A Critical Hit (必殺 Hissatsu lit. Certain Kill) occurs when a unit performs a stronger-than-average attack that deal triple damage to their target.
Overview[]
A critical hit is a special type of attack that deals three times the normal damage of their attack. The occurrence of a critical hit is chance-based, and the chance that a unit will perform a critical attack are based on various factors such as the unit's equipped weapon, the unit's stats, and the class they are currently in. A unit's critical hit rate at any given time is most directly influenced by the equipped weapon's "crt" stat. Most weapons raise the chance of scoring a critical hit by only a small amount; however, certain weapons and spells (e.g.: Killer Lance, Killing Edge, Killer Axe, and Luna) provide a larger-than-average boost to the chance an attack will be critical. With these factors in mind, the best chances of a critical hit occurring is usually around 35 percent, depending on the class and level of the unit wielding the weapon. These chances may be substantially higher, potentially 80%, in select cases, such as a Swordmaster, a class designed to thrive on critical hits, being equipped with a critical-boosting weapon such as a Killing Edge or Shamshir, and facing off against an enemy unit with a substantially lower Luck stat.
When a critical attack occurs, the character in question performs a special attack animation. This animation is usually accompanied by a visual and audio flourish effect unique to this occurrence. Starting with Fire Emblem Awakening, the first game to feature voice acting in the franchise, Critical Hits are usually highlighted with a special cut-in portrait or animation with a unique quote. Critical Hits can stack on activated combat skills like Luna and Astra with the skill attack animations overriding the critical animation if possible.
In Fire Emblem: Genealogy of the Holy War, Fire Emblem: Thracia 776 and TearRing Saga: Utna Heroes Saga, critical hits multiply base attack by two instead of multiplying final damage by three, usually making them considerably more dangerous than normal in most circumstances.
In Fire Emblem Fates, certain weapons will deal four times the amount of damage instead of three; the Killing Edge and Mjölnir weapons are examples of such.
Calculations[]
Factors[]
- Class Critical Bonus: Some promoted classes, notably the Swordmaster and Berserker, have a "class critical bonus", which represents a base critical hit rate a member of the class will almost always have in battle. In Fire Emblem: Radiant Dawn, there were five levels of Class Critical Bonuses (Critical +5, Critical +10, Critical +15, Critical +20, Critical +25), represented as skills permanently attached to the Sniper, Marksman, Reaver, Halberdier, Sentinel, Assassin, Myrmidon, Swordmaster and Trueblade classes.
- Skills: Some skills increase critical hit rate under certain circumstances. For example, the Wrath skill boosts the critical hit rate when the user's HP is at 1/3 or less while Death Blow increases critical hit rate when the user initiates a battle.
- Pursuit Critical Coefficient in Fire Emblem: Thracia 776 a limit is placed on critical rate during the first Follow-Up Attack hit and then multiplies it during the second hit.
- Dual Support in Fire Emblem Awakening and Fire Emblem Fates boosts the critical activation rate depending on the support rank level that the attacking unit has with their Pair Up partner and any adjacent allies. Critical activation is boosted by 10 at level 4, 15 at level 8, and 20 at level 12.
Critical hit rate calculation[]
Unit's skill/2 + 5% (If S-rank in The Blazing Blade and The Sacred Stones) + the weapon critical chance + the support bonus (if any) + the class critical bonus (if any) + character's skills (if any) - the enemy's Luck - Critical Avoid(in Three Houses)
- To calculate a Silencer percent chance of an Assassin, you must halve his Critical Hit percentage (except in Radiant Dawn, where it is half the skill stat, and in Awakening, where it is one fourth of it).
- In Fire Emblem Fates the calculation is (Skill - 4)/2 instead of 'Unit's skill/2'
Hence, it is possible in Fire Emblem: The Binding Blade and Fire Emblem: The Blazing Blade for Swordmasters to gain a Critical Hit rate of 100% or more; when it exceeds 100 percent, only the last two digits will be shown in the combat forecast screen. In Fire Emblem: The Sacred Stones the unique Super Trainee classes also can get 100% Critical.
However, the unit must also be able to hit the opponent first. That is, the hit percentage is taken into consideration before the critical percentage. So if a unit has a low chance to hit, but a very high chance to perform a critical, (like from the use of the Gamble skill) the unit may miss altogether.
Critical hits can be completely negated by a unit carrying an Iron Rune (or Hoplon Guard) or with the skill Fortune.
Non-canon appearances[]
Super Smash Bros. Brawl[]
Critical Hit (必殺の一撃 Hissatsu no Ichigeki lit. Sure-Killing Blow) is the name of Marth's Final Smash in Brawl. Critical Hit is an extremely fast and powerful Final Smash. After raising his sword, Marth quickly rushes forward to the end of the platform he is on, instantly defeating the first enemy that he connects with. He can knockout multiple enemies if they are in close proximity with the first enemy he connects with. A Health Meter appears for each character struck by the attack, and it is graphically similarly to the ones in Shadow Dragon and the Blade of Light, which rapidly depletes to 0, but is purely for aesthetics. Critical Hit can also be launched in the air and he will still propel him straight forward. Marth does not stop charging unless he hits an opponent, meaning that Marth can fly off the screen and suicide KO himself. especially on smaller stages. Another disadvantage of Critical Hit is the long start up time, giving opponents time to telegraph the move and avoid accordingly. If the A button is pressed during the dash, Marth can immediately execute the sword slash, ending the attack and possibly preventing him from dashing off of the stage.
Critical Hit is arguably one of the most powerful Final Smashes in the game, not just for the 60% damage if it connects, but for the knockback effect, able to KO Bowser, the heaviest character in the game, even when he is at 0% from the opposite edge of a medium sized stage.
Trophy[]
Image | Title | Appears in | How to unlock |
---|---|---|---|
Critical Hit | Wii Super Smash Bros. Brawl | Clear All-Star Mode as Marth | |
Description | |||
Marth's Final Smash. He thrusts his sword skyward, then rushes to meet his targeted enemy with furious speed. The blow he strikes is so powerful that his foe is instantly launched off the screen. As in Fire Emblem, a window appears that shows the character's hit points dropping rapidly to zero--but this is just for effect. Smash Bros. does not use a hit-point system. |
Super Smash Bros. for Nintendo 3DS and Wii U[]
Critical Hit (必殺の一撃 Hissatsu no Ichigeki lit. Sure-Killing Blow) is the name of Marth, Lucina, and Roy's Final Smash in Super Smash Bros. for Nintendo 3DS and Wii U. It has the same properties like it did in Super Smash Bros. Brawl for Marth, except he travels only a certain distance forward before the Final Smash automatically ends. Lucina's Critial Hit attack is identical to Marth's. Additionally, the Health Meter has been redesigned to resemble the one in Awakening instead.
Roy's Critical Hit functions differently, and is visually identical to his critical hit while he is equipped with the Binding Blade in The Binding Blade. It is not as strong and does not launch opponents as far. Roy's Critical Hit is a stationary Final Smash, and he slowly swings his sword around in an overhead arch staring from behind him. As a result, Roy's Counter does not have the risk of self-destructing, but it has less knockback. During the wind up of the move, enemies within two character lengths in front of Roy will receive up to 5% damage. Characters within two character lengths behind him can receive up to 10% in damage and will be forced in front of him. Roy will then slam his blade into the ground, creating a large explosion that deals 35% damage to opponents and launches them. It requires at least 50% damage on Bowser prior to the start of the move in order to KO him from the opposite side of Final Destination. Like with Marth's and Lucina's Critical Hit, cosmetic health bars appear at the end of the move, showing the opponents' health drop rapidly to 0. At the end of the move, a sheath will appear on Roy's back, and he'll sheath his sword, but the sheath will disappear once Roy draws his sword back out.
Wii U-exclusive trophies[]
Super Smash Bros. Ultimate[]
Critical Hit (必殺の一撃 Hissatsu no Ichigeki lit. Sure-Killing Blow) is the name of Marth, Lucina, and Roy's Final Smash in Super Smash Bros. Ultimate. Marth and Lucina's version of the technique is the same rushing variation while Roy retains his unique stationary version.
The Killing Edge was added to Ultimate. Under most circumstances, the Killing Edge is a standard battering item. If the edge glows red, the next attack performed with the Killing Edge deals three times the damage it would normally do, a reference to the Critical Hit multiplier.