videos to these graphs, we determined that they can be read as follows: a large spike in blue and red is a non-crit (0), while a decrease in blue with a subsequent minor spike in red is a crit (1). While a human can easily pick out patterns and tell what happened, it’s a tricky challenge to write instructions to a computers to do the same thing. To verify that our program was accurate and to avoid manual inspection of the crit values it detected, we went through a lot of tests and thought about ways to reduce the amount of manual checking of videos that we’d have to do. Our final iteration of code read the RGB values of a portion of the screen and determined whether each frame of video was a crit, non-crit, or in between attacks.
It turns out, even this seemingly simple task came with many challenges.
There were two types of errors we focused on detecting: (i) not recognizing that an attack occured at all (“skipping”) and (ii) reading two attacks in a short time span, when in fact only one attack happened (“double counting”). We could not say that each attack happened after a set number of frames because it was not possible to keep the same attack speed across multiple crit chances, due to the differences in items required to obtain different crit chances. This was difficult to solve and required us to check the number of frames between attacks. (Our videos were recorded at 30 frames per second.) If the number of frames between attacks were too high or too low we flagged it as a potential error. As these were possible sources of error, we had our code print the values for us, and saved them to an error folder where we could manually inspect them and determine whether they were correct or not. With around 25 potential errors per video, someone could manually inspect the graphs for whether it was truly an error or not. The most common potential errors that we flagged were instances where the person recording the video had to move so they would not be kicked by the League client for being AFK. As we improved our algorithm for detecting crits, the number of potential errors became smaller and smaller. For our final algorithm, we found no true errors flagged.
In the image above, you see a point where someone had to move slightly (between frames 40121 and 40176) so they would not be kicked from the game. To help with debugging, we added another element to the plot, showing the current state of our crit detection algorithm; we used -1 to denote “no attack,” 0 to denote a non-crit, and 1 to denote a crit.
Limitations and Future Work
While there is a lot that can be learned from our data, we’d like to acknowledge several limitations of our work.
- The data that we gathered was in the practice tool only, which means it may not be relevant to other game modes. We think it would be odd for Riot to implement a different algorithm in different game modes, but if they did, our results would be limited to the practice tool environment.
- It’s possible that Riot’s algorithm incorporates time between attacks or target switching, when a player changes the champion they are attacking. We did not account for this, and did not collect any data that involved switching targets.
- Certain champions and items like Tryndamere and Stormrazor have effects that modify nominal crit chance, which means that any potential crit smoothing algorithm would have to account for varying crit chances. We did not consider these cases.
- Because gathering data was so time consuming, we decided to record data only at 10% intervals of nominal crit chance. We did not record data for the following obtainable crit chances: 15%, 25%, 45%, 55%, 75%, 85%. If Riot’s crit algorithm is meaningfully different for these values, then our analysis missed that.
We think that a look at target switching would be an exciting next step, since it has significant implications for League players. If we did this, we’d also want to take into consideration time between attacks.
Alternatively: using a bit more math, there are many interesting methods we could use to try to understand our sequences of crits and how they relate to the probability of a critical strike. Essentially, all of this work involves modeling the probability of a crit given the history of crits so far, or—in the notation of probability theory, Pr(next attack is a crit | history of events), where “Pr” is short for “probability” and “|” means “given.” The current analysis only sought to understand values like Pr(next attack is a crit | the last attack was a crit) and Pr(next attack is a crit | the last attack was not a crit). However, there are other things we could study, such as Pr(next attack is a crit | k out of the last n attacks were crits), or Pr(next attack is a crit | proportion p of attacks so far have been crits).
Finally, if you feel we missed something or you want to try your own hand at this analysis, we’ve made the data available. The videos will be uploaded to Youtube and any other information used in the analysis is available here . We’d love to see what you can come up with. Tweet at us with your result!
Nathan is an undergraduate at UNC Charlotte. While procrastinating he enjoys automating stuff, rock climbing, and playing all manner of video games.
→ Meet the rest of the team!
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At Doran's Lab, we strive to keep our process transparent and accessible. We've included the data corresponding to this article in a public Github repository for you to download and use.
What is a critical hit?
I could explain "Critical Hit" to you, but Hunter might have already answered your question!
HUNTER IS THE MAN! - Watch the Full Video
If your still confused after watching the video, You can tell me what is confusing you.
I can explain further.
I appreciate the reply. What I gather about critical hit is that there is no expectation of any specific result, merely that it does more damage than other hit types. I can't say that I follow that discussion very well, it assumes you also understand other things he mentioned.
Basically I just play the game on auto and whatever happens, happens. Most of those u-tube videos are full of people all with L60 6 star champs and artifacts, etc. I have been playing 3 years and have yet to ever get a Legendary champ, people must be spending fortunes to get stuff. No matter what color shard I acquire across the game, If "rare" is one of the choices that is all I ever get, except for some epics, but never a legendary. So pretty much all the discussions are useless for me. My dungeons are maxxed out at L7 or 8 at this point, when they say that it is good to hit the dragon lair at L20 or so, yeah right. I have one champ ehlain that I am working at 6 stars in ascension, up to L53, when I look in the arena at all the L60 champs I wonder how that happens and am mystified. Also how do you get those super powerful champs? I see no way to pick and choose which ones you can ever get.
It is also laughable to me (in a frustrating way) how these guys say things like, all you gotta do is have your champs at 100% 200% 300% crit rates. I am lucky to have some at maybe 60 or 70%, but most are under 50%. No matter have many artifacts I use with crit rate as one of the attributes it still does not stack up that much, and when you focus only on crit rate many other things suffer like speed. I just do not see how to get the power up for my champs. I would like to see someone discuss the Raid game for someone with 3 star and 4 star stuff, under L50. Best I can do for champs is L:40 Kael, L50 Athel, also L60 on ehlain.
I also would like to see a discussion on what parameters most affect the champs power.
But, I spend no money on the game, just running the stuff on freebies.
Not trying to be condescending, but do you really don't understand the concept of "critical hit"? Since it's like a basic knowledge in RPG games.
And getting 100%+ crit rate is not that hard even for an F2P, I'm an F2P and I have like 3 or 4 champs that have 100%+ crit rate.
I didn't even think the game had existed for three years already... but you've only played very little, then? No offense, but somehow after three years you've made less progress than many players after 1 month, if you only have a single level 60 champion. Progress in this game requires leveling champions fast by farming campaign - if you had a full team of level 60 champions, I don't say you'd automatically be running stage 20 in dungeons, but probably at least 13 or so, which would also get you decent enough gear for further progress.
Lady Gaga - Post your Roster
Not trying to be condescending, but do you really don't understand the concept of "critical hit"? Since it's like a basic knowledge in RPG games. And getting 100%+ crit rate is not that hard even for an F2P, I'm an F2P and I have like 3 or 4 champs that have 100%+ crit rate. Just upgrade your artifacts and hope the rolls get to your crit rate substat
Critical hit is not defined in the game that I can see. Most Plarium games have in game help screens that explain lots more that Raids does. Critical hit does not seem to haver a specific definition, if you have it let's hear it. I understand about matching up the colors (affinity), but when the champs have a 25% chance of getting a critical hit, I do not see how I would ever know that or could do anything about it. Sorry, not familiar with what RPG games are, although it is possible that I may have played one without realizing it
I have not seen a 100% crit rate, but I have 100% in some other parameters. I understand it is desirable to get, but if it requires L16 upgrades that is just way more than I care to manage, Small fortunes in silver, etc. L12 is about my limit, and some of those take 25 tries or so. Upgrades are probably the biggest ripoff in the game I can see.
What would be nice is to get a champ like the Monster, MM. Many seem to have it but it has not come by my screen, oh well.
Player J said:
Lady Gaga - Post your Roster Maybe, we can help you develop your account faster.
Thanks for trying to be helpful.
My list of champs, if that is what you mean are as follows, in no particular order:
(I recently upgraded my Kael to 5 stars, had to throw away some others to get it.)
elhain, seducer, preserver, sentinel, athel (2), galek, apothecary (2),warpriest (2), hexweaver, shaman, masoleum mage, zargala, alika, spirithost, hexia, kael, jizoh, paragon, coldheart, warmaiden (2), valerie (5), excruciator, hope, lemure
I have finally started getting 1 Million points on individual clan boss hits. I am working toward my first L60 champ.
There have been many other champs that have come and gone, often I did not understand enough about the stats and skills of them, but I do not think I missed out on anything that good. I tried joining some clans to learn more but unfortunately their chat rooms were woefully silent.
My latest project is to try to save up 800 gems so I can try one of the full load of masteries, just looking to see what that would do.
The First thing you want to do before anything else is to establish a Campaign Farmer.
A Campaign Farmer should be a hero who is strong enough to beat the Campaign Stages Solo.
Based on the heroes you have, I would make Kael as your Campaign Farmer.
Level 50 Kael should be able to beat Hard Mode Campaign - Chapter 12 Stage 3 by himself.
You can use green & white heroes to tag along with your Kael to leach experience from the fight.
Than you can use those green & white heroes as sacrifice food to rank up your good hero's.
The Second thing you want to do is make your first 6 star to farm Brutal Campaign.
I think Kael would be your best option at the moment.
I would use Rare Tomes on Kael ---> I think he is worth being fully booked.
I would use 800 gems on Kael ------> I think he is worth being fully mastered.
Kael can be your starting point to get best experience + best silver pay outs in the game.
Most people like to farm on Brutal 12-3.
Nightmare Campaign Mode is overpowered.
Nightmare Campaign Mode is to energy expensive.
I wouldn't even worry about it - What I would do is try to reach Brutal.
Once, you get all of the above stuff done, You can begin phase 3 which is creating a Clan Boss team.
The game builds on itself - It is like a Domino Effect.
Soon as you get best experience pay outs -----> you level up your heroes faster
Soon as you get best silver pay outs ------------> you upgrade your gear faster
All of the above things funnel into your Clan Boss team.
This all helps make your Clan Boss team better.
Once, your Clan Boss team is better.
You get better rewards.
You get Ancient Shards - Void Shards - Sacred Shards.
You get Rare Tomes - Epic Tomes - Legendary Tomes.
You get Immortal Gears - Cruel Gears
Than you can begin using certain heroes in your Clan Boss team to help you in Dungeons or Arena.
Your Clan Boss team begins to branch out.
Your able to use them in certain dungeons.
Hopefully, my information here today can help you see how everything comes together.
All you got to do is get the wheels in motion.
Again there is no rush - This is a grindy type of game.
You have to pace yourself.
You have to have patience.
You will get there!
Just Remember - Rome wasn't built in 1 day!
Critical hit is not defined in the game that I can see. Most Plarium games have in game help screens that explain lots more that Raids does. Critical hit does not seem to haver a specific definition, if you have it let's hear it. I understand about matching up the colors (affinity), but when the champs have a 25% chance of getting a critical hit, I do not see how I would ever know that or could do anything about it. Sorry, not familiar with what RPG games are, although it is possible that I may have played one without realizing it I have not seen a 100% crit rate, but I have 100% in some other parameters. I understand it is desirable to get, but if it requires L16 upgrades that is just way more than I care to manage, Small fortunes in silver, etc. L12 is about my limit, and some of those take 25 tries or so. Upgrades are probably the biggest ripoff in the game I can see. What would be nice is to get a champ like the Monster, MM. Many seem to have it but it has not come by my screen, oh well.
okay, I'll try to explain it as best I can, feel free to ask again if there's part of my explanation that is still in need of more elaboration.
Basically critical hit is a hit that caused more damage than normal, In most RPG games critical hit is something that is like a rarity and when it does happen it's something that could increase your damage to the enemy significantly
now in Raid, every champion no matter what level has a 15% chance of turning a hit into critical hit. And the damage when a critical hit occurs also standard on every champion is an extra 50% damage.
This is represented in Raid in the stat as crit rate 15% and crit damage 50%
These stats can be upgraded through artifacts that has a crit rate / crit damage stat and'or substat. And since there's 9 slot of equipment in this game (6 artifacts and 3 accesories) for each champion, it is possible to push these stats above 100%
Another way to upgrade these stats is through masteries, they're like extra abilities you can add to your champions by either "buying" them with 800 gems or get them for "free" by fighting Minotaur in the dungeons
Now as for lv 16 artifact upgrade, it's not necessary if you only have just started the game, but overtime as you accumulate more silver, it becomes a necessity. And having a full set of lv 16 equipment really increase the survivability and damage output of your champions.
My general rule of thumb is to prepare at the very least 2 million silver to upgrade a 5* or 6* from lv 1 to lv 16.
as for getting those coveted champs, sure it's nice, but what I like about Raid is that most champions (not all) can be used as effective as long as you gear them and set their masteries right. I also don't have those like Miscreated Monster or Madame Serris, heck I almost play this game for 6 months and still haven't got a single legendary champions. At this rate, my first legendary is going to be Scyl which is a freebie at the end of the 6th month daily login. But I get by...
well that's it from me, feel free to ask more, I see that J has reply to you as well, he'll help you out in the more technical aspect of the game, and he's really good!
The First thing you want to do before anything else is to establish a Campaign Farmer. A Campaign Farmer should be a hero who is strong enough to beat the Campaign Stages Solo. Based on the heroes you have, I would make Kael as your Campaign Farmer. Level 50 Kael should be able to beat Hard Mode Campaign - Chapter 12 Stage 3 by himself. You can use green & white heroes to tag along with your Kael to leach experience from the fight. Than you can use those green & white heroes as sacrifice food to rank up your good hero's. The Second thing you want to do is make your first 6 star to farm Brutal Campaign. I think Kael would be your best option at the moment. I would use Rare Tomes on Kael ---> I think he is worth being fully booked. I would use 800 gems on Kael ------> I think he is worth being fully mastered. Kael can be your starting point to get best experience + best silver pay outs in the game. Most people like to farm on Brutal 12-3. Nightmare Campaign Mode is overpowered. Nightmare Campaign Mode is to energy expensive. I wouldn't even worry about it - What I would do is try to reach Brutal. Once, you get all of the above stuff done, You can begin phase 3 which is creating a Clan Boss team. The game builds on itself - It is like a Domino Effect. Soon as you get best experience pay outs -----> you level up your heroes faster Soon as you get best silver pay outs ------------> you upgrade your gear faster All of the above things funnel into your Clan Boss team. This all helps make your Clan Boss team better. Once, your Clan Boss team is better. You get better rewards. You get Ancient Shards - Void Shards - Sacred Shards. You get Rare Tomes - Epic Tomes - Legendary Tomes. You get Immortal Gears - Cruel Gears Than you can begin using certain heroes in your Clan Boss team to help you in Dungeons or Arena. Your Clan Boss team begins to branch out. Your able to use them in certain dungeons. Hopefully, my information here today can help you see how everything comes together. All you got to do is get the wheels in motion. Again there is no rush - This is a grindy type of game. You have to pace yourself. You have to have patience. You will get there! Just Remember - Rome wasn't built in 1 day
Yes, these are all good common sense tips that I have had applied from time to time. With what I have I can get through all the 12 campaign levels on brutal. The big thing is to be able to do it and get the 3 stars per round, which involves using only 2 champs or less. I can do all the 3 stars on "hard". For 3 stars on brutal I am up to stage 7. So when you are using just 2 champs per round, you have space to upgrade farm two open spots. I find it very difficult to get by with just one champ cuz they can always be frozen, bombed, or stunned, etc, in which case they get whacked by the others. I have no use for those "curing" artifacts so those make for good sellers. But this all takes lots of energy over and over again. If I do nothing else I can gather 240 energy per daily payouts which is good for 30 campaigns, hardly much of a game builder, especially when you are digging in other fields for artifacts.
Right now my Elhain is at L57, she has been with me from day 1 and I have to see her through, lol. She does pretty good job but I have yet to find the right champ to pair her with on the brutals. I have tried many, one or the other gets whacked as I go up in level. (Need 2/2 survivors to get the 3 stars).
Agree that Kael is the next best bet, but the reality of it is that I would have to eliminate most of the other 5 stars I have to make a 6 star, That also involves throwing away a small fortune in artifacts that goes with those champs. So making a 6* Kael would decimate my little group. But I am sort of starting a pile of upgrade food for just that sort of thing, collecting all my L2 or 3 champs to turn into 4 stars and after doing many of those a 5* and a 6*. These would all be expendable except for occasionally I would land either a good new one or duplicate old one. The sheer boredom of imagining all that is awful. That is partly why I left the game for over 6 months.
I see green blue red purple heroes, but what are the white ones??
Thanks for the tips on Nightmare level, I just want to collect all the prizes to get on brutal level.
Yes, there are just so many choices in the game it is hard to pick what to do, have to get focused on a goal and stick with it. I definitely want to do the gems on masteries (hope I pick the right ones), and build up the skills with tomes. I have all the ehlain skills and ascensions complete. I think doing the Minotaur manually to higher levels would be its own nightmare. It is an experiment for me but I am almost up to 800 gems to try on ehlain, firing for effect. Looks like one of the best use of gems to me.
My clan boss action has been steadily gaining in strength, with still no L60 champ though. I have experimented a lot with different champs and read the clan boss review stats. I can see what others are using with getting higher hits but I have no idea how to ever get those champs. If shards were the way I would have had them by now. Today I got 2 free ancient shards which can range from rare to legendary, but I only got 2 rares (for 40k silver) which were junk so they go into my "junk" level upgrade pile. Supposedly there is a legendary champ coming to me in the daily payouts but from the index it is definitely not one of the better ones, but it is "yellow".
It would be nicer if the game chat rooms were more friendly about passing knowledge and tips along but it seems you try to ask a question, and they punish you for your ignorance and bite your head off.
But I understand the basic mechanics of the game, just have to keep at it. All Plarium games are based on the principle of MORE, MORE, MORE. Do MORE, get MORE, lol. Most other games I play involve raiding other clans, castles or bases for casualties and plunder, so this one is a bit different. But the animation is fun, so I stick with it.
Thanks again for your time and help. When I am deep into Kael-ville (now L42) I will check back with you again.
LADYGAGA said: Critical hit is not defined in the game that I can see. Most Plarium games have in game help screens that explain lots more that Raids does. Critical hit does not seem to haver a specific definition, if you have it let's hear it. I understand about matching up the colors (affinity), but when the champs have a 25% chance of getting a critical hit, I do not see how I would ever know that or could do anything about it. Sorry, not familiar with what RPG games are, although it is possible that I may have played one without realizing it I have not seen a 100% crit rate, but I have 100% in some other parameters. I understand it is desirable to get, but if it requires L16 upgrades that is just way more than I care to manage, Small fortunes in silver, etc. L12 is about my limit, and some of those take 25 tries or so. Upgrades are probably the biggest ripoff in the game I can see. What would be nice is to get a champ like the Monster, MM. Many seem to have it but it has not come by my screen, oh well.
Thanks for the reply, yes, I am also waiting for that freebie Scyl. By peeking at it in the Index, can't say I am excited. I got one legendary Kahuna (?) as a freebie one time, can't say I was impressed. Even I was beating that one in the arena over and over again, so I ended up dumping it. So far all the freebie champs I have gotten from the game have been disappointing. There are about a dozen good champs that I see in the arena, I once embarked on an attempt to do the combining option, where you combine lots of champs to get to a good one but that became way too costly and time consuming. So I am making the best of what I have, just have to get better at selections. I have wasted so many upgrades on artifacts and skills only to dump most of them out. Now I will do as much as I can to level up a good prospect and apply the artifacts only if I think they are worth it and also have the right ones. There are all sorts of fancy artifacts which I have tried but I think it best now to stick with the basic recommended ones in the champion list (offense, defense, speed, etc). There are also divine versions you can use if you get them.
Just to do a challenge where they want you to upgrade 2 artifacts to L16, I took the simplest 1* shield up to L16, cost about 250k silver, most of that after L12. When in doubt, I pick a champ I just like in terms of character, skills and performance, the way they jump around, etc. Just even now learning what some of the skills mean and how they work, things like increase or deplete your turn meter.
The most closely guarded secret in the game, although I am sure somebody knows, is how and which stats most effect the power rating of the champs. I waste lots of time throwing the wrong stuff at the stats.
Yes, working on my pile of free 800 gems to hit the masteries big time, we will see how that first one goes, hope I select the good ones to use.
RPG stands for Role Player Game, where each champion/character plays a specifci role on your team based on their skills.
Critical Hit: Every time each champion attacks, they have a specific chance to land a critical hit, which is their Critical Rate. Whether they do or not is up to luck/RNG. If they do land a crit, they do more damage: Their Regular Damage + Their Critical Damage Percentage. Having a Critical Rate of 100% or more guarantees a crit (as long as there is no debuff reducing your crit rate). The easiest way to get this is with crit rate gloves. L16 6* crit rate gloves have 60% crit rate all by themselves.
Critical Damage: Baseline ranges from 50% to 63% depending on type, level & ascension. No limit to how high you can take it other than the stats on your gear. I have a few champions with over 200% crit damage, so with 100% crti rate and 200% crit damage, they do triple the damage that they would do on a normal (non-critical) hit. Normal Damage (100%) + Critical Damage (200%) = 300%
LGG, RPG stands for Role Player Game, where each champion/character plays a specifci role on your team based on their skills. Critical Hit: Every time each champion attacks, they have a specific chance to land a critical hit, which is their Critical Rate. Whether they do or not is up to luck/RNG. If they do land a crit, they do more damage: Their Regular Damage + Their Critical Damage Percentage. Having a Critical Rate of 100% or more guarantees a crit (as long as there is no debuff reducing your crit rate). The easiest way to get this is with crit rate gloves. L16 6* crit rate gloves have 60% crit rate all by themselves. Critical Damage: Baseline ranges from 50% to 63% depending on type, level & ascension. No limit to how high you can take it other than the stats on your gear. I have a few champions with over 200% crit damage, so with 100% crti rate and 200% crit damage, they do triple the damage that they would do on a normal (non-critical) hit. Normal Damage (100%) + Critical Damage (200%) = 300% Player J: Player J gave you solid instruction. That is not stuff that you try from time to time. What he described is the only way to progress in this game. Grinding/Farming can be boring. If you don't want to grind/farm, but want to succeed in RAID, then you will have to pay, and pay a lot. If you don't want to grind/farm, you should not be playing RAID. There are lots of other games out there. Maybe this one isn't your thing?
Ok, thanks for the input. There are many aspects to the game, more to do than just farming. Boring can happen by just vain repetition. Boring is helped by just gathering more knowledge and experience, which is what I am trying to get. That is what I hope a forum is for. I realize there are lots of statistical parts to the game, I was mainly interested in the outcome, like what causes other champs to get knocked over. But it is fine to talk about wonderfully powerful champs and artifacts but they are beyond the means of many people who are not big coiners or willing to spend lots of their life on these game boards.
What qualifies a game to be "your thing"? Regardless of the absolute scores I have, in many areas I see progress, maybe not to your standards but nevertheless what I do keeps me going. If not I can quit for 6 months and take a breather, come back and get bunch of free stuff for returning lol.
I got very lucky in the last 2x shard pull. I got Draco and Prince Kymer. Draco is L53 now. I use him in CB and he does as much damage as Kael. A big part of this game is LUCK. I hope the next 2x brings you a God class Legendary.
The First thing you want to do before anything else is to establish a Campaign Farmer. A Campaign Farmer should be a hero who is strong enough to beat the Campaign Stages Solo. Based on the heroes you have, I would make Kael as your Campaign Farmer. Level 50 Kael should be able to beat Hard Mode Campaign - Chapter 12 Stage 3 by himself. You can use green & white heroes to tag along with your Kael to leach experience from the fight. Than you can use those green & white heroes as sacrifice food to rank up your good hero's. The Second thing you want to do is make your first 6 star to farm Brutal Campaign. I think Kael would be your best option at the moment. I would use Rare Tomes on Kael ---> I think he is worth being fully booked. I would use 800 gems on Kael ------> I think he is worth being fully mastered. Kael can be your starting point to get best experience + best silver pay outs in the game. Most people like to farm on Brutal 12-3. Nightmare Campaign Mode is overpowered. Nightmare Campaign Mode is to energy expensive. I wouldn't even worry about it - What I would do is try to reach Brutal. Once, you get all of the above stuff done, You can begin phase 3 which is creating a Clan Boss team. The game builds on itself - It is like a Domino Effect. Soon as you get best experience pay outs -----> you level up your heroes faster Soon as you get best silver pay outs ------------> you upgrade your gear faster All of the above things funnel into your Clan Boss team. This all helps make your Clan Boss team better. Once, your Clan Boss team is better. You get better rewards. You get Ancient Shards - Void Shards - Sacred Shards. You get Rare Tomes - Epic Tomes - Legendary Tomes. You get Immortal Gears - Cruel Gears Than you can begin using certain heroes in your Clan Boss team to help you in Dungeons or Arena. Your Clan Boss team begins to branch out. Your able to use them in certain dungeons. Hopefully, my information here today can help you see how everything comes together. All you got to do is get the wheels in motion. Again there is no rush - This is a grindy type of game. You have to pace yourself. You have to have patience. You will get there! Just Remember - Rome wasn't built in 1 day!
Thanks for posting the priority list again. I realized I lost my focus. I have been trying to do too much at once. I have completed 1 and 2. I am going to substitute Dragon for CB for #3. I need 6* gear because I am stuck on D12.
I have a CB team that is good enough to play the first 3 levels of CB for my clan.
You should post the priority list about once a month for the newbs. If I had stuck to it, I would be farther along in the game.
Player J said: The First thing you want to do...
GREAT STUFF. Most of this I figured out already, although I farm 12.6 (not 12.3), and I find silver and experience points are a better payout at HARD rather than Brutal. It takes more time, but given the cost, the payout is better. I guess it depends on what your time is worth. ;-)
As for Nightmare, this gives you the chance to get 6 star items. IF you're looking to upgrade your 5 star Defence shield, playing 3.3 on Nightmare might get you one. 6 star items don't drop very often, so it can get expensive in terms of energy cost.
6 star items are significantly better then 5 star.
Another suggestion: Pay attention to substats!
If you have a hero that needs HP, getting an artifact with a substat of HP% bonus can really help build the heroes stats up. If your hero needs more attack, but all your substats are in other areas, even a star item isn't going to help much.
Getting Legendary Heros:
Save your shards for special events. There was one this last weekend which gave twice the chance for Legendary heroes. It was still only an 1% change for Void shards, but that's better than the typical 0.5%. This is expecially true for the Legendary shards. Double the chance here is 12%. Plus, if you save them up, you'll have several chances.
I've only been playing for 3 months and I JUST got my first legendary.
A few of the things you said are preference.
A few of the things you said are questionable.
A few of the things you said are not right.
A few of the things you said are right.
I am to tired today to dissect everything your saying, but its ok.
I think you created your post with good intentions.
Everything I said is just my opinion on the topic. I haven't played enough to be an expert with any regard. ;-)
Mostly, I just wanted to say Thanks @PlayerJ
Some foolish advice; a critical hit is a hit DMG multiplied by the Critical Damage stat. Now, this is not 100% guaranteed the case. Remember Abbilities have secret multipliers which are taken into account to calculate the final damage done by your abbilities. When damage is finally calculated, there is a roll for a Critical Hit based on your champ's Critical Rate. And it can go up to 100%. However, it can't go past 100%.
There's another secret calculator in there, the "weak/normal/strong" hit calculation. It'll dictate the total damage to be inflicted by the hit, before a roll for critical is made. I believe the "weak" and "strong" hits aren't granted a critical roll, because there is a new set which turns "weak" hits into Critical Hits automatically.
Anyways, your Critical Hit is that one strike which got a chance to use the Critical Damage multiplier. Which is where things get nastier, as the multiplier can go past 100%.
For example, I had this Bloodfeather with with 100% Crit Rate because all her As have a +20% Crit Rate. Then, her Crit DMG was 154% after Mastery. She would hit everything with anything between 5K up to 22K. Apply affinities+DEF+Masteries for the variability. Except in Weak shots were the damage would go down between 1K up to 5K.
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How Does Critical Strike Work in Teamfight Tactics?
Home » Teamfight Tactics » How Does Critical Strike Work in Teamfight Tactics?
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Teamfight Tactics took the world by storm when it was released by Riot Games. They took the famous auto chess formula and mixed it with their own rich world of League of Legends. Since the game already had a massive following, it was easy to get players to play TFT. It offers tons of mechanics that you need to be aware of if you want to get first place and climb the ranked ladder. One such mechanic is known as critical strike. That is why this guide will show you how does critical strike work in Teamfight Tactics.
Critical strike is a damage multiplier that deals 200% to the enemy target. This allows you to quickly defeat the enemy thanks to your high damage. The amount of times you can critical strike depends on your percentage which you can increase with various items.
If you are new to TFT and have not played League of Legends before, this might sound extremely confusing. However, we will explain everything you need to know about critical strike in TFT in the next section down below. If you are curious to know about that, continue reading to find out. With that said, let’s take a look at how does critical strike work in Teamfight Tactics.
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What is Critical Strike
First of all, let’s find out what critical strike is and how you can get it. It is a mechanic that allows your auto attacks to deal increased damage. While your normal auto attacks do a 100% damage, critical strike allows you to deal 200% damage to the enemy. This can only be applied on auto attack, not on spells.
Every champion has a critical strike rate of 25% as default. So, even if you do not make any items, you still have a slight chance to deal increased damage. Also, you cannot exceed your crit chance of more than a 100% since that is the maximum. If you do not critically strike in a few auto attacks, your rate will automatically increase and you will have a higher chance to deal a crit in future attempts. While you cannot see how likely you are to hit a crit, you can expect one if you do not crit after 3-4 attacks.
This is extremely useful on champions whose primary source of damage is their auto attacks. Champions like Jhin , Yasuo , Jinx , Galio , and others benefit from critical strikes greatly. Also, even though your abilities do not critically strike, any spell that deals physical damage has a chance to crit as well. This allows your AD champions to perform really well with this mechanic.
However, it would be extremely unfair if there was no counter for crit, since it deals a lot of damage. You can make items such as the Bramble Vest or Rosethorn Vest to reduce the damage of critical strike. This allows your champions to survive longer and have a higher sustain in fights.
On the other hand, if you want to build more critical strike, you can equip your champions with items such as the Infinity Edge , Zenith Edge , Jeweled Gauntlet , and the G lamorous Gauntlet just to name a few. The best part about the last two items is that they allow your magic and true damage spells to critically strike as well. You can equip them on your magic champions so that their abilities deal even more damage than usual.
Also check: Can Nasus’s Q Crit?
Good Comps For Critical Strikes
Now that you know how crit works in TFT, let’s take a look at some of the comps and champions that you can use to have a high crit chance. Your team will deal a lot of damage and will quickly destroy the enemy. However, if they have a few tanks that have items that reduce crit, you will have a difficult time.
The best comp for crit is to go for the assassin build. The best part about this is that not only will you have high damage but you will also be able to jump to the enemy backline thanks to your passive. All assassins can instantly jump to the enemy’s backline and start attacking them. This allows you to attack their strong characters that are otherwise squishy since players put their tanks at the front.
If you are looking to go for the assassin comp, here are some champions that will be a great fit for your team:
You can add more champions alongside these ones to complete your team. However, having these as your main assassins will allow you to get the bonus and more. If you have 2 assassins on your team, they will gain a +15% crit chance and +20% crit damage . If you have 4 assassins , they will gain a +30 crit chance and +40% crit damage . Finally, if you have 6 assassins , they will gain +45% crit chance and +60% crit damage . Having about 4 or 5 assassins is ideal since you can mix them with other sets to gain more bonuses.
As for the items, I suggest that you give Diana the Hextech Gunblade , Infinity Edge , and Ionic Spark . She can use her ability to shield herself for a few seconds and summon 5 orbs around her. These orbs deal damage to any champion they hit, and her shield refreshes once the orbs are gone.
You should give Kayn the Bloodthirster , Infinity Edge , and Last Whisper . He sweeps his scythe in a straight line to damage all targets that are hit by it. The damage dealt is about 180% – which can critically strike as well.
Also check: Death’s Dance vs. Bloodthirster – Which One’s Better?
Give Qiyana the Hextech Gunblade , Infinity Edge , and Ionic Spark . She dashes to a position from where she can use her blade to hit enemies. Since she often finds herself next to the weakest enemy in terms of HP, she can instantly destroy them with her crits and damage.
As for Pyke, give him the Hextech Gunblade , Infinity Edge , and Ionic Spark . His ability allows him to dash to the weakest target and use his ultimate to kill his target and damage any enemy nearby. Any enemy that is hit with this ability will have 50% reduced healing as well.
Finally, give Talon the Bloodthirster , Infinity Edge , and the Last Whisper . He becomes invisible for a few seconds and flings out a ring of blades that damage all enemies hit by it. This is a great spell to deal damage to multiple targets. Since he will have a lot of crit chance and damage, he can instantly kill a few champions without even trying.
If you want to know about how to position your champions, you can place them as you see in the image above. This is known as a Guild + Assassins comp. It is really great to use since your damage will be extremely high.
Alternatively, you can use the Tempest + Assassins comp that has a little sustain and high damage. Regardless of which build you want to go for, the main focus here will be picking assassin champions to gain that crit strike and damage passive bonus.
Another thing to keep in mind is that you will not always get the champions that you are looking for. In that case, you can use any other assassin since they will also allow you to use the passive bonus. However, if you get your hands on the aforementioned champions, there are none better than them.
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"Smash attacks have a 1/8 chance to be critical hits. If a critical hit strikes an opponent, it'll deal massive damage!" — Super Smash Bros. Ultimate , tip regarding Hero 's smash attacks.
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.
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- Pok�mon Reset Bloodlines explains that a critical hit happens when an attack lands on a very specific point of a Pokémon's body. For example, Ash's Pidgeotto was hit by a Rattata's Quick Attack right on her wing joint, which caused her a serious injury and forced her to sit out for an entire week.
- Sherlock Holmes has one in The Golden Pince-Nez , where the murder is committed by a very nearsighted woman, panicking at being caught by the secretary, who grabbed the first object to hand and swung wildly. Unfortunately for everyone involved, the object was a letter opener and the target was the secretary's jugular.
- 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 .
- Destroy the Godmodder : An attack has a random chance of critting, which is a 2x damage bonus. There's also mini-crits, which give a 1.5x bonus. Players tend to boost each others' attacks frequently, so expect a lot of these.
- Also, a 'Mech's head is generally its weakest spot. A big enough gun can amputate it in one shot regardless of the target's weight class because heads are "one size fits all" and rather thinly armored. note It's not so much the "head" but the "cockpit canopy glass." Such weapons that can reliably focus enough damage to take a mech head off in one shot are known as headchoppers . Even lesser, non-penetrating hits are nothing to scoff at: any head hit will injure and potentially knock out (or sometimes even kill) the pilot, and blasts off some of the already scant armor on the head. This doesn't quite fall under the Boom, Headshot! trope because the game goes out of its way to make actually aiming at the head hard at the best of times and flat-out impossible at others — but it can still come up as a random result on the hit location table.
- The hit location table, a roll made upon a successful hit, has a "critical hit" on the extreme low-end of the roll as well. While a roll of 2 Sixes results in a head hit, a roll of 2 Ones results in a potential thru-armor critical hit. Depending on rules of the game, this applies to just the center torso, or the "floating crit" rule means re-roll the location and do a critical hit chance roll on the new hit location. This is because 2 Sixes has the same odds of occurring as 2 Ones, with the "least helpful" rolls (values of 7 plus or minus 2 or so, most probable range on two 6-sided dice) being the "center mass" torso hits, which usually have (or start off with) more armor than the rest. Scatter-shot weapons (cluster munitions, missile weapons) or large arrays of small weapons tend to increase the odds of getting such quasi-critical hits on the hit location table than more focused-damage weapons. Conventional center-torso-only rules increases the odds of an engine or gyro damage kill, while floating crits instead increase the odds of an ammo critical hit kill.
- The Dragon Age tabletop adaptation does not have regular critical hits, but instead features "stunts". Every attack roll is a 3d6 and one die is always colored differently from the other two: if any two of the three land with the same face up, the attacker can perform a stunt, such as dealing extra damage, cleaving into an adjacent enemy, knocking the target prone, pushing them away, etc. Stunts have different point costs and how many points a player can spend depends on the roll of the aforementioned differently colored die—it is even possible to string together several stunts on a particularly lucky roll.
- The best known is, of course, rolling a "natural 20" note That is, a 20 on the die, before applying modifiers. in combat did bonus damage — this started out as a common house rule which became an official option in the 2nd edition.
- 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.
- The 3rd Edition allowed critical successes under other circumstances as well, and had weapons with different odds of critical hits. A "natural 20" no longer resulted in an automatic critical hit, either, but did mean an automatic hit and a chance to "confirm" a critical hit with a second roll. Mathematically, this actually has the effect of making critical hits a percentage of all attacks which hit, like in many video games, instead of having a flat 5% chance of scoring a critical hit whenever you attack, regardless of how likely you are to even hit
- 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.
- The D&D 3.5-based Star Wars RPG took it one step further, making critical hits instant-kill faceless Mooks and deal (on average) about 1.5 times as much as maximum damage with whatever weapon you were using.
- 4th edition Dungeons & Dragons has all creatures affected by critical hits. All weapons deal max damage on a crit. Magical weapons and some heavy weapons deal extra damage on top of that. However, all weapons deal critical damage on 20s alone again (except when augmented by certain powers or feats).
- 5th Edition is a compromise between the last two: you roll the damage dice twice before adding modifiers (like 3rd Edition), but you only have to roll the 20 once (like 4th Edition).
- Many dungeon masters seem to have house rules that any roll of Natural 20 for any sort of check is an exceptional effect of some kind (even when the rulebooks explicitly say otherwise, like 3.5 skill checks).
- In Eclipse Phase , a 00 (rolling two ten-sided dice) is always a critical success. Any successful rolls that are doubles are also critical successes. Conversely, doubles on a failed roll is a critical failure, and 99 is always a critical failure.
- Elric! was the successor to Chaosium's earlier, more unbalanced Stormbringer . Stormbringer made Critical Hits far more dangerous as an example, while they were more difficult to land (it required you get to 10% or below of what you needed to roll rather than 20%) the effects were greater. Like Elric! , damage was doubled but a critical hit could only be parried or dodged on a critical success for those rolls (plus the parrying weapon would break) and any successful attack will bypass armor. Worse yet, the victim automatically has to roll on the Major Wounds table even if the actual damage is minor (Major Wounds are mutilating and crippling) and the victim will be stunned for at least 5 minutes.
- As mentioned in the introductory paragraphs, Empire of the Petal Throne is the originator of the critical hit concept. In these rules, rolling a 20 on a 20-sided dice will cause double damage and if you roll a 19 or 20 after that, then it's a killing blow as you essentially hit a vital organ.
- In Fabula Ultima , if both dice land on the same number when you make a Check and that number is 6 or higher, you get a critical success. You not only succeed at whatever you were doing automatically, but you can generate an Opportunity which is beneficial to your allies, detrimental to your enemies, or both. The Fury class can take a skill which turns any double number that isn't double 1s into a critical success when attacking with certain types of weapons.
- Did you just roll a natural 20 in Wendy's Tabletop Game "Feast of Legends"? Welcome to Feast Mode. In combat your attack does max damage PLUS a damage roll and the next attack is done with advantage, so you roll 2D20, which increases the odds you'll roll another 20 which puts you in to Feast Mode again. Outside of combat Feast Mode gives you the best possible outcome for your situation.
- 4th edition upped the ante by having a natural 3 or 4 (and, with a high enough skill level, 5 or 6) count as critical successes. (Rolling three six-sided dice and getting a 3 has only a 1/216 chance of occurring, so the improvement to up to a 9% chance was welcome.) Conversely, a natural 18 or 17, or any roll that's 10 or more greater than your skill level, is a critical failure .
- In combat, the most likely result of a critical hit is a blow doing ordinary damage. Editors have noted that this is realistic, since under many circumstances, a person might be lucky to get a hit *at all*, never mind do extra damage with it.
- Rather than having explicit critical hits as a separate category, the Fate system and Fate -based games like The Dresden Files directly determine damage inflicted by successful attacks from how much the attack beat the defense roll by — the more outclassed the defense at right that moment, the more solid the resulting hit. Other factors like weapon and armor ratings may influence the exact numerical result (for those Fate games that use them), but since they generally just add or subtract constant modifiers the basic principle remains unchanged.
- Hero System : Unless the GM specifically overrides this rule, a roll of 3 (on 3d6) always succeeds. An optional rule is "Extraordinary Skills" — a character with an 18- roll or better with a skill can take a -10 penalty to do something that should be impossible, such as using Breakfall to take no damage from a no-parachute departure from an airplane at altitude.
- In Nomine , which is based on the War between Heaven and Hell, has a special take on critical successes, not just on rolls involving fighting but on any roll (and critical failures) the game uses a system of rolling 3 six sided dice, a natural roll of 3 ones (representing the Holy Trinity) is a "Divine Intervention" which is good for angels and those allied with them, and bad for demons and their allies, a natural roll of 3 sixes (representing...well, you know) is an "Infernal Intervention" which is good for those on Hell's side and bad for those fighting for Heaven. Depending on the nature and circumstances of the roll, these Interventions can be anything from a(n) (un)lucky coincidence to a blatant spectacular manifestation of divine or infernal power.
- Mordheim has these on a 6 to wound. They start at unpleasant (double damage) and ramp up to obscene (double damage, plus ignoring saves, plus getting +2 on the injury roll, meaning a 3+ to take the target out against a human).
- In combat, a 20 is an automatic hit, but you have to check if your characters attack bonus exceeds the target's defense before calling it a critical; which lets you either make the roll to resist much stronger, add an extra effect that's dealt at the same time (which requires a separate roll to resist, but sets the effect to rank 0, which means it's usually about 50/50 to resist for most), or to replace the attack with an alternate effect (Like swinging a sword and hitting a vein or artery. And you can set the rank for the effect.)
- New Horizon lists a one on the black die as an instant success, to be measured by the level of the white die.
- 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.
- Other Whitewolf games such as Exalted and Scion have the rule that a 10 is two successes and the more successes you get (often a certain number, such as your opponent's total successes) the better the result.
- The Savage Worlds system has a similar mechanic, where rolling the highest number on a die lets you reroll it and add, and every multiple of four over the difficulty you are makes the result better.
- Ninja Burger , a card game of ninjas who deliver fast food to insanely improbable locations, has a mechanic where you test skills to complete your delivery. Rolling a 3 or 4 on three six-sided dice (in this game, you roll low to hit) means the ninja did something so awesome, they gain one Honor (the game's Victory Points) just for that. In a game which starts players with six Honor each and ends typically when the average Honor reaches ten or four, this is a considerable bonus. And Combat is a skill every ninja possesses.
- Each weapon has an "Edge" rating representing its lethality. If you roll above the Edge rating on the Fate die and the target fails a Wound check (usually dependent on its armor), they're Wounded, which is usually lethal. PCs and some creatures can survive a single Wound, but a second Wound usually drops them on the spot.
- 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.
- In Paranoia , depending on the GM, sometimes rolling a 1 is a Critical Hit; sometimes it's an Excessively Critical Hit (e.g. your laser blast sends the shattered remains of the targeted Commie Mutant Traitor right through a wall, busting a pipe and flooding the corridor with radioactive sewage. You then get fined for damaging valuable Computer property).
- Pathfinder doubles down on the D&D crits with the Magus class, which allows the player to channel a spell through a weapon , dealing the damage of both. On a critical hit, the spell damage is doubled on top of the weapon's damage bonus. This leads to a bit of Complacent Gaming Syndrome where the vast majority of Magus builds are a Critical Hit Class focused on Scimitar + Shocking Grasp.
- Planet Mercenary has the Upgraded Success. If your roll of 3 6's results in a success, you get an additional benefit ranging from doubled damage to skills having lasting effects past the immediate.
- 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.
- The critical success tables have such legendary entries as "Target's bones are vaporized, target is reduced to a liquid paste. Try a ladle.". In a later Companion , both aspects combined led to Fatigue criticals, which if you played the rules straight meant you could kill yourself by what amounted to explosive decompression through exhaustion. Or hunger.
- Whereas in most games a critical hit happens once every 10-20 attacks or so, and results in a simple increase in inflicted damage, each attack type in Rolemaster has an entire table for determining the effect of a critical hit, at 5 or more different levels of crit severity . A hit that doesn't result in a crit is little more effective than a miss.
- Unknown Armies had perhaps the least forgiving critical hits in existence. A roll of doubles on the one-hundred sided die did damage equal to the roll - and could backfire if you missed. A roll of 01 meant the attacker chose to either instantly kill or instantly KO the defender. A roll of 00 let the defender return the favor.
- Black Crusade replaced Righteous Fury with Zealous Hatred, which instead of making the damage die explosive, makes you roll a d5 on the critical damage table, independently from any other critical damage (the numbers don't stack). This makes BC's critical hits crippling blows rather than "hurting more" blows. In addition, if the damage from the attack is too low to overcome the enemy's Damage Reduction , a Zealous Hatred will make it inflict Scratch Damage instead of nothing.
- 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 Ska ven 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.
- 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.
- Leadership tests in Warhammer 40,000 (one of the few rolls where rolling less is better) automatically succeed when a double one is rolled, in spite of any penalties or debuffs that would require to roll 1 or less. Psychic Powers use leadership tests where double ones and double sixes cause miscasts: The rules explicitly state that when rolling a double one, a psyker manages to cast the spell even if it kills him.
- The Six Edition has "precision shots" rule for Characters, that allows them to shoot at a single model rather than the whole unit if they roll a 6 to hit. Also, "rending" weapons wound regardless of Toughness and ignore armor saves when rolling 6 to wound.
- The Ork tellyport blasta has both the "rending" rule and a rule that makes its wounds "instant death" ones when rolling 6.
- The Imperial Guard has a tank commander specializing in inflicting these by studying the enemy and looking for weak spots like welding seams.
- Critical hits are a significant part of the combat system in The Age of Decadence . Their likelihood governed by the Critical Strike skill. Some weapons (like swords) are also more likely to inflict them then others (i.e hammers.)
- ANNO: Mutationem : Critical damage occurs depending on the amount of combos done during battle, with a full critical strike occurring once an enemy's armor bar has been fully depleted. There's also Socketed Equipment that boosts weapons critical percentage of delivering major damage.
- In The Battle Cats , units will only be able to do a critical attack if the have the ability �Critical� which allows them to occasionally (or always, depending on the cat) deal twice their base damage. This is mainly used to deal with Metal traited enemies since this is the only ability that can get past their ability to only take Scratch Damage from any attack.
- The HBS rendition of Battletech models crits in a similar fashion to the tabletop game, albeit with minor simplifications like the reduced impact of ammo explosions and the lack of Through-Armor Crits - you'll need to strip armor from the enemy before crits can be scored on them.
- Present in A Blurred Line , where they're referred to as �An excellent attack!�. Wearing items such as Lucky Bandana will increase their frequency. Weirdly, the ones inflicted by enemies are still referred to as a Critical Strike (the default RPG Maker description).
- Werewolves of the Wolf Clan also have a Wolf Bite Battle Gear, which acts as a critical strike, and can convert enemies into regular, tamable wolves.
- Ditto for Brawlers, who have Zen Counter Punch that only works on heroes.
- Morcedai has skills that play this straight, by giving a random chance for melee or ranged attacks to do extra damage.
- A different mechanic is more of the random bonus variety, however; All elemental weapons have a chance of exploding in their element rather than just plain shooting. When this triggers it either starts the enemy taking continuous damage or does boosted damage for that one hit. Better guns do it more often.
- In Brigandine , the Rulers of a land get a special named attack if they score a critical hit. Otherwise heroes and units just do extra damage (though some also have a status effect). The exception are Pixies and Fairies, like a Ruler, they get a special named attack called "Leave Me Be!". Instead of smacking an enemy with a flower, lightning will come down from the sky and hammer the enemy with an attack strength that rivals a dragon.
- Referenced in Bully when you perform a Groin Attack on Algernon (one of the nerds): Algernon: Ooooh, critical hit...!
- 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.
- In the DS version, Robo has a weapon that works like a max level Ayla's, except that it has an attack power of zero, so its damage is well below average when it doesn't hit a critical. Crono gets an Infinity + 2 Sword that has a 90% chance . Finally, there's the Dragon's Tear, which raises critical ratio like the Hero's Badge, except it works for any character and any weapon. Can we say "Murder In a Can"?
- Chrono Cross , the sequel, tied this to the strength of attacks. From weak to fierce, the latter has higher chances of doing a critical hit, but has lower accuracy unless you chain it from other attacks. Also, while Serge's Infinity +1 Sword doesn't have the highest attack rating, its chances of doing a critical hit the ceiling to the point that even weak attacks do criticals.
- Stalkers also have an interesting property in that each teammate nearby increases their chance of dealing critical damage. Apparently your chances of doing something impressive go up when there are more players to witness it, though the explanation is that the other players are distracting the enemies enough for you to do your thing more often.
- In Cold Fear , breaking free from a monster's grip allows Tom to retaliate via Action Command , provided you have ammo for the weapon he'll use (either the Pistol or Shotgun). The words "CRITICAL HIT" appear on the screen, and the monster is either killed instantly or takes massive damage. Notably, this is the only way to damage the Final Boss .
- In Creepy Castle , there are two variants. If you do well enemies will occasionally do two points of damage instead of one while trading blows. Meanwhile, the special attack item will allow you to do a special, uncounterable attack that also does two damage on regular enemies. Some bosses also used said type of attack.
- Crimson Gem Saga lampshades this by having a system that lets you actually continuing a critical hit into a series of follow up attacks. The result is that when you critical, you do it in a BIG way. To top this off, there is a character in the game that is devoted specifically for this purpose and has a 7 HIT CONSECUTIVE COMBO.
- Darkest Dungeon 's crit system works on more than simply added damage: an attack with a chance to bleed/blight/stun/debuff has a much higher chance to proc, enemy crits increase the heroes' stress, while a crit from a hero does the opposite. Once upon a time, crits on multi-target moves were highly sought after and feared, as the calculation was one before being distributed among the targets, which meant that a Breakthrough or Grapeshot Blast could and would wipe out the enemy's first three slots, and a critical Blanket Fire would not only deal ridiculous party-wide damage, but the stress caused one each target would influence all the others' and vice versa, meaning that a Fusilier would easily increase stress by 60 points or more ON ALL CHARACTERS . Later on, this was re-balanced so the crit chance for each target is calculated separately. An enemy killed by a crit doesn't leave a corpse to fill up the foe's combat line, much like if it was killed by a corpse-clearing move like Purge. Finally, with a later update, healing moves can crit for massive healing as well, and if a hero is the target, he or she gets relieved of 4 stress points, and another made critical hits give a class-specific buff to the hero who landed one.
- Dead State also has critical hits prominent in its combat system. Of note is a special attack available for the kitchen knife, which delivers a guaranteed critical hit and inflicts bleeding, at the cost of the knife itself, as its blade is broken off in the wound.
- In Dex , these can be scored during combat, either through luck or by hitting specific areas. Shooting enemies in the head is a particularly reliable way to score one.
- Diablo II has both Critical and Deadly strikes. They serve the same "you do double damage" purpose, but come from difference sources- Critical Strike bonuses come from skills, while Deadly Strike bonuses come from items. However, success on one cancels the other (so there's no 4x damage). You can also get a chance of Crushing Blow from an item, which directly takes off a large percentage of the target's HP; gaining high crushing blow chances and a fast attack is how the Paladin "smiter" and Assassin's Kicksin archetypes function (they tend be a bit of Crippling Overspecialization , only worthwhile on bosses/duels).
- Diablo III tracks the percent chance of a given attack causing a Critical Hit and the damage bonus a Critical Hit confers separately. Both stats are conferred by gear, and when combined are sufficiently powerful in the endgame that they are considered two-thirds of the so-called "holy trinity" of gear bonuses (the third being bonuses to the character stat that determines base damage ). Most skills and spells have a chance to score a Critical Hit; applying the Crit % stat to skills that don't deal damage in discrete "attacks," such as Damage Over Time effects, can get into some seriously arcane mathematics that have a bad habit of changing from patch to patch. Some classes also have skills that trigger an additional effect each time a Critical Hit occurs, such as the Monk's Sweeping Wind, which "stacks" up to three times every time one lands.
- Disgaea 2 also has an unusual in-story example. Very early in the game, a Prinny sneaks up behind Rozalin while she's not paying attention, and drops a bomb on her. Adell cracks the fourth wall to mention that it's this trope.
- Disgaea 5 changed the Professional's ability: it now adds to Critical Hit Damage, since Revenge Mode gives the affected unit 100% Critical Hit Chance.
- Critical hits are essential to Warriors and Rogues' special attacks in Dragon Age: Origins , since many special effects (like stun, knock-down, bleeding, etc.) are only triggered if the special attack lands a critical hit. It is counter-balanced by armor penetration, since weapons that have high probability of a crit (swords and daggers) have low armor penetration and vice versa (axes and warhammers). As a nice touch, a critical hit on a frozen solid non-boss enemy will shatter said enemy. No matter what his/her/its health level, that is an instant kill and an excellent way to improve your odds when a large group attacks.
- Divinity: Original Sin and Original Sin II : Each attack has a chance of being a critical hit, which deals a Percent Based damage bonus. The chance and multiplier are both modified by racial abilities, skill scores , and special equipment. Additionally, a Back Stab deals an automatic critical hit, and spellcasters can learn a Talent that allows their spells to deal critical hits.
- Dota 2 : Critical strikes can either be gained as part of a hero's kit, or through purchasing items such as Daedalus. They cause a hero's auto-attack to deal increased damage, from a paltry 120% increase (Chaos Knight's Chaos Strike), to a whopping 550% bonus damage (Phantom Assassin's Coup de Gras, with her level 25 talent). Like most chance-based effects in Dota, crits run off of psuedo-RNG; the more attacks that go by without a crit happening, the more likely your next attack is to crit. This can be abused to more reliably get a crit off when it matters, such as by attacking creeps before jumping into a teamfight.
- 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.
- Dragon Quest II has critical hits for the player characters, in which they ignore defense and do double the usual damage. Ordinarily, enemies cannot land criticals, but a few late-game enemies can . These enemies also happen to have amazing attack power, leading to an easy One-Hit Kill on anyone without a massive HP total.
- In addition, ever since the inclusion of "jobs" to the Dragon Quest series, there's always been a skill that allows a character to either land a critical hit or miss entirely every round.
- Dragon Quest IX does this with both dodged and blocked attacks: "Critical Hit! (enemy) smoothly dodged the attack."
- A couple of characters in the series can do EVEN MORE damage on a "Trip and fall on the enemy" critical.
- At least in some of the later games, there are enemies that can get critical hits too, which the game refers to as "desperate attacks." Depending on how strong your party is, and the strength of the enemy, a desperate attack could leave you at death's door. Your best bet is to keep your party fully healed and try to disable any monsters that you know are capable of desperate attacks. Dragon Quest Monsters: Joker features a skill, Critical Miss, which prevents the target from dealing critical hits.
- In later games, spells can also "go haywire", which is the same thing.
- 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 .
- Sure enough, this even carries over to the Hero's inclusion in Super Smash Bros. Ultimate , in two forms: His standard attacks have a chance to be critical hits with massively increased damage and knockback, and one of his command specials, Hatchet Man, is a guaranteed critical hit if it connects.
- Any game based on Dungeons & Dragons or d20 rulesets, such as the Baldur's Gate and Knights of the Old Republic series. Knights of the Old Republic includes one of the more complex systems: generally, vibroblades, single lightsabers, and rifles can score a critical on a 19; everything else requires a 20. A few weapon upgrades make a weapon "keen", doubling the critical range, and the Sniper Shot and Critical Strike lines of feats also increase the odds of a critical. In the sequel , each weapon type has an keen upgrade, and disruptor weapons can score a critical on 18 . A disruptor with an Accuracy Scope fired using Master Sniper Shot can score a critical on a 6.
- Speaking of D&D, in Dungeons & Dragons: Chronicles of Mystara , the Magic User has a unique ability that only works with one of his attacks. If he decides to go for a dagger strike instead of his normal attacks, normally he does pitiful damage. But sometimes, the words "Critical Hit" will appear and the Magic User does enormous damage (even bosses lose a ton of hit points) to the victim. No one else gets this critical hit.
- To clarify: When you hit an enemy they take damage to where you hit them. So if you slice off their arm, they will be weaker, but it doesn't do a set amount of "hit point" damage. Attacks to critical areas like the neck, heart, lungs, and brain will kill the enemy becasue they can no longer function. But they can still die other ways, such as bleeding or falling a long drop.
- EarthBound Beginnings is the origin of SMASH attacks for the series. These critical hits ignore defense, and will cause approximately your Offense stat worth in unblockable damage. Needless to say, these attacks usually work better for your enemies , since you are typically much better armored than them and they get SMASH hits at around the same rate that you do. And there are a lot more of them than you.
- The Casey Bat, borrowing from the poem "Casey at the Bat", either connects with a SMAAAASH!! hit, or misses entirely. Also borrowing from that classic tale, it misses a lot . It has the highest attack power of any weapon in the game, but it also misses 75% of the time, as opposed to around 6% for normal weapons.
- 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.
- Mother 3 follows the series tradition of that ever so sweet SMAAAASH!! hit.
- In Morrowind , there is a random chance of dealing Critical Damage (equal to 4x regular weapon damage for a melee attack and 1.5 for a ranged attack) whenever you strike an opponent without being noticed. An interesting quirk due to a Good Bad Bug means that if you strike an opponent with a spell while remaining undetected, your next physical attack will be considered a critical hit regardless of if you are detected when delivering it.
- In Oblivion , critical hits function similarly to Morrowind . However, melee critical hits deal 6x damage (but can only be delivered using a one-handed weapon) while bow attacks deal 2x (which can up to 3x with a certain perk).
- Skyrim massively overhauls the series' stealth system, taking it from near Useless Useful Stealth levels to a near Game-Breaker . At high skill levels and with the right perks, it becomes difficult for NPCs to detect you at all, which added to the stealth combat enhancements the game brings, makes it a devastating Critical Hit Class . With the proper perks and equipment, you can wipe out entire fortresses full of enemies by sneaking around and dealing upwards of 30x damage melee sneak attacks or 6x ranged damage without alerting a single foe to your presence. As such, the concept of the " Skyrim Stealth Archer'' has reached Memetic Mutation levels.
- Epic Battle Fantasy 4 introduces two status effects related to critical hits - Stagger, which guarantees the next hit taken deals a crit, and Brave, which increases its target's crit rate and prevents them from taking crits themselves.
- Epic Battle Fantasy 5 introduces double and triple crits, which occur when an attack's critical hit chance exceeds 100% and deal 2x and 2.5x damage respectively. Additionally, EBF5 introduced the Good Luck and Bad Luck status effects, which also affect crit rate.
- In The Fall: Last Days of Gaia , a skill gives 10% chance of critical hits, which inflict double amount of normal damage.
- In the classic games, the critical hit chance is determined by luck stat, relevant perks, and type of attack (called shots to specific body parts have a higher chance of making a critical hit). The result of a critical hit was determined by rolling on a table, with effects including increased damage, crippled limbs, ignoring the target's armour, and instant death. The "Better Criticals" perk granted better results on this table, while perks like "Sniper" and "Slayer" vastly increased the chance of making a critical hit. An "instant death" result on the table may not necessarily have an "ignore armour" effect attached, creating the infamous "[Target] was critically hit for 0 damage and died from the pain" message. Due to the way critical hit damage was calculated, critical hits in the classic games were also famous for doing ludicrous amounts of damage — often a few times the target's maximum hit points.
- For Fallout 3 and New Vegas , the critical hit chance is solely determined by the equipped weapon, the luck stat, and any relevant perks (of which Finesse is probably the only one). In addition, landing an attack while sneaking and undetected automatically results in a "Sneak Attack Critical, which does more damage than a regular critical. Combining high-powered weapons having (ordinarily) low crit chance with stealth can become a Game-Breaker . Legate Lanius can be one-shot with the right setup.
- Fallout 4 changes Critical Hits (besides sneak attacks) to a player-selected Limit Break only usable in and charged by using V.A.T.S. There are, however Luck perks that have a random chance to give a bonus on hit (Four Leaf Clover, Critical Banker rank 3 and higher) or kill (Grim Reaper's Sprint) in V.A.T.S.
- In Fatal Frame , you can snap weak photos of hostile ghosts at will. Letting the camera build up spiritual power yields stronger attacks, and waiting for the enemy to attack you first and then snapping them, mid-animation and at point-blank range, would yield the critical-hit Zero Shot.
- Though interestingly, the "consume MP to inflict mortal blow" weapons in Final Fantasy VI don't work if the character doesn't have a Magic command (i.e. characters who can't use magic even with Espers, although this doesn't pop up very easily in normal gameplay), even though they can still have MP.
- The Deathblow materia from Final Fantasy VII gives the equipped character a command that when selected inflicts a critical hit on the target but only with a 33% accuracy rate. This drawback can be avoided by using a weapon with a 100% hit rate, allowing a critical almost every time they attack.
- In Final Fantasy XII , only long-range weapon types (such as bows and guns) are able to perform traditional critical hits. Close-range weapon types instead have a chance to perform a combo of multiple regular hits, potentially dealing more damage than a critical hit would have done.
- In Final Fantasy Tactics , besides doing extra damage - a critical hit will push the victim back a space. This is great if they're on a ledge but not so good if it was the first attack from a dual weapon strike (the 2nd attack will automatically whiff as the victim is put out of range).
- Thracia 776 had a hidden stat that affect critical hits dubbed the "Pursuit Critical Coefficient" (PCC), which is basically a crit chance multiplier (between x1 and x5) that is set for that character and can never be altered outside hacking. Also unlike any other installment, Thracia 776 had a critical hit chance cap of 25% for the unit's initial attack; any following strikes do not have that cap and will also factor the unit's PCC into the random number algorithms. That Swordmaster of yours with a 30% crit rate and a PCC of 3? Basically, his first attack only have a 25% chance of being a critical, but any and all extra attacks made after the opponent's (or that unit's second round of combat if the enemy attacked first) will have a whopping 90% chance of critting . This is why characters like Mareeta, Carion, and Fergus seem to have that nasty habit of getting crits on any of their sequential attacks.
- Super Smash Bros. from Brawl onward references this, giving Marth the Final Smash "Critical Hit" which does a ridiculous amount of damage (60%) and is the most likely attack to KO an opponent in one hit, aside from an attack used by the SNK Boss . When it hits, they even show a Fire Emblem health counter going from full to zero. Lucina also has this as her Final Smash, as does Roy , though he pulls his off differently.
- 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.
- In Fire Emblem Fates , several Personal Skills revolve around critical hits. For example, Scarlet 's In Extremis raises her crit rate by 30% if she has less than 1/4 her max HP , and Selena 's Fierce Rival can grant her an unavoidable critical hit as a follow-up attack provided the unit she's supporting landed a crit themselves.
- Fruit Ninja gives random criticals.
- After a certain point in the game, most of the weapons found are magical (psynergical?) in nature, and have unique "Unleash" abilities that activate randomly. Criticals and Unleashes are independent — you can miss your Unleash but still get a critical hit.
- In Dark Dawn , there aren't any lucky attacks other than weapon unleashes, but many low-level weapons have an Unleash named "critical hit."
- Granblue Fantasy handles this a bit differently compared to other games. First, you either need a passive or a buff that lets you make critical hits. Second, you can only make critical hits if the enemy is already elementally weak to whatever attack you're making. The chance and how much additional damage you do varies, and different sources can stack and proc at the same time. Though Ultimate Bahamut is non-elemental, it can deploy a special field effect that allows any character, regardless of element, to use critical hits against it.
- In the Growlanser series, characters can learn skills that increase critical rate and some techniques that are guaranteed to do extra damage.
- Some units also have special attacks that trigger randomly and may qualify as Critical Hits, but most of them aren't straight multipliers. One, such as the Dread Knight's death strike in III , is straight double damage... meaning quad damage if they're also lucky. Dread Knights being a high-level unit, such can get vicious. It's a good thing that, as undead, they can't be affected by morale and be allowed to attack again the same turn...
- Jetpack Joyride 2 : Lucky Shot badge allows your main weapon to do random critical shots with the chance of getting them being increasable by upgrading it. Said shots deal two and a half times more damage than the regular ones.
- The various Organization XIII members in Kingdom Hearts: 358/2 Days 's Mission Mode not named Roxas or Xion (or Axel, to a slightly lesser extent) fall into various RPG-styled roles, owing to the series' ties to Final Fantasy . Saïx's stats are geared towards scoring critical hits , which is rather fitting considering his fighting style .
- When Shingo Yabuki first showed up in The King of Fighters , he was a Joke Character with one benefit — his attacks randomly dealt a lot more damage and knocked the enemy a far distance back. The game showed the words "Critical Hit" when this happened. By KOF XI , Shingo had gained more power to balance him with the rest of the cast, so this ability went away.
- Ikari Warriors : Ralf Jones has this mechanic for his Ralf Kick move, before it of course went away like with Shingo's case.
- Since the KOTOR games are based off the DnD dice system (see above), there is a critical hit range for each weapon. If the game rolls within a certain range on an attack, the damage is increased (Power Attack feats also make this increase larger). It is also possible to upgrade weapons with Massive Criticals — added damage upon critical hits. Abusing this system can make the game obscenely easy, since you're essentially able to make a One-Hit Kill anything .
- The Critical Strike attack also increases the chances of getting an ordinary critical- most weapons have a 5% chance on every attack (some have 10%), but with Master Critical Strike you can have 50% chance. Critical hits cause double damage. Also worth noting here that you generally have a 50% chance of hitting at all. With Master Critical Strike and a high crit range weapon, every hit that you land is a crit. This tends to make people die.
- In League of Legends , 99 times out of 100, AD carries will buy an item with bonus Critical Hit chance. In this game, Critical Hits cause autoattacks to deal double damage, but with Infinity Edge, this bonus can be increased to 2.5 times the normal damage. Besides that, all other items only add to your chance to deal a Critical Hit. Many AD carries also have passive skills that add to Critical Hit chance as well, so there's very little reason to completely forego Critical Hits altogether.
- The Legend of Heroes - Trails : Critical hits occur randomly that has a chance of inflicting a random Status Effect . When an opponent's armor is reduced completely and they're temporarily stunned, all received damage are full-on critical.
- Weapons in The Legend of Zelda: Breath of the Wild will do double damage when they break, whether by being thrown or running out of durability hitting an enemy. Weapons with the "Critical Hit" perk also score a crit when a combo finisher connects.
- In Life in Adventure from StudioWheel, combat doesn't inflict any real damage until the end of the fight (and that's only if you lose the fight - you'll then only lose 1 hit point and 1 sanity regardless of what you fought). Instead your adventurer and the enemy have a gauge called Victory Chance. When you roll the dice, the number gets added to your normal likelihood of winning and then you and the opponent take turns hitting each other. If you have a higher success rating, then you're more likely to land successful hits during the fight - always doing a set amount of damage and sometimes you'll get a critical result which does double the normal damage to the enemy's Victory Chance. If you roll a 20, then you'll automatically beat the opponent the moment your first hit lands.
- Present in the Lufia series. In Lufia: Curse of the Sinistrals , it's possible with Mystic Stones to raise a character's CRT stat to 100, which makes every single attack a critical hit.
- The Magic Knight Rayearth RPG for the SNES had two levels of critical — a "Crushing attack!" for 2x damage and a "Greatest attack!" for 3x. It was quite amusing when cannon fodder enemies pulled these off for a whopping 3HP damage.
- The Mario & Luigi games, confusingly, use the word "Critical" to denote a hit that is elementally effective , but also have real critical hits as well, calling them "Lucky."
- In Master of Orion II there's a chance (enhanced with a special targeting system) of hitting a ship's weapons and other systems after Deflector Shields and armor don't stand on the way. A ship with broken computer can't hit a planet one square away, with broken drive it loses mobility: at half of drive's Hit Points the ship is a sitting duck and can be boarded, at 0 it explodes no matter how much armor and hull Hit Points remains . This means artillery in Armor-Piercing Attack variant is devastating, as few shots can cripple or destroy a ship the moment its shield is down... unless it has bulky Heavy Armor upgrade.
- Mega Man Battle Network : While having a low chance of occurring, Mega Man can deal a large amount of damage when doing a critical attack.
- Melty Blood has critical hits, only they occur on all and any attacks with a 1.5 damage increase.
- Mike Shadow: I Paid for It! : You have a chance to deal double damage with each hit. It starts at 5% and gets raised by 5% with each upgrade, plus the "I've Got the Power!" bonus can raise it further for a few turns.
- Minecraft : Striking an enemy while falling makes attacks do 1.5x damage.
- There is also the Enigma Resonator enchantment, which has the same effect as Critical Hit, but its chance of triggering depends on how many souls the player has.
- In Miitopia , several quirks can cause the Mii to receive or inflict critical hits, like the Pressure Point quirk a Cool Mii can dish out to the baddies for example.
- In Monster Hunter , each weapon has an "Affinity" rating expressed as a percentage, indicating the probability that a given hit will become a critical hit, dealing 20% more damage than a non-critical hit. The series also inverts this trope with weapons that have negative Affinity, which instead gives your weapon a chance of "feeble hits" that do less damage than usual. Some equipment skills can alter your Affinity; for example, the Critical Draw skill boosts your weapon's draw attack Affinity by 100% note note that this is only a guaranteed critical if your weapon has a non-negative Affinity , the Critical Eye skill will increase or decrease your weapon's overall Affinity, and Status Crit and Elemental Crit increase the status buildup and elemental damage, respectively, on a critical.
- Some swords in Monster World IV have a 20% chance of landing "Magical Hits", which will deal more damage than a normal strike.
- Mortal Kombat 11 introduces the Krushing Blow, a critical hit that is activated by performing a certain move in a way that leads to not only more damage, but a close-up and X-ray shot of the specific part of the body getting brutally damaged in the process for effect. However, any given attack can only get its Krushing Blow effect once per round .
- MOTHER: Cognitive Dissonance follows this trend of SMAAAASH!! attacks, based on your stats how often you will hit them. Your team mate Col. Saturn can even possibly hit two because he uses two guns at once (unless he uses one of the special weapons that only lets him have one).
- Perfect World does this with a twist. Any character's critical hit rate starts out at 1% of the time. Adding points to the Dexterity stat increases, among other things, your critical hit rate at about 1% every 20 points. Archers , who generally need huge amounts of Dexterity to function, get critical hits annoyingly often , and are not very fun to meet while PvP mode is on.
- Primal Carnage : It's possible for one of your attacks to randomly do over three times more damage than normal (which it will briefly notify you with a "critical hit" notification). If you kill someone with a critical hit, their head explodes .
- In NeoQuest II you can only get this by using level points to upgrade Critical Hit levels, and only Rohane can use it.
- In Neverend , their likelyhood is governed by the Perception stat. It's the only thing the stat does besides determining who goes first at the start of the battle only , and so no-one bothers to invest in it.
- 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.
- Nocturne: Rebirth actually has two levels of critical hits, the weaker "smash" hit and the stronger "critical" hit, which have yellow and red damage text respectively. Additionally, landing either of these hits causes the attacker to take their next turn faster, potentially allowing more DPS if they keep dealing critical hits.
- The Of Pen and Paper series has it as a percentage chance on regular attacks, as seen as "Crit %" in Knights of Pen and Paper and Knights of Pen and Paper 2 .
- In Onimusha you have the chance to instantly kill the enemy by attacking at exactly the right time.
- In Path of Exile , critical hits have both a chance and a multiplier. Critical hit chance is determined by the equipped weapon or the spell and deal 50% more damage by default, but both of them can be increased to high levels through passives and equipped items. There are also unique equipment that interact with critical hits, such as added bleeding or instant life leech. There's also the "Cast on Critical Strike" gem, which causes critical hits with a skill to cast the linked spell. You can also forgo crits altogether with the "Resolute Technique" passive, at the price of perfect accuracy. There is also the "chance to deal Double Damage" modifier, which is a seperate effect that does Exactly What It Says on the Tin and can stack with crits.
- In Phantasy Star Online 2 , you have a base 5% chance to crit an enemy, signified in large, solid blue numbers note semi-transparent light-blue numbers prior to a late 2016 update . Notably, PSO2 is one of the only games in which crits are a Dump Stat . The way damage is handled is that when you strike, the game rolls a number between your minimum and maximum damage potential. When you strike a crit, you always hit for 100% of your max damage. However, since holding rarer weapons (with some notable exceptions) limits the possible range of values to within 90% to 100% of your max damage, the range of possible numbers is small enough that getting lots of crits is a very, very tiny increase in DPS. Players typically go for increasing their base damage instead of going for crits. That is, everyone except Fighters , who have a skill that grants an additional 15% damage when landing a crit, and can be potentially lethal when paired with several Crit Rate boosting Skills and gear, as well as holding a weapon that increases Crit Damage.
- Any weapon with the "Critical Strike" passive skill in Pirates of the Caribbean Online will deal more damage on occasion, signalled by the dealt damage being marked with bright yellow text and an exclamation point.
- In Planet Alcatraz , chances of critical hit depends on the attacker's Critical Hit stat and the target's Avoid Critical stat. Suffering one instantly knocks down the human targets and makes them drop their weapons. The part where the attack lands (torso, arms or legs) is "critically injured", lowering one or a few stats until healed. A critical hit to the head is instantly fatal to both human and non-human enemies.
- The Phat Beet attacks with area soundwaves that hit all zombies near it for minor damage (less than a peashooter's shot), but every fifth to sixth attack will send out a much more potent soundwave that deals 3x the damage.
- The Dartichoke has a chance to shoot out a much more damaging shot than normal.
- Exaggerated by the Mega Gatling Pea, which has a small chance to use its Plant Food for free whenever it attacks.
- 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.
- Critical hits use to deal double damage (Sniper made it triple).
- The four levels of critical hit chance would never guarantee a critical hit no matter what, with level 4 maxing the chance to 50%. Achieving level 4 was thus highly, highly situational.
- Each Pokémon has a different crit-hit chance proportional to its base Speed; thus a faster Pokémon is also more likely to go critical with any move. The highest chance (27.3%, better than 1 in 4!) belongs to Electrode, the fastest 'mon in the original games. The lowest, 2.9%, belongs to Slowpoke.
- 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.)
- These are made especially useful in the Pok�mon Rumble series, as any Pokémon who becomes a victim of one will be stunned temporarily and defeating them during this time guarantees that you'll obtain them as an ally.
- There's a chance upon feeding a Biscuit that the Biscuit's potency will be thrice as effective, even if the Pokémon isn't Hungry. There's an even rarer chance upon feeding a Biscuit that the Friendship Gauge instantly fills to max regardless of the Biscuit used.
- There's a chance for the meal you cook for Snorlax to be Extra Tasty, further boosting the dish's Drowsy Power and leveling it up faster.
- It should be noted that LUK builds are also fairly popular with hunters, who have falcon companions. The bird's signature attack is a multi-hit AoE strike called Blitz Beat, which can be activated by chance on a normal attack at a chance roughly equivalent to the crit rate. What this means is that a DEX-LUK Hunter, properly buffed for attack speed by allies and potions, can have a fairly high chance of each shot essentially doing six times the normal damage. That could itself be considered a Critical Hit.
- There's also a somewhat popular LUK build for Knights, utilizing the Muramasa, a powerful two-handed sword that increases attack speed by 8% and crit rate by 30%, with the downside of a small chance of Cursing yourself. A Knight using this method would keep his LUK just above his level, preventing the Curse status from taking effect and further boosting his crit rate.
- Happens on occasion in Rockman 4 Minus Infinity . Get the Super Star from any Shadow Man encounter by finishing him off with a Recycle Inhaler, and the chances of this increases. His final appearance, unlocked by doing a No-Damage Run up through Wily 4, drops the ?Dagger, which makes every hit critical.
- Samurai Revenge : You know you've made one when you see "CRITICAL" appear above a defeated enemy.
- In Shining Force , there are three damage modifiers: the enemy evades the attack, the chance for a second attack, and the Critical Hit . Critical hits give off a special sound and are not evaded (otherwise how would you tell?). They also increase the damage from attacks, generally anywhere between 1.5 and 2.0 times the damage. As it's independent from the chance for a second attack, rare luck could result in 4 times the damage. As it is damage and not attack power, an attack that only inflicts Scratch Damage will still only inflict 1 HP of damage. This is a useful for the first game's Lightning Bruiser , Domingo, who attracts a lot of attacks due to being a magician.
- In Persona 3 , each character has a condition with four possible states: Great, Good, Tired, and Sick, determined by how much a character spent time in Tartarus in the past few nights, as well as random factors for non-protagonist characters. Characters in Great condition have a higher chance of nailing critical hits (it's not uncommon to nail two or even three criticals in a row), while characters in Tired or Sick condition will be more likely to get whacked with critical hits. The Distress status effect can also increase one's susceptibility to a critical.
- Persona 5 ups the ante with the Baton Pass system. Now, getting a critical hit (or hitting an elemental weakness) lets anyone in the party take a free turn, not just the person who landed it. As the game progresses, Baton Pass becomes increasingly more powerful, granting all sorts of bonuses along with the extra turn when you "pass the baton".
- 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.
- 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.
- The mecha-anime inspired FPS Shogo featured critical hits, and landing one restored a bit of your character's health. This was important since the game was particularly unforgiving about getting hit by any attack.
- In Silent Storm (as well as Hammer and Sickle, the officially sanctioned RPG mod) these can range from causing the character to bleed, go blind and/or deaf, all the way up to instant death . Some of the classes have perks that affect these, whether inflicted on or by the enemy. The Sniper has a very popular perk that always causes critical hits with all shots from any ranged weapon, up to and including machine guns fired on long burst .
- The MMORPG Star Trek Online has the mods [CrtH] (critical hit chance) and [CrtD] (critical severity). The former gives a weapon a 2% better chance at dealing a Critical Hit while the latter gives the weapon 20% extra damage when Critically Hit. Antiproton weapons have a natural [CrtD] and there are numerous items that boost both levels substantially.
- Note that these aren't actual critical hits — the game does feature traditional critical hits, which may or may not overlap with this.
- The Super Robot Wars series uses critical hits, they do either 1.2 or 1.5 times the damage depending on the game. There's also a spirit command in some of the games that makes every attack made by that unit a critical attack for one turn.
- Luigi's Green Missile has a small chance to explosively fire Luigi faster and more powerful than usual regardless of how long it's charged, ironically referred in-game as a "misfire".
- 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 .
- 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.
- Downplayed with Villager's down air attack—They'll swing down a randomized number of turnips from 1 to 3, with 3 doing the most damage and knockback.
- As mentioned above under the Dragon Quest entry, all of Hero's smash attacks have a 1/8 chance to be a legit Critical Hit, doing double damage and knockback on hit. Ironically, this mechanic makes it more true to the trope than Marth's Final Smash, Critical Hit, which is a guaranteed critical hit every time it's used against someone.
- 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.
- Assist Trophy example: Mr. Wright has a small chance to raise an even larger skyscraper than usual, which does enormous damage and knockback.
- 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.
- The fourth installment has equipment able to have the Critical Hitter effect, giving the character that equips it a 20% chance to deal three times the damage, though its attack boost is usually rather small/defense drop rather large.
- In Super Smash Bros. Ultimate specifically, Marth and Lucina will both deal 15% extra damage with their Neutral Special if they strike their target directly in the head. This is made easier by the ability to angle the attack up or down.
- Super Smash Bros. Ultimate has Spirits that give a chance to increase damage of any attack by 20% (or 30%). This game also introduces Hero as DLC , whose smash attacks has a separate critical hit mechanic which increase both damage and knockback.
- 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.
- 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.
- Melee weapons are also far more likely to get Critical Hits. Depending on how much damage you've done in the last 20 seconds, ranged weapons have a crit rate between 2% and 12% (formerly 20%). Melee weapons started at 15% and max out at a whopping 65% . When you take into account that a single melee crit will give you 1/4 of that damage cap, you will hit the cap very, very quickly.
- A particularly devastating weapon when it comes to crits is the Soldier's rocket launcher, since its base damage is held in check by getting less extra damage from close-range use, while crits still do triple base damage at all ranges. The fan nickname for such an instance is "crocket," a portmanteau of "crit" and "rocket." Killing three players with one earns the Soldier an achievement. The only class that can withstand a direct hit from a crocket from a stock bazoooka (while not overhealed) is the Heavy, and surviving a crocket grants the player an achievement as well. Note that surviving a NON direct hit from a crocket is no easy task in itself.
- Much like Dungeons & Dragons , buildings are completely immune to all critical hits and mini-crits.
- 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 .
- 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.
- 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.
- In Mann Vs. Machine , some of the robots are perpetually crit-boosted and any bomb carrier is once they hold the bomb for so long. To make up for this, one of cheapest upgrades you can get includes reducing the damage from crits. Humorously, at its highest level (three) the crit-boosting will significantly reduce damage note Depending on distance a crit for most weapons does between 2 and 6 times normal damage and max resistance reduces damage from crits by 90%, so most attacks will do between 20% and 60% of the damage they would normally do.
- The only weapon of the game that cannot be crit boosted in ANY WAY WHATSOEVER (Mods, 100% Crit Server, anything really) is the Cow Mangler 5000, a primary weapon for the Soldier.
- Critical Hits are loathed by the competitive community as they can occur at any time for any reason, so less skilled players can utterly destroy or even dominate more skilled players if they get lucky enough. Note that this was built into the design of Crits as Team Fortress 2 was designed as a casual game. However, Valve would later relent and give the servers the ability to manually turn off random Criticals. However this made a lot of weapons that can't generate Criticals strictly better than their stock counterparts, as their inability to randomly crit was supposed to be the balancing factor.
- Terraria has critical hits that deal double damage and 40% more knockback, with different chances depending on the weapon used. The chance can be boosted by reforged items/weapons, buff potions, armor and armor set bonuses, etc. The strikes are highlighted by a larger and deeper orange damage number that floats above the hit target for longer. If done correctly with weapons like the Sniper Rifle , it's possible to hit a target for four-digit damage. Did we mention that with the right setup you can reach a 100% chance of critical hits? Combined with damage bonuses and end game equipment, you can shred almost any enemy, even bosses, in no time. Fortunately, they don't work on other players.
- Undertale parodies this with one of the messages that appears when you literally Pet the Dog : "Critical pet! Dog excitement increased."
- A Very Long Rope to the Top of the Sky : Noted with a message after the message of who was attacking. An "An excellent hit!!" for the protagonists and "A painful blow!!" for enemies.
- Warcraft III has a critical hit mechanic. This ability is restricted to certain units — a few Heroes can get it as a normal ability, while other heroes can find items to give them bonuses.
- The same holds true for the game's Melee weapons, and several mods (Blood Rush and the Gladiator Set) can add Critical Chance as the Combo Multiplier rises. The Weeping Wounds mod does the same for Status Chance, and some mod loadouts combine the two to allow Red-level crits to inflict a nasty Slash Proc, which bleeds the target for a lot of HP per tick. Combine this with the Vigilante Set mod, which increase the tier of the Critical Hit, and with certain Arcanes it just get silly after a time.
- Warlords Battlecry , being an RTS mixed with an RPG, has these for everyone, though in an odd way. There's Critical Failures where the damage's cut down, true critical hits that, on top of triple damage, have an added effect that will depend on the damage type (slashing does an area attack, blunt cuts combat ability for some seconds, cold freezes the enemy and slows it down, and so on), and Killing Blows, that "simply" do some nasty damage, and have the attacker spout a Pre-Mortem One-Liner .
- The Warriors Orochi series had the Technique-type characters inflict critical hits on airborne targets with their charge attacks (which was useful since in all the Warriors games damage for airborne targets was cut in half). The third game allowed for Wonder-type characters to also inflict them the same way upon a staggering target, and for a True Triple Attack state the controlled character regardless of type can land free critical hits on all targets for a brief period of time.
- Every Wild AR Ms game uses critical hits in some way or another, but the fourth and fifth games take it further with Finest Arts. These require a Punching Glove or Sheriff Star badge to be equipped and do significantly more damage than a critical hit. In 5 , they replaced critical hits all together, and were still buffed by the main character's ability "Double Critical."
- Wildermyth calls it "stunting" (as in, to perform a stunt). Some accessories and abilities can increase a hero's stunt chance, and heroes with a friendship or rivalry established between them gain an increased chance to stunt after their friend or rival lands a stunt. A stunt normally does additional damage, but performing a stunt with an elemental weapon triggers other effects based on the weapon's element.
- Some of the World of Mana games have critical hits which not only do more damage, but also ignore the enemy's defenses. This can be handy since enemies in this series are notoriously picky about what weapons will damage them. If you don't have the right weapon, your best chance to win is to keep attacking till you get a critical hit.
- As well, physical attacks do double damage with a critical hit, while magical and elemental attacks do 150% (not quite as much, but still powerful since those go through armor and hit harder anyways). Death Knights, however, have a passive ability that lets their diseases and magical-type attacks do double damage with a critical hit.
- Fire mages make critical hits such a common occurrence that there's a (useful) talent that only activates when you get two in a row.
- Blizzard policy is that the chance of a critical should not, except where cooldowns or short-term talent effects are involved, ever reach 50%. Since if it did, there would no longer be a critical hit system in place. There would just be critical failures.
- Ys VI: The Ark of Napishtim and other 3D games in the series have luck-based critical attacks(which the enemies can also do on Nightmare difficulty ), obtaining a certain item increases the frequency of these.
- In Yu-Gi-Oh! Monster Capsule GB , rolling a 10 or above means a critical hit, with 00 giving you the highest damage possible for one.
- Zone of the Enders: The Fist of Mars used a targeting-based combat system, but each enemy had one or more red circles on their body that, if hit by the center of the reticule, conferred a critical hit.
- One prophecy leads Roy to order the archer Haley to take a nigh-impossible shot, which ends up being a critical hit at the time they need it most.
- 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.
- Spoofed in 8-Bit Theater , where Red Mage uses it in a game of Rock�Paper�Scissors .
- In D And DS 9 , The Borg's attack on the U.S.S. Saratoga is a critical hit, but the DM fails to notice. That is, until Avery (Sisko's player) points it out to him. It doesn't end well.
- In the Counter Monkey episode " Thieves' World : Part One", the Spoony One tells the story of a critical hit that sends the campaign Off the Rails due to being A Tragedy of Impulsiveness .
- Analyst Bronies React : After Rainbow Dash tricks a dragon and gets away with an item she needs, Voice of Reason notes Dash rolled a natural 20 for bluffing.
- The Legend of Vox Machina being based off a D&D actual play, Legend of Vox Machina has plenty of action sequences where the heroes land critical hits from Percy's attacks with his firearms such as The List and Bad News, to Keyleth's sunbeam blast to kill Lord Briarwood (technically a saving throw type attack in the D&D 5E rules, but shown in the cartoon as a powerful attack against Lord Briarwood killing the vampire) .
- Sometimes really easy to do to a person in general. The body usually doesn't know what to do when a chunk of metal (be it a blade, bullet, or arrow) enters it violently, so it tends to just spasm, fall down, and stop working properly. The resulting debilitation can be deadly later on, when bleeding out or dying from infection.
- 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.
- Proper training in landing techniques can help to (significantly) lower the odds (and this is what most of the training in Professional Wrestling really is), but it only goes so far.
- In his book Have a Nice Day: A Tale of Blood and Sweatsocks , professional wrestler Mick Foley talks about all his injuries. This is a guy who has been cut, burned, blown up, and had pieces of him removed with ropes. Yet he says the worst injury he ever had was a pinched nerve that caused so much pain it was hard to move.
- In their rematch, Schmeling claimed that he turned the wrong way and instead of taking a body blow where he was trained to, he took a kidney blow. He said after the fight that his entire side went numb.
- In an MMA fight chronicled by Seanbaby in a Cracked article, similar to the above, one fighter took a body blow in exactly the wrong place - in this case, his liver. Before the crippling pain and unconsciousness took him, he threw one final, wild punch... and knocked the other guy out cold, winning the match.
- Dental work is much less painful nowadays than it used to be, but there are still... quirks. Usually, when your dentist injects your gum with freezing solution, it only hurts a little. But there's a very small chance that the needle will pinch a nerve — and that hurts like you would not believe .
- The Code Duello specifies that any injury that prevents a combatant from holding a weapon steady ends the duel automatically.
- Newer developments in tank design feature things like blow-out panels and compartmentalized ammo storage, meaning that unless the ammo compartment is struck while the gunner has the door open to grab the next round, the spectacular explosion will be directed away from the tank, leaving the crew relatively unharmed.
Critical Hits are a long-held staple of Fire Emblem games. The chance of getting a Critical Hit (based on a certain stat of a unit, but increased with Killer weapons and various abilities) is displayed on-screen, and getting one will result in three times the damage the attack would have done normally. More often than not, this is a death sentence for the one getting hit by it.
Cool - Pressure...
Alternative Title(s): Crit , Random Critical Hit
- Critical Failure
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