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* Speaking of D&D, in ''VideoGame/DungeonsAndDragonsChroniclesOfMystara'', 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.
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** 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 common 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.

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** 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 common 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.
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** 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) 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.

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** 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) so, most common 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.
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* ''VideoGame/MortalKombat11'' 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.

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* ''VideoGame/MortalKombat11'' 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, [[ItOnlyWorksOnce any given attack can only get its Krushing Blow effect once per round]].
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** The Deathblow materia from ''VideoGame/FinalFantasyVII'' 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.
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*** ''VideoGame/SuperSmashBros'' from ''Brawl'' onward references this, giving [[VideoGame/FireEmblemAkaneia 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 SNKBoss. When it hits, they even show a ''Fire Emblem'' health counter going from full to zero. [[VideoGame/FireEmblemAwakening Lucina]] also has this as her Final Smash, as does [[VideoGame/FireEmblemTheBindingBlade Roy]], though he pulls his off differently.
** An offshoot of this is the Lethality/Silencer skill that Assassins have from ''[[VideoGame/FireEmblemBlazingBlade Blazing Blade]]'' onward (with the exception of ''[[VideoGame/FireEmblemFates Fates]]'', where it's associated with the similar Master Ninja class), which is even less likely than a Critical Hit [[note]]unit's critical rate/2 up until in ''[[VideoGame/FireEmblemRadiantDawn Radiant Dawn]]'', where it is instead determined by the unit's Skill stat divided by 2 or 4 depending on the game[[/note]], which just kills the opponent regardless of how much more damage would be needed. The Assassin might only be able to do 1 natural damage per hit, but if they pull this out, the enemy--even at full health--just drops. As a counterbalance, the activation rate is halved against normal bosses in ''Blazing Blade'' and ''[[VideoGame/FireEmblemTheSacredStones The Sacred Stones]]'', the final bosses of both games nullify its use, and ''[[VideoGame/FireEmblemAwakening Awakening]]'' and ''Fates'' have rarely seen, enemy-exclusive Skills that prevent Lethality from triggering. The Tellius duology went a step further by making ''all'' bosses are outright immune to Lethality. The Iron Rune item in ''Blazing Blade'' and the functionally-identical Hoplon's Guard in ''The Sacred Stones'', which negate critical hits, also guard against Lethality.

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*** ''VideoGame/SuperSmashBros'' from ''Brawl'' onward references this, giving [[VideoGame/FireEmblemAkaneia [[VideoGame/FireEmblemShadowDragonAndTheBladeOfLight 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 SNKBoss. When it hits, they even show a ''Fire Emblem'' health counter going from full to zero. [[VideoGame/FireEmblemAwakening Lucina]] also has this as her Final Smash, as does [[VideoGame/FireEmblemTheBindingBlade Roy]], though he pulls his off differently.
** An offshoot of this is the Lethality/Silencer skill that Assassins have from ''[[VideoGame/FireEmblemBlazingBlade ''[[VideoGame/FireEmblemTheBlazingBlade Blazing Blade]]'' onward (with the exception of ''[[VideoGame/FireEmblemFates Fates]]'', where it's associated with the similar Master Ninja class), which is even less likely than a Critical Hit [[note]]unit's critical rate/2 up until in ''[[VideoGame/FireEmblemRadiantDawn Radiant Dawn]]'', where it is instead determined by the unit's Skill stat divided by 2 or 4 depending on the game[[/note]], which just kills the opponent regardless of how much more damage would be needed. The Assassin might only be able to do 1 natural damage per hit, but if they pull this out, the enemy--even at full health--just drops. As a counterbalance, the activation rate is halved against normal bosses in ''Blazing Blade'' and ''[[VideoGame/FireEmblemTheSacredStones The Sacred Stones]]'', the final bosses of both games nullify its use, and ''[[VideoGame/FireEmblemAwakening Awakening]]'' and ''Fates'' have rarely seen, enemy-exclusive Skills that prevent Lethality from triggering. The Tellius duology went a step further by making ''all'' bosses are outright immune to Lethality. The Iron Rune item in ''Blazing Blade'' and the functionally-identical Hoplon's Guard in ''The Sacred Stones'', which negate critical hits, also guard against Lethality.
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* The ''VideoGame/EpicBattleFantasy'' series features critical hits, starting with ''VideoGame/EpicBattleFantasy2''. They deal 50% more damage, and most attacks have a 10% crit rate by default.
** ''VideoGame/EpicBattleFantasy4'' 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.
** ''VideoGame/EpicBattleFantasy5'' 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 [[LuckManipulationMechanic Good Luck and Bad Luck]] status effects, which also affect crit rate.

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* ''VideoGame/PlantsVsZombies2ItsAboutTime'' has a plant with this ability -- the Phat Beet. It 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.

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* ''VideoGame/PlantsVsZombies2ItsAboutTime'' has a plant plants with this ability -- the ability:
** The
Phat Beet. It 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.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 ''[[LimitBreak use its Plant Food for free]]'' whenever it attacks.
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Up To Eleven is a defunct trope


* ''VideoGame/MortalKombat11'' 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 [[UpToEleven close-up and X-ray shot]] of the specific part of the body getting brutally damaged in the process for effect.

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* ''VideoGame/MortalKombat11'' 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 [[UpToEleven close-up and X-ray shot]] shot of the specific part of the body getting brutally damaged in the process for effect.
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* One of Leva Bates's finishing moves is a front cracker she calls "[[NameOfPower critical confirmation]]", a concept she tried to explain in Ring Warriors to Sienna Duvall using ''Tabletopgame/DungeonsAndDragons''.[[/folder]]

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* One of Leva Bates's finishing moves is a front cracker she calls "[[NameOfPower critical confirmation]]", a concept she tried to explain in Ring Warriors to Sienna Duvall using ''Tabletopgame/DungeonsAndDragons''.''TabletopGame/DungeonsAndDragons''.[[/folder]]



** Leadership tests in ''TabletopGame/{{Warhammer 40000}}'' (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. PsychicPowers 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.

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** Leadership tests in ''TabletopGame/{{Warhammer 40000}}'' ''TabletopGame/Warhammer40000'' (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. PsychicPowers 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.



** ''VideoGame/EarthBound'' has ''SMAAAASH!!'' attacks, the chances of which are based on your Guts stat. The InfinityPlusOneSword, the [[RandomlyDrops Gutsy]] [[BatterUp Bat]], lets you get a lot of these.

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** ''VideoGame/EarthBound'' ''VideoGame/EarthBound1994'' has ''SMAAAASH!!'' attacks, the chances of which are based on your Guts stat. The InfinityPlusOneSword, the [[RandomlyDrops Gutsy]] [[BatterUp Bat]], lets you get a lot of these.



* ''VideoGame/FireEmblem'' ''lives'' by this trope. The series even has special animations for each unit when they do this. And they do ''obscene'' amounts of damage, three times as much as normal. And from the third installment onward, [[AlwaysAccurateAttack they can't miss]]. (Of course, this is because critical hit checks are made after accuracy checks; attacks have to be able to connect before critical hits can even land.)
** Except in ''[[VideoGame/FireEmblemJugdral Genealogy of the Holy War]]'' and ''[[VideoGame/FireEmblemJugdral Thracia 776]]''. In those games, criticals double the user's attack stat before damage calculation instead. This actually means that criticals in ''Genealogy'' and ''Thracia'' are ''more'' powerful, unless you totally outclass your enemy (in which case he's going down anyway). Oh, and one family gets a Skill that grants automatic criticals if the character is below 50% health.

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* ''VideoGame/FireEmblem'' ''Franchise/FireEmblem'' ''lives'' by this trope. The series even has special animations for each unit when they do this. And they do ''obscene'' amounts of damage, three times as much as normal. And from the third installment onward, [[AlwaysAccurateAttack they can't miss]]. (Of course, this is because critical hit checks are made after accuracy checks; attacks have to be able to connect before critical hits can even land.)
** Except in ''[[VideoGame/FireEmblemJugdral ''[[VideoGame/FireEmblemGenealogyOfTheHolyWar Genealogy of the Holy War]]'' and ''[[VideoGame/FireEmblemJugdral ''[[VideoGame/FireEmblemThracia776 Thracia 776]]''. In those games, criticals double the user's attack stat before damage calculation instead. This actually means that criticals in ''Genealogy'' and ''Thracia'' are ''more'' powerful, unless you totally outclass your enemy (in which case he's going down anyway). Oh, and one family gets a Skill that grants automatic criticals if the character is below 50% health.



** An offshoot of this is the Lethality/Silencer skill that Assassins have from ''[[VideoGame/FireEmblemElibe Blazing Sword]]'' onward (with the exception of ''[[VideoGame/FireEmblemFates Fates]]'', where it's associated with the similar Master Ninja class), which is even less likely than a Critical Hit [[note]]unit's critical rate/2 up until in ''[[VideoGame/FireEmblemRadiantDawn Radiant Dawn]]'', where it is instead determined by the unit's Skill stat divided by 2 or 4 depending on the game[[/note]], which just kills the opponent regardless of how much more damage would be needed. The Assassin might only be able to do 1 natural damage per hit, but if they pull this out, the enemy--even at full health--just drops. As a counterbalance, the activation rate is halved against normal bosses in ''Blazing Sword'' and ''[[VideoGame/FireEmblemTheSacredStones The Sacred Stones]]'', the final bosses of both games nullify its use, and ''[[VideoGame/FireEmblemAwakening Awakening]]'' and ''Fates'' have rarely seen, enemy-exclusive Skills that prevent Lethality from triggering. The Tellius duology went a step further by making ''all'' bosses are outright immune to Lethality. The Iron Rune item in ''Blazing Sword'' and the functionally-identical Hoplon's Guard in ''The Sacred Stones'', which negate critical hits, also guard against Lethality.

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** An offshoot of this is the Lethality/Silencer skill that Assassins have from ''[[VideoGame/FireEmblemElibe ''[[VideoGame/FireEmblemBlazingBlade Blazing Sword]]'' Blade]]'' onward (with the exception of ''[[VideoGame/FireEmblemFates Fates]]'', where it's associated with the similar Master Ninja class), which is even less likely than a Critical Hit [[note]]unit's critical rate/2 up until in ''[[VideoGame/FireEmblemRadiantDawn Radiant Dawn]]'', where it is instead determined by the unit's Skill stat divided by 2 or 4 depending on the game[[/note]], which just kills the opponent regardless of how much more damage would be needed. The Assassin might only be able to do 1 natural damage per hit, but if they pull this out, the enemy--even at full health--just drops. As a counterbalance, the activation rate is halved against normal bosses in ''Blazing Sword'' Blade'' and ''[[VideoGame/FireEmblemTheSacredStones The Sacred Stones]]'', the final bosses of both games nullify its use, and ''[[VideoGame/FireEmblemAwakening Awakening]]'' and ''Fates'' have rarely seen, enemy-exclusive Skills that prevent Lethality from triggering. The Tellius duology went a step further by making ''all'' bosses are outright immune to Lethality. The Iron Rune item in ''Blazing Sword'' Blade'' and the functionally-identical Hoplon's Guard in ''The Sacred Stones'', which negate critical hits, also guard against Lethality.



* VideoGame/WorldOfWarcraft ''loves'' critical hits. Every class in the game has talents that provide further benefits from them occurring or at least increase they potency, while others get guaranteed Critical Hits under certain circumstances. You can increase your chance to get criticals of any kind based on stats granted by your equipment. There's even a chance for healing spells to have a critical effect. And for that matter, an increasingly large number of periodic damage spells can crit. You can poison someone, and the poison currently running through their veins will sometimes and somehow score a critical hit.

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* VideoGame/WorldOfWarcraft ''VideoGame/WorldOfWarcraft'' ''loves'' critical hits. Every class in the game has talents that provide further benefits from them occurring or at least increase they potency, while others get guaranteed Critical Hits under certain circumstances. You can increase your chance to get criticals of any kind based on stats granted by your equipment. There's even a chance for healing spells to have a critical effect. And for that matter, an increasingly large number of periodic damage spells can crit. You can poison someone, and the poison currently running through their veins will sometimes and somehow score a critical hit.



* ''Videogame/YsVITheArkOfNapishtim'' and other 3D games in the series have [[LuckStat luck-based]] critical attacks(which the enemies can also do on [[HarderThanHard Nightmare difficulty]]), obtaining a certain item increases the frequency of these.

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* ''Videogame/YsVITheArkOfNapishtim'' ''VideoGame/YsVITheArkOfNapishtim'' and other 3D games in the series have [[LuckStat luck-based]] critical attacks(which the enemies can also do on [[HarderThanHard Nightmare difficulty]]), obtaining a certain item increases the frequency of these.

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* ''VideoGame/SuperSmashBros'' had critial hits even before Marth got his aptly named Final Smash (and before Final Smashes were implemented): [[UsefulNotes/GameAndWatch Mr. Game & Watch]] has a move where he whacks the target while holding up a number ranging from 1 to 9. The damage and side-effects vary, but the nine is a hard-hitting attack that certainly qualifies as a Critical Hit.

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* ''VideoGame/SuperSmashBros'' had critial critical hits even before Marth got his aptly named Final Smash (and before Final Smashes were implemented): [[UsefulNotes/GameAndWatch Mr. Game & Watch]] has a move where he whacks the target while holding up a number ranging from 1 to 9. The damage and side-effects vary, but the nine is a hard-hitting attack that certainly qualifies as a Critical Hit. Other characters have similar moves that can proc for extra damage:
*** 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 [[LaserBlade Beam Sword]], a [[ArmorPiercingAttack Mr. Saturn]], or a [[ThrowDownTheBomblet Bob-omb]].
*** King Dedede's Waddle Dee Throw in ''Brawl'' occasionally had him throw out a [[SpikeBallsOfDoom 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, [[AreaOfEffect Magic Burst]] or [[TakingYouWithMe Kamikazee]]. Also from Command Selection, there's [[OneHitKill 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.
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[[folder:Western Animation]]
* ''WesternAnimation/TheLegendOfVoxMachina'' 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 [[spoiler: 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)]].
[[/folder]]
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-->-- '''VideoGame/SuperSmashBrosUltimate''', tip regarding [[VideoGame/DragonQuest Hero]]'s smash attacks.

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-->-- '''VideoGame/SuperSmashBrosUltimate''', ''VideoGame/SuperSmashBrosUltimate'', tip regarding [[VideoGame/DragonQuest Hero]]'s smash attacks.
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** 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, ''[[IncrediblyLamePun critical]]'' role in resolving a combat.

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** 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, ''[[IncrediblyLamePun ''[[{{Pun}} critical]]'' role in resolving a combat.
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YMMV


** 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 [[LightningBruiser Captain]] [[VideoGame/FZero Falcon's]] "[[FanNickname Knee of Justice]]", his forward-A aerial. These are called "sweet spots" by fans.

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** 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 [[LightningBruiser Captain]] [[VideoGame/FZero Falcon's]] "[[FanNickname Knee of Justice]]", his forward-A aerial. These are called "sweet spots" by fans.aerial.
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Clarity


* In ''VideoGame/{{Minecraft}}'', a critical hit can be achieved while falling.

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* In ''VideoGame/{{Minecraft}}'', a critical hit can be achieved ''VideoGame/{{Minecraft}}'': Striking an enemy while falling.falling makes attacks do 1.5x damage.
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clarified that both mechanics aren't the same [1] [2] [3]


** ''VideoGame/SuperSmashBrosUltimate'' introduces [[VideoGame/DragonQuest Hero]] as [[DownloadableContent DLC]], who can occasionally score critical hits with smash attacks. There are also several usable Spirits that give critical hit chances.

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** ''VideoGame/SuperSmashBrosUltimate'' has Spirits that give a chance to increase damage of any attack by 20% (or 30%). This game also introduces [[VideoGame/DragonQuest Hero]] as [[DownloadableContent DLC]], who can occasionally score critical hits with whose smash attacks. There are also several usable Spirits that give attacks has a separate critical hit chances. mechanic which increase both damage and knockback.
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* In ''VideoGame/{{Warframe}}'', every weapon has an innate critical hit chance per shot, ranging from 0% to 50%, along with a critical damage multiplier. Weapon modifications can increase the chance and multiplier, and certain Warframe abilities can increase it as well. A weapon with a crit chance over 100% can inflict "red" crits for massive damage when it rolls two crits on the same bullet. A separate statistic governs the status chance, which can inflict StandardStatusEffects such as bleeding or freezing. Several Warframes and weapons are [[CriticalHitClass built specifically for critical hits]].

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* In ''VideoGame/{{Warframe}}'', every weapon has an innate critical hit chance per shot, ranging from 0% to 50%, along with a critical damage multiplier. Weapon modifications can increase the chance and multiplier, and certain Warframe abilities can increase it as well. A weapon with a crit chance over 100% can inflict "red" crits for massive damage when it rolls two crits on the same bullet. A separate statistic governs the status chance, which can inflict StandardStatusEffects StatusEffects such as bleeding or freezing. Several Warframes and weapons are [[CriticalHitClass built specifically for critical hits]].
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** 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.

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** 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
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Fallout: famous


** 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.

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** 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.
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** 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 [[BuffySpeak "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 [[YouDirtyRat Ska]][[LethalJokeCharacter 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.

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** 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 [[BuffySpeak "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 [[YouDirtyRat Ska]][[LethalJokeCharacter 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.fumes or the gun crew decided to [[UnfriendlyFire settle some scores]] or was paid to do so.

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* ''VideoGame/{{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.


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* The ''VideoGame/OfPenAndPaper'' series has it as a percentage chance on regular attacks, as seen as "Crit %" in ''VideoGame/KnightsOfPenAndPaper'' and ''VideoGame/KnightsOfPenAndPaper2''.


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* ''VideoGame/{{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.

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* ''VideoGame/PrayerOfTheFaithless'': As seen in an [[https://rpgmaker.net/games/7969/images/80970/ Official GIF]], Aeyr has the Anarchy attack, which hits an enemy to [[StatusBuffDispel remove the Joy status]] from them, and guarantees this for that hit.



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* ''Literature/SherlockHolmes'' has on in ''The Golden Pince-Nez'', where the murder is committed by [[spoiler: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.]]

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* ''Literature/SherlockHolmes'' has on one in ''The Golden Pince-Nez'', where the murder is committed by [[spoiler: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.]]
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* ''VideoGame/DarkestDungeon'''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.

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* ''VideoGame/DarkestDungeon'''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.points, and another made critical hits give a class-specific buff to the hero who landed one.

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* ''VideoGame/{{Ys}}: The Ark of Napishtim'' and other 3D games in the series have [[LuckStat luck-based]] critical attacks(which the enemies can also do on [[HarderThanHard Nightmare difficulty]]), obtaining a certain item increases the frequency of these.
* Some of the ''VideoGame/WorldOfMana'' 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.


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* Some of the ''VideoGame/WorldOfMana'' 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.
* ''Videogame/YsVITheArkOfNapishtim'' and other 3D games in the series have [[LuckStat luck-based]] critical attacks(which the enemies can also do on [[HarderThanHard Nightmare difficulty]]), obtaining a certain item increases the frequency of these.
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* ''VideoGame/DivinityOriginalSin'' and ''[[VideoGame/DivinityOriginalSinII Original Sin II]]'': Each attack has a chance of being a critical hit, which deals a {{Percent Based|Effects}} damage bonus. The chance and multiplier are both modified by racial abilities, {{skill scores|AndPerks}}, and special equipment. Additionally, a BackStab deals an automatic critical hit, and spellcasters can learn a Talent that allows their spells to deal critical hits.

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* ''VideoGame/DivinityOriginalSin'' and ''[[VideoGame/DivinityOriginalSinII Original Sin II]]'': Each attack has a chance of being a critical hit, which deals a {{Percent Based|Effects}} Based|Values}} damage bonus. The chance and multiplier are both modified by racial abilities, {{skill scores|AndPerks}}, and special equipment. Additionally, a BackStab deals an automatic critical hit, and spellcasters can learn a Talent that allows their spells to deal critical hits.
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* ''VideoGame/DivinityOriginalSin'' and ''[[VideoGame/DivinityOriginalSinII Original Sin II]]'': Each attack has a chance of being a critical hit, which deals a {{Percent Based|Effects}} damage bonus. The chance and multiplier are both modified by racial abilities, {{skill scores|AndPerks}}, and special equipment. Additionally, a BackStab deals an automatic critical hit, and spellcasters can learn a Talent that allows their spells to deal critical hits.
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* ''{{TabletopGame/BattleTech}}'' has a system of critical hits that applies during a variety of situations. The most common being that after the external armor in a location has been eliminated, every successful attack made to its internal structure has a chance to critically hit and disable components and/or weapons placed there (anything from knocking out the small laser you weren't using anyway to penetrating the cockpit and killing the pilot on a lucky headshot) or even touch off an ammo bin resulting in predictably spectacular fireworks. (Modern units can have [=CASE=] -- anti-blast magazines by any other name -- installed to mitigate the damage to an extent; for anything without, it's usually a OneHitKill.). Most components suffer a CriticalExistenceFailure upon a critical hit, even if they occupy multiple critical slots, but a few major components instead suffer penalties but still function (up to a limit of hits).

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* ''{{TabletopGame/BattleTech}}'' has a system of critical hits that where straight damage is not boosted, but specific damage to internal components is inflicted, which applies during a variety of situations. The most common being that after the external armor in a location has been eliminated, every successful attack made to its internal structure has a chance to critically hit and disable components and/or weapons placed there (anything from knocking out the small laser you weren't using anyway to penetrating the cockpit and killing the pilot on a lucky headshot) or even touch off an ammo bin resulting in predictably spectacular fireworks. (Modern units can have [=CASE=] -- anti-blast magazines by any other name -- installed to mitigate the damage to an extent; for anything without, it's usually a OneHitKill.). Most components suffer a CriticalExistenceFailure upon a critical hit, even if they occupy multiple critical slots, but a few major components instead suffer penalties but still function (up to a limit of hits).
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/wheel_of_crit_7.png]]

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