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What's the chance of a Critical Hit happening while using a move, and what would that percentage be when that Pokemon is holding a Scope Lens/Razor Claw?

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Starting in Generation II, the chance of a critical hit is no longer
based on the Pokémon's speed, but rather the chance is the same for
each Pokémon. Similar to stats, there are temporary in-battle stages
used to calculate the probability a particular move will be a critical
hit. The stages are as follows:

An attacking move will always start out in stage 1. There are several
ways to increase a move's stage (and therefore, chance that it will be
a critical hit), as detailed in the table below.

Even though it is possible to get a stage higher than 5, it will still
only have a 50% chance of landing in a critical hit. The effects of
Focus Energy, the Lansat Berry, and the several versions of Dire Hit
cannot stack with themselves or each other. Additionally, if the move
used is Storm Throw or Frost Breath, it will always result in a
critical hit. On the other hand, if the target Pokémon has the Ability
Battle Armor or Shell Armor, or is under the effect of Lucky Chant, a
move will never be a critical hit, no matter the stage. When a move
scores a critical hit, damage is calculated based on either the
modified or unmodified attack and defense stats, whichever is more
advantageous to the attacker. For example, an attacker who has used
Swords Dance and then makes a critical hit will get the benefit of the
increased Attack, while one affected by Charm will use its normal
Attack score. Another example would be if a team had Light Screen or
Reflect on it and the attacker scored a critical on the team with the
certain wall; the defense added by the wall would then be ignored, and
the attacker would do double damage. However, it does not ignore
modifiers caused by items or Abilities such as Eviolite, Defeatist, or
Slow Start. Neither does a critical ignore the attack reduction caused
by a burn.

-Bulbapedia

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Starting in Generation II, the chance of a critical hit is no longer
based on the Pokémon's speed, but rather the chance is the same for
each Pokémon. Similar to stats, there are temporary in-battle stages
used to calculate the probability a particular move will be a critical
hit. The stages are as follows: 1: 6.25% 2: 12.5% 3: 25% 4: 33.3%
5: 50% An attacking move will always start out in stage 1. There are
several ways to increase a move's stage (and therefore, chance that it
will be a critical hit), as detailed in the table below. II III IV
V Way
+2 +2 +1 +1 Using a move with a high critical-hit ratio
+1 +1 +1 +1 Holding a Scope Lens
+1 +1 Holding a Razor Claw
+2 +2 +2 +2 Holding a Stick (if the Pokémon is Farfetch'd)
+2 +2 +2 +2 Holding a Lucky Punch (if the Pokémon is Chansey)
+1 +1 Having Super Luck as its Ability
+1 +1 +2 +2 Being under the effect of Focus Energy
+1 +1 +1 Consuming a Lansat Berry (or being passed its effect)
+1 +1 +1 +1 Using Dire Hit on it
+2 Using Dire Hit 2 on it (Wonder Launcher only)
+3 Using Dire Hit 3 on it (Wonder Launcher only) Even though it is possible to get a stage higher than 5, it will
still only have a 50% chance of landing in a critical hit. The effects
of Focus Energy, the Lansat Berry, and the several versions of Dire
Hit cannot stack with themselves or each other. Additionally, if the
move used is Storm Throw or Frost Breath, it will always result in a
critical hit. On the other hand, if the target Pokémon has the Ability
Battle Armor or Shell Armor, or is under the effect of Lucky Chant, a
move will never be a critical hit, no matter the stage. When a move
scores a critical hit, damage is calculated based on either the
modified or unmodified attack and defense stats, whichever is more
advantageous to the attacker. For example, an attacker who has used
Swords Dance and then makes a critical hit will get the benefit of the
increased Attack, while one affected by Charm will use its normal
Attack score. Another example would be if a team had Light Screen or
Reflect on it and the attacker scored a critical on the team with the
certain wall; the defense added by the wall would then be ignored, and
the attacker would do double damage. However, it does not ignore
modifiers caused by items or Abilities such as Eviolite, Defeatist, or
Slow Start. Neither does a critical ignore the attack reduction caused
by a burn.

Bulbapedia

So, starts at 6.25%, then increases.

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I didn't bother reading the calculations, I just scrolled down to the result.
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Oh, and Scope lens and Razor Claw increases it by one stage I believe