open/close all folders
- In The King of Fighters, Shingo is the only or one of the few characters who can randomly cause critical hits with his special attacks: in gameplay terms, this means increased damage, a half-second pause in action and the ability to follow them up with attacks that wouldn't normally be possible.
- In BlazBlue, hitting the opponent with Azrael's Drive attacks exposes weakpoints on their person, either high or low depending on the attack. If Azrael hits the opponent with a corresponding Drive attack while these weakpoints are exposed, it becomes a critical attack with different properties, such as causing a groundbounce or being unblockable. One of Azrael's Distortion Drives makes these weakpoints permanently exposed for a set amount of time.
First Person Shooter
- Sniper-based classes in almost any first-person shooter count as this. These classes generally have poor short-range combat abilities, and most of them have to hit a specific part of the target even at long range to deal significant damage. But if they do hit that spot (generally the head), there probably won't be enough of the target left to identify who it was.
- The Sniper in Team Fortress 2 might count, since to do any real damage, you must be zoomed in and charged up. You don't need a full "crit" to kill others, but if you're trying to use your sniper rifle without the scope at all your damage output will be utterly pathetic. The addition of Jarate, which causes a 35% damage increase referred to as "mini-crits", and the Bushwaka, a knife that deals regular critical hits whenever it would otherwise "mini-crit", have reinforced this trope for Snipes.
- Also the Spy, whose Back Stab attack is considered a critical hit by the game, and who can also deal a headshot with his Ambassador for a critical.
- The Pyro has become one of these due to the general weakness of his base loadout. His unlockable Flare Gun and Axtinguisher axe both deal critical hits to targets already on fire — keep in mind not only does the Pyro have a flamethrower, but the Flare Gun itself ignites enemies. Combine this with the Degreaser, a weapon which sacrifices damage output for ludicrous weapon-switching speed, and the Pyro can set people on fire and bring down an axe on their heads in about a second. The Backburner also deals critical damage to enemies you hit in their backs, while airblasted missiles and the Reserve Shooter (when shooting airborne opponents) do mini-crits (see above).
- The Medic isn't a crit-class himself, but can make any other class into one with a fully-charged Kritzkrieg. This is often used on heavy hitters, like Soldiers (rockets do splash damage, which is a percentage of direct-hit damage, so a critical rocket's splash damage can do as much damage as a non-crit rocket!) and Heavies (he has an incredible rate of fire thanks to Sasha, turning him into a mobile "Instant Death" Radius).
- Widowmaker from Overwatch works similarly to the Sniper from Team Fortress 2 in that she has to wait for her rifle to charge when zoomed before she can deal full damage.
- In Borderlands critical hits are dependent on where you hit your opponents rather than chance, but the Hunter class has a strong emphasis on accuracy (and thus hitting crit areas). Plus, there are builds based around high crit damage. Sniper rifles in particular have a large boost in critical damage in exchange for slow fire rate, meaning that every shot had better count.
- In Borderlands 2, when Zero enters his Deception mode, all enemies are highlighted in blue, and his attacks will do more damage the closer the duration timer runs out. One of his abilities later on highlights the critical hit areas on enemies in red. Other abilities in the same skill tree increase damage for critical hits, increases accuracy and zoom on sniper rifles, and increases melee damage when backstabbing an enemy (not the same as hitting the critical hit area, but a single attack can do both if you aim carefully.)
Massively Multiplayer Online Games
- The Lordof The Rings Online has the Burglar class, which fulfills both the gambler and assassin parts of this trope. In fact, many of the class's most powerful skills are only unlocked by criticals.
- World of Warcraft: It's possible to reach absurd levels of critical hit chance through proper gearing, especially later in expansions when the gear improves but your level is not increasing to balance out the stat gains. Additionally, some classes have talents to get additional bonuses from critical hits or the ability to get a guaranteed critical hit every now and then.
- To balance things out, Pv P gear mainly features Resilience, a stat which lowers the chance of attackers landing critical hits on the wearer.
- At a certain point in the game's run Fire Mages were built around crits. They had talents to boost their frequency and more importantly each crit continued to do Damage Over Time for a percent of the initial hit. These DoTs stacked meaning the more crits you hit the more DoT damage you were tacking on. They were known colloquially as Rolling Crits.
- Similarly, Frost Mages had the ability to force crits against frozen foes, through a talent called Shatter. Whenever a target was frozen the next ice spell would break the freeze and deal critical damage. Frozen could be applied through single use spells with cooldowns, or through talents all ice spells had a chance to inflict frozen status.
- The Stalker archetype in City of Heroes, which will always land critical hits with their single-target attacks when attacking while hidden, and a chance to do so even when not hidden that increases with team size. They even have an Assassin Strike power.
- In Rohan Online, Dhan Avengers that focus on Agility and Human Guardians that focus on Dexterity do much of their damage through skills that increase crit damage.
- EverQuest: The Rogue class is like the original D&D Thief class. Much of their strategy revolved around how to Backstab without getting smashed.
- Guild Wars 2 gives every class the opportunity to rely on critical hits heavily. Even if thieves and rangers rely on it with most Traits, any profession can push his critical chance (Precision) and strength (Critical Damage).
- The Elementalist has a bunch of skills that hit critical every time which enables him (together with a specific weapon modification and his profession unique skill-mechanic) to raise his critical chance even without using the Precision stat, therefore saving stat points for Critical Damage.
- In MapleStory, critical hits used to be exclusive to Night Lords, Bow Masters, and Marksmen, the latter two of which could also pass on crits to party members with a skill called Sharp Eyes. Recently, while all classes have gained at least a 5% critical chance passively, the critical crown has been passed to (of all classes) Bishops, who get a 75% critical chance without any external skills. The Hayato, being the typical oriental swordsman, are also able to have increased critical hit chance with their abilities, and one of those said abilities can even heal some HP back on said critical hits.
- In Final Fantasy XIV, archers have an attack that gives them a critical hit rate increase buff, tend to get natural increases to critical hit rate in their gear, and have a timed attack that instantly recharges when one of their damage over time skills scores a crit.
- Star Trek Online encourages building Romulan warbirds in particular this way, as one of the unique species traits of Romulans, "Romulan Operative", gives them a crit buff that stacks for every Romulan on your bridge crew. Couple that with the natural crit buff you get right after you turn off your cloaking device and you have a faction tailor-made for Alpha Strikes. Also, antiproton weapons eschew a proc in favor of what amounts to a free [CritD] modifier, increasing the damage dealt on a critical.
Multiplayer Online Battle Arena
- League of Legends: In theory, you can build any of the champions this way by building items such as Infinity Edge and Phantom Dancer. In practice however, it's not always the smartest thing to do, since abilities don't usually have the possibility to score a critical strike like autoattacks do. Gangplank's "Parrrley" does have this possibility, so he's one of the champions for whom this build is a valid option. Usually, a ranged character with either naturally long range or self-buffing skills will build these items.
- Then there's the special case of Tryndamere. His passives "Battle Fury" and "Bloodlust" grant him 0.35% critical strike chance per Fury he has and bonus attack damage per 1% of health he's missing. With the right build you can get a total critical strike chance of 100%. Also, his ultimate "Undying Rage" both grants him a huge chunk of Fury and prevents his health from dropping under 1 health for 5 seconds.
- Pantheon is another fringe case, as his Heartseeker Strike grants a passive that gives 100% Critical chance on enemies under 15% health.
- Ashe compared to other attack damage carries, carries a high natural critical strike chance in her passive. Being out of battle for a while will be sure to guarantee a crit on her upcoming attack.
- Shaco's Deceive ability combined with his Back Stab passive allows him to increase both his critical hit chance and damage upon an unlucky target. He of course, is primarily played as an assassin.
- Talon is yet another assassin who's critical strikes can work with his kit, with his passive also affecting the bonus damage done by them.
- Yasuo gets double the critical strike chance from whatever he's carrying. In addition, his Steel Tempest Ability can deal critical damage. As you might imagine, Infinity Edge (which gives a hefty critical strike chance and further increases the damage of critical strikes) appears in basically every build for him. Yasuo mainly follows the typical odd trope of oriental swordsmen having the affinity for increased critical hit chance, but he's more of a bruiser-assassin as opposed to an outright assassin unlike others.
- Of course, he has as a balance to this, a 10% damage reduction on his critical strikes, and for his Steel Tempest ability it's instead a 25% reduction. This means Yasuo's critical hits by default inflict times 180% of the damage (with his Steel Tempest doing 75% extra) instead of the usual 200%.
- Post-rework Master Yi, besides being a melee DPS, also has a chance to deal bonus damage with his Alpha Strike based on his critical hit chance (which adds in 60% of Yi's total attack damage stat), and his Double Strike passive's second hit has its own critical hit perks as well. Again, Yi's main role is an assassin.
- Jhin takes this up to the max, for his fourth shots from his basic attacks AND ultimate not only deal less damage (increased by 150% instead of the usual 200%), but they also deal damage based on the missing HP of his target.
- Defense of the Ancients: All-Stars: There are several characters with a passive skill that gives them a chance to critical hit for multiplied damage. The most iconic is the Phantom Assassin, whose absolutely gigantic crits are her main source of damage as opposed to icing on the cake for normal auto-attacks.
- Anybody can perform critical hits by buying a Crystalys and its upgrade Daedalus. Notable users include Kunkka, who is capable of critting an entire team with his Tidebringer passive and Sven, who notes how crazy the combination of his damage-boosting ult, built-in cleave, and crits can get.
- Lycan takes this a step further: while active, his ultimate ability grants critical hits not only to Lycan himself, but to all units under his control. His first ability allows him to summon a pair of wolves, and the item Necronomicon lets him add two more summoned units to his arsenal. The result? A lot of crits to go around.
- While Heroes of the Storm doesn't usually have crits, the character Samuro is built around this archetype. His only source of damage outside his Bladestorm heroic and extremely weak clones is his basic attacks, which would normally mean he's cripplingly Death of a Thousand Cuts. However, passively every few hits will be a guaranteed critical, and he can activate his Critical Strike skill to cause one on-demand. Dueling as him involves timing your crits so they take surprise chunks out of your target's health. His kit is actually based on the Blademaster from Warcraft III; see below.
Real Time Strategy
- Warcraft III:
- The Glass Cannon Blademaster. His three non-ultimate abilities are a Critical Hit for double/triple/quadruple damage depending on level; a sneak attack that makes him move faster, turn invisible, and deal extra damage on his next attack; and creating illusions of himself to take damage. Inverted with the Mountain King, a Mighty Glacier whose Critical Hit has a chance of stunning the target and doing a little extra damage, but his attack speed is much lower (he has active abilities to stun and slow units, however).
- Just about any unit with a passive ability (such as heroes with certain orbs or items) turns into this if their attack speed is high enough.
- Battle Nations has the "Frontier" units. Each and every single units has at least a 50% chance to score a critical hit.
Role Playing Games
- Dark Souls I has the Thief class for starters, and due to the flexibility of the character system, any character can become this. A high DEX, along with a dagger, thrusting sword, or any other weapon with a high critical hit modifier, and you can parry and riposte most enemies with practice. For bonus points, use a Parrying Shield or Parrying Dagger to increase your chances of parrying an attack, and you've got a set-up Game-Breaker that can kill the final boss in forty seconds.
- Chie Satonaka from Persona 4 is geared towards this, especially in Golden. There, she has Black Spot and later Rainy Death, two physical attacks with very high critical rate. She also gets a passive that increases chance for critical, as well as a buff that also increases critical chance. She takes it Up to Eleven in Persona Q: Shadow of the Labyrinth, where her ultimate Persona's unique skill increases the damage'' dealt by her critical hits. This is probably to compensate for her lower damage compared to fellow physical attacker Kanji.
- Any Pokemon with Super Luck or Sniper abilities tends to have one of these. With moves like Slash, items like the Scope Lens, and other ways of increasing crit chances, these tend to make effective wall breakers, but lose to everything else since those high-critical-chance moves tend to be on somewhat weaker moves. The most common example is probably Absol, although its weakness in other areas makes it underpowered. Beware enemies with the Shell Armor or Battle Armor abilities, however, as those annul crits entirely.
- In the first generation of games, this kind of build was quite common because base crit rates were propotional to that species of Pokemon's base speed stat, and thus could be pretty damn high (Electrode's was the highest, with a little over 25%). And this is without the bonus from using Slash or Karate Chop, which multiplied that chance it by eight—high enough that all it took was the rather average base speed of 64 to guarantee a critical hit.
- Pokémon X and Y breathed new life into this trope by decreasing the damage bonus from 100% to 50%, but making boosts past the first level increase crit rate more significantly, causing any Pokémon that has boosted its critical hit rate by at least three to have a 100% crit chance—previously crit chance capped at 50% at level four, which was so difficult to setup as to be basically useless. Any Pokémon with Focus Energy (which raises crit rate by two) that equips an item that raises critical hit rate by one will always land critical hits. Combining the ability Super Luck, a crit-chance boosting held item, and a high-crit ratio attack gives the same effect without even using up a turn. Kingdra in particular frequently combines this with the Sniper ability (increases critical hit damage) and Draco Meteor (a powerful attack that has the downside of lowering your own Special Attack, which is rendered moot by the fact that critical hits ignore negative Attack and Special Attack modifiers).
- Chrono Trigger: Ayla (and in the Updated Re-release, Robo) eventually get the ability to do 9999 damage on a critical hit. Combined with luck-enhancing equipment, can reach Game Breaking levels (although if Ayla's powerful enough to get the ability, you're probably overleveled anyway).
- Crono's Infinity +1 Sword has a 70% Crit rate, and his new ultimate weapon in the DS Updated Re-release has a 90% crit rate. Frog also has an accessory that increases his Crit chance when using his Sword of Plot Advancement (upgradable to an Infinity +1 Sword). The latter is especially important given Frog's usually rather mediocre damage output.
- Nu have two attacks: either they do 1 point of damage... or they do HP to 1.
- In Darkest Dungeon, the highest critical chances, particularly after camping buffs, belong to the Jester, Grave Robber, Arbalest, Highwayman and Shieldbreaker - and you'll want some critical hit chance, due to the stress reduction you get for free along with the double damage. Most of these characters are pretty fragile, although the Arbalest is somewhat more durable; the Arbalest's balancing factor is that she really wants to be at the back of the lineup, and has no particularly good options when dragged to the front.
- The Rogue class in the Dragon Age series, particularly Duelist and Assassin specializations, maximizes critical chance at the cost of defense.
- The Dragon Quest series features an enemy that's a Critical Hit Class: the hammerhood, a low-level monster wielding a hammer the size of its own body. When it attacks, either it misses, or it scores a critical for around 10 damage. 10 damage is a lot of HP when you're level 1 or 2.
- Any character equipped with the Hela Hammer either misses or deals enormous damage with a critical.
- The odds for a critical in Dragon Quest IV are 1 in 64; that is, unless you're Alena, who has a 1 in 4 shot, making her perfect for Metal Slime hunting.
- Dragon Quest IX:
- The Martial Artist class has a slightly higher chance of getting criticals and Limit Breaks. However, any class can become this with maxed out skills in any weapon (making it wieldable by any class).
- Thunder Thrust and Hatchet Man, a spear/axe skill with low accuracy but a guaranteed critical, while Multithrust can be combined with the Demon Spear to get four not-very-accurate attacks with a chance to instakill the target.
- Inverted with the shield, whose questline ability negates all criticals against one character.
- In the Wizardry series, the samurai, ninja, and monk classes are very reliant on critical hits and instant kills.
- In Fire Emblem, the Swordmaster is the traditional critical-reliant class, but later games added Myrmidons and Trueblades (part of the same promotion chain), Berserkers, Assassins, Snipers and Halberdiers into the mix. All of them have a boosted critical hit chance; Assassins additionally have a 50% chance at a One-Hit Kill when they crit.
- Henry from Fire Emblem Awakening is notable in that and reclass options (including the aforementioned Berserker and Assassin classes) grant him almost guaranteed 100% critical chance with a Ruin tome, especially if paired up. His default Dark Mage class was traditionally more of a rarity in the series.
- Certain games in the series allow for the possibility of 100% guaranteed criticals:
- In the Jugdral games, the Wrath skill simply gave guaranteed criticals when the unit was under 50% health.
- In Binding Blade, Swordmasters received an inherent 30% bonus to critical hit rate, the Wo Dao sword had an inherent 40% critical hit rate, and supports could add up to 25% to critical hit rate, for a total of a 95% boost—allowing the maximum potential critical chance to reach 109% with maximum stats.
- Its prequel, Blazing Sword (or just Fire Emblem outside of Japan), nerfed the Swordmaster's inherent bonus to 15% and the Wo Dao's inherent bonus to 35%, but added a 5% bonus for S-ranking a weapon level and gave the Quirky Bard a number of Status Buffs that they lack in other games including one that grants a 10% boost to critical hit chance, allowing it to reach 104%.
- Fire Emblem Fates features a weapon, the Great Club, with an absolutely insane inherent crit rate (55%), but it's so inaccurate that it can hardly be considered a "guaranteed critical". However, there are a number of other skills that grant bonuses to Critical Hit rate: Awakening (+30% to Hit, Avoid, Crit, and Critical Evade when under half HP), Gamble (-10 hit, +10 Crit), Death Blow (+20% crit when initiating combat), and In Extremis (+30% to Crit when under 25% HP; note that this is a Personal Skill and thus can only be learned by one unit.) Stacking all four gives +90% to crit when at very low health, with two slots left for skills that help make surviving at such low health levels more viable, but with Killer Weapons still having inherent 25% crit chances and support bonuses potentially allowing just as much additional bonus to be tacked on, units other than the one whose personal skill is In Extremis can reach 100% without having to use a Great Club (though perhaps only the females as Awakening is acquired through a gender-locked DLC class; males will be forced to settle for support bonuses+Gamble+Death Blow, which isn't enough to guarantee a crit with any other weapon.) A good combo is to combine Galeforce with the Great Club, Death Blow and Certain Blow or X-Breaker skills, that will give you essentially two almost-guaranteed deaths on the opponent on every Player Phase.
- Fallout or 2, this is a very common endgame build, with perks that grant stratospheric critical rates and improved rolls on the critical table. Sniper gives guns a critical chance equal to 10% times your luck stat instead of 1% of your luck stat, while Slayer gives automatic melee criticals. The "Better Criticals" perk adds 20 to whatever your Critical Hit "roll" between 1 and 100 is, and rolls above 100 cause instant death even for attacks that do no damage. Together, they can give every attack a 20% chance of instant death.
- In Fallout 3, critical hits just increase damage, but they can happen a lot more often because crit chance from Luck and perks is multiplied by a weapon specific value — crit multipliers are extremely low for automatic weapons and average for shotguns, so you'll mostly be using pistols and manual / semi-automatic rifles (mainly Energy thanks to their bigger focus on crit multipliers and more critical hit related perks). In Fallout: New Vegas, a character with high Luck will also be ridiculously good at cards, making him become both this trope and The Gambler. In both games, any shot made without the target detecting you became an instant critical that causes even more damage than standard criticals. A properly built stealth class can instantly kill people before they hear the bullet.
- Fallout 4 changed Critical Hits from a semi-random occurrence to more of a V.A.T.S.-based Limit Break where Luck decides how quickly it charges. Most of the Luck perks are related to making crits better, allowing things like storing up crits to use later, increasing their damage, or having a chance of suddenly filling the whole bar. Weapons can also be modded to do more damage when they critically hit.
- This becomes very common in Gothic 2, where your weapon skill is a measure of 10-100% that also serves as your critical hit odds (in addition to determining how fluid the hero's attacks are and how likely he is to make fatal mistakes), so any character with a higher skill than strength/dexterity (depending on the weapon) will only do noticeable damage on a critical.
- The Sniper class in Valkyria Chronicles can only shoot once per turn, but has very high accuracy and range, making them ideal for headshots.
- Referenced in The Adventures of Duane & BrandO's rap based on upon Final Fantasy I, the Fighter class is referred to as "critically acclaimed" referring to his odds of getting a critical hit.
- In Diablo III, this is mainly the only build viable in higher difficulty games. There are magical items with the ability to increase critical hit chance, others with the ability to increase the damage on a critical hit, and items with both (mainly the so-called Trifecta, if they also have increased attack speed). Accumulating these items, you can, for example, get a 50% chance of dealing 400% of damage. Also, the game incorporates some special effects that only activate when dealing a critical effect. With all these factors combined, this becomes a Game-Breaker.
- In Marvel: Avengers Alliance, the core benefit of the Blaster class is that they always critically hit and ignore defense against any character in the Bruiser class.
- A recent patch changes this, wherein the Blaster now gains the passive "Focused Attacks" whenever he/she is hit by/attacks a Bruiser. This turns the Blaster's next attack is a 100% critical, regardless of what class the Blaster would target next.
- Saïx in Kingdom Hearts: 358/2 Days. His Crit and Crit% stats are both 10 out of 10 and many of his weapons boost his already naturally high critical hit stats even higher. A high leveled, well geared Saïx can manage to have one out of every three hits be a crit, and do enough damage to take off a full lifebar's worth of health. With the proper set-up, he can take out end-game enemies such as Anti-Saix in 20 seconds.
- A Vanquisher that invests in the appropriately named Critical Hits skill in Torchlight will get more criticals than normal hits. Combined with an active skill capable of piercing enemies and/or hitting them multiple times, even bosses won't last longer than a minute or two.
- Hunters in The Bard's Tale Trilogy were very effective versions of this, as critical hits were One Hit Kills even if they only did insignificant damage.
- In EarthBound:
- Ness equipped with the Casey Bat is this. It raises his Offense and Guts so high that a devastating critical hit is pretty much guaranteed...if he lands it. This bat also has the worst accuracy in the game, missing 3/4 of the time. It's a reference to Casey at the Bat.
- The Gutsy Bat also turns Ness into this. Provided you find it of course.
- On the opposite end of the alignment, we have the Rowdy Mouse and Deadly Mouse, who appear in the Giant Step and Magnet Hill dungeons respectively. True to the trope, their normal attacks deal pitiful damage, but their phenomenal Guts stats mean you'll be seeing their critical hits more often. And they hurt.
- Zino and Centro from Fossil Fighters are guaranteed to land a critical hit with every attack of theirs that connects, but their accuracy is impossibly low. However, there are other viviosaurs of similar types to theirs (sickle-claws and ceratopsians respectively) with support effects that highly increase accuracy and decrease the opponent's speed, allowing them to use their abilities.
- Path of Exile has the Shadow class, which is a hybrid Dexterity-Intelligence class. His position in the Skill Tree grants him easy access to Critical Strike Chance and Multiplier, and his primary stats synergizes well with crit-based items: daggers are Dex/Int weapons that give global critical chance and have a high base crit chance, support gems involving crits are mainly based on intelligence, and Power Charges grant crit chance per charge and is aligned with intelligence. He can take his crit specialization with the Assassin Ascendancy Class, which contains skills that grant him more crit chance, make his crits hit harder and kill dying enemies, and make his Power Charges more effective.
- In Lufia: Curse of the Sinistrals, you can use CRT-increasing Mystic Stones to increase a character's chance of critical hits. Each point of CRT equals a 1% chance, and it is possible to raise CRT to 100, making every hit a critical.
- The class proficiency of Etrian Odyssey IV's Snipers allows them to score critical hits with their bow skills (normally, only regular attacks can crit) and increases critical damage.
- The seventh and final party member Fiora in Xenoblade Chronicles can be made into this. An optional skill branch can make it so that every counterattack or double attack is a critical hit while another skill increases critical damage by 20% and the right gem setup can make almost every auto-attack a double attack. You can then link Dunban's 'Critical Drain' skill causing every critical hit dealt to heal her. Like with many lategame builds, this can be a Game-Breaker.
- Mythra fills this role in Xenoblade Chronicles 2, but in an unusual way. She has a passive skill that boosts critical rate, but what's really special is her "Lightspeed Flurry" ability, which recharges an Art's cooldown when it lands a critical hit. At its max level, this recharges cooldown by 100%, meaning that any time Mythra gets a critical hit she can immediately use that Art again. Combined with Critical Heal and Critical Up Auxiliary Cores, this can be a Game-Breaker.
- In the Monster Hunter series, many armor perks are specifically made to increase crit chances instead of raw damage, either your chances overall or in specific circumstances (like, giving every unsheathing attack a 100% crit chance or increasing the critical chance when hitting a monster's weak points). Monster Hunter: Generations also introduced skills that directly increase critical damage, making this a viable endgame playstyle for any weapon type.
- The Timed Hit on Squall's Gunblade in Final Fantasy VIII is a forced crit hit. You can even set it to auto.
- The Deathblow Materia in Final Fantasy VII guarantees a critical hit in exchange for cutting the attack's accuracy in half. Vincent Valentine is the best user of it, as he has two weapons with over 200% accuracy.
- In Tales of Maj'Eyal critical chance is governed by the Cunning stat, meaning that classes that prioritize Cunning such as rogues and psychics end up with high critical chance. With the right build it's possible to hit 100% crit chance.
- Dungeons & Dragons
- The Thief (1st and 2nd Edition) and Assassin (1st) classes were this: the thief could do up to 5 times normal damage with a Back Stab and the Assassin could kill an opponent in 1 hit by performing an assassination attack. Neither class was as good as a fighter in normal combat, due to armor restrictions and a lower chance to hit.
- 3rd edition has weapons with an increased chance to make a critical hit, due either to their physical nature or magical enhancements, as well as spells like keen edge and feats like "Improved Critical" that do likewise. A character could concentrate on gaining as large a critical hit range as possible; however, most of the time, different critical range improvements do not stack, and entire categories of monsters are immune to critical hits by default — notably constructs, elementals, oozes, plants, swarms, and undead.
- The Disciple of Dispater Prestige Class draws its power from a Crazy-Prepared archdevil and grants a greater chance of scoring critical hits, which can allow a similarly crazy-prepared player to crit upwards of half the time.
- In 4th Edition, many players who play Avengers will choose weapons and feats to take advantage of the fact that Avengers roll twice for every attack and pick the highest roll in order to maximize the chance for a crit and maximize crit damage.
- 5th Edition has this in a few flavors. Half-Orcs and Barbarians (And Half-Orc Barbarians) can add extra damage dice to their critical hits, Champion fighters and Hexblade warlocks can increase the range at which they score critical hits, and Assassin rogues can score automatic critical hits on any surprised creature. All of these options stack. Additionally, creatures types no longer have immunities to critical hits.
- Any class or subclass that makes heavy use of the new "advantage" mechanic (like, again, the Barbarian) is secretly this. Like the Avenger above, you roll two dice to hit and take the highest, nearly doubling your chance of rolling a 20 (a critical hit).
- In Paizo's Pathfinder
- This is a common tactic for the Magus, a Magic Knight class who can deliver spells through their swords when they attack. As a result, many of their spells are touch-based spells that can also roll a critical hit. Choosing a weapon which has an increased chance to roll a critical hit also increases the chance of a critical hit with a spell, making them very useful to Magi. Expect to see a lot of "Scimitar + Shocking Grasp" Magi running around Munchkin forums. It helps that one of their abilities allows them to enchant their weapon, which most of the time involves the keen property, which doubles the range of values which may result in a critical. So, essentially a keen high-critical chance weapon (scimitars and rapiers are favorites) has a 30% chance of threatening a critical hit as long as the magus can actually hit the enemy. Combined with other tricks the build can use, this results in effectively about 20% of attacks dealing a critical.
- The Advanced Class Guide introduced the Swashbuckler, who excels with lightweight weapons with high critical threat ranges. They even get the benefits of the Improved Critical feat starting at level 5 (3 levels earlier than any other class could potentially get the feat), and the panache pool that they use to fuel many of their class features is refilled by scoring critical hits.
- Gunslingers, one of the "parent classes" of the swashbuckler, try to be a Critical Hit Class by having a grit pool that functions almost identically to the swashbuckler's panache. However, Gunslingers have the drawback of their weapons only getting a critical hit if their attack roll is a natural 20, or a 19-20 on the die if they have the Improved Critical feat. They partially make up for this with the fact that firearms deal four times their normal damage on a critical hit, whereas the weapons used by swashbucklers and most other classes only deal double damage.
- The Star Wars d20 Revised system allowed Jedi, Elite Trooper, and Soldier builds to do this, and it was a Game-Breaker due to the way health was calculated in that game. A character had a stat for both real injury and expended Plot Armor, and critical hits bypassed the massive pool of plot armor "Vitality" points to chew through the rather small amount of "Wound Points" a character had, defeating a character in a single blow.
Third Person Shooter
- Star Wars Battlefront (2015) has Lando Calrissan, who's ability "Fortune Trigger" multiplies his ability to land a critical hit alongside his killcount, fitting with Lando's reputation as a gambler and scoundrel in the film series.
- Banshee has the ability Sonar that creates weakpoints on all enemies in the vicinity. It has a base effectiveness of 500% that can be boosted by mods, and it combos nicely with regular critical hits for even more damage.
- The Soma has pathetic base damage but very good critical chance and multiplier. It goes up to a 75% chance of dealing 660% damage. In fact, the Soma and its Prime variant are considered one of the highest-tier weapons in the game because of the fact that a properly modded Soma Prime will reliably deal over 1,000 damage in a single shot. Combined with certain damage boosts, such as Banshee's above, and it's not impossible for the Soma family to hit the 2.14 billion damage cap. With 200 rounds to a magazine, this makes the weapon a death ray that would otherwise be useless.
- Bows also start with a pretty high crit chance. A properly modded Dread or Paris Prime will always deal critical hits from a fully drawn arrow.
Turn Based Tactics
- The Assault class of XCOM: Enemy Unknown. The right side of their ability tree includes a lot of offensive skills that increase either the chances or the damage of their critical hits. Their XCOM 2 counterpart, Rangers, are similar and, with the right skills and gear, can actually reach or exceed 100% crit chance.
- Paladog: The core game mechanic is that the units only unleash their Critical Hits while in Paladog's aura, ranging from more damage to knocking enemies back to hitting everything on the map. The easiest way to win is building nothing but archers, as a group of archers in the aura becomes less Death of a Thousand Cuts and more Wave Motion Gun.