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** At least in some of the later games, there are enemies that can get critical hits too, which the game refers to as "desperate attacks." Depending on how strong your party is, and the strength of the enemy, a desperate attack could leave you at death's door. Your best bet is to keep your party fully healed and try to disable any monsters that you know are capable of desperate attacks. ''VideoGame/DragonQuestMonsters: Joker'' features a skill, Critical Miss, which prevents the target from dealing critical hits.

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** At least in some of the later games, there are enemies that can get critical hits too, which the game refers to as "desperate attacks." Depending on how strong your party is, and the strength of the enemy, a desperate attack could leave you at death's door. Your best bet is to keep your party fully healed and try to disable any monsters that you know are capable of desperate attacks. ''VideoGame/DragonQuestMonsters: Joker'' ''VideoGame/DragonQuestMonstersJoker'' features a skill, Critical Miss, which prevents the target from dealing critical hits.
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*** Generation V introduced two moves, Storm Throw and Frost Breath, which have low power (60) but always get critical hits, making them effective wall-breakers.
*** Conversely, two abilities (Battle Armor and Shell Armor) and the move Lucky Chant {{avert|ed Trope}} the chance of the opponent landing a critical hit, making the above two moves far less useful.

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*** Generation V introduced two moves, Storm Throw and Frost Breath, which have low power (60) but always get critical hits, making them effective wall-breakers.
wall-breakers. Generation VIII added in two more slightly stronger moves which also always crit, Surging Strikes and Wicked Blow [[note]]Both moves are the SecretArt of Urshifu; one for each form[[/note]], with their base power clocking in at 75 each [[note]]Surging Strikes' actual base power is 25, but it hits three times. Wicked Blow had 80 base power in Generation VIII, but this was nerfed to 75 in Generation IX to bring it in line with Surging Strikes.[[/note]]
*** Conversely, two abilities (Battle Armor and Shell Armor) and the move Lucky Chant {{avert|ed Trope}} the chance of the opponent landing a critical hit, making the above two four moves far less useful.

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* ''VideoGame/ANNOMutationem'': Critical damage occurs depending on the amount of {{combos}} done during battle, with a full critical strike occurring once an enemy's [[BodyArmorAsHitPoints armor bar]] has been fully depleted. There's also SocketedEquipment that boosts weapons critical percentage of delivering major damage.



* ''[[VideoGame/{{Mother}} EarthBound Series]]'':
** ''VideoGame/EarthBoundBeginnings'' is the origin of ''SMASH'' attacks for the series. These critical hits ignore defense, and will cause approximately your Offense stat worth in unblockable damage. Needless to say, these attacks usually work better for your ''enemies'', since you are typically much better armored than them and they get ''SMASH'' hits at around the same rate that you do. And there are a lot more of them than you.
** ''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.
*** The Casey Bat, borrowing from the poem "Casey at the Bat", either connects with a ''SMAAAASH!!'' hit, or misses entirely. Also borrowing from that classic tale, it misses ''a lot''. It has the highest attack power of any weapon in the game, but it also misses 75% of the time, as opposed to around 6% for normal weapons.
*** Enemies can (rarely) hit your party with SMASH attacks as well. However, certain enemies (most notably the various types of mouse) have such high Guts that they will land critical hits more often than regular hits. Since your defense stat is negated by these attacks, these enemies easily become DemonicSpiders; they can often do more damage than some party members' maximum health.
** ''VideoGame/Mother3'' follows the series tradition of that ever so sweet ''SMAAAASH!!'' hit.



* ''[[VideoGame/TrailsSeries The Legend of Heroes - Trails]]'': Critical hits occur randomly that has a chance of inflicting a random StatusEffect. When an opponent's armor is reduced completely and they're temporarily stunned, all received damage are full-on critical.



* ''VideoGame/MegaManBattleNetwork'': While having a low chance of occurring, Mega Man can deal a large amount of damage when doing a critical attack.



* ''VideoGame/{{MOTHER}}''
** ''VideoGame/EarthBoundBeginnings'' is the origin of ''SMASH'' attacks for the series. These critical hits ignore defense, and will cause approximately your Offense stat worth in unblockable damage. Needless to say, these attacks usually work better for your ''enemies'', since you are typically much better armored than them and they get ''SMASH'' hits at around the same rate that you do. And there are a lot more of them than you.
** ''[[VideoGame/CognitiveDissonance MOTHER: Cognitive Dissonance]]'' follows this trend of ''SMAAAASH!!'' attacks, based on your stats how often you will hit them. Your team mate Col. Saturn can even possibly hit two because he uses two guns at once (unless he uses one of the special weapons that only lets him have one).
** ''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.
*** The Casey Bat, borrowing from the poem "Casey at the Bat", either connects with a ''SMAAAASH!!'' hit, or misses entirely. Also borrowing from that classic tale, it misses ''a lot''. It has the highest attack power of any weapon in the game, but it also misses 75% of the time, as opposed to around 6% for normal weapons.
*** Enemies can (rarely) hit your party with SMASH attacks as well. However, certain enemies (most notably the various types of mouse) have such high Guts that they will land critical hits more often than regular hits. Since your defense stat is negated by these attacks, these enemies easily become DemonicSpiders; they can often do more damage than some party members' maximum health.
** ''VideoGame/MOTHER3'' follows the series tradition of that ever so sweet ''SMAAAASH!!'' hit.
* ''[[http://www.perfectworld.com Perfect World]]'' does this with a twist. Any character's critical hit rate starts out at 1% of the time. Adding points to the Dexterity stat increases, among other things, your critical hit rate at about 1% every 20 points. [[GlassCannon Archers]], who generally need huge amounts of Dexterity to function, get critical hits [[PlayerVersusPlayer annoyingly]] [[GameBreaker often]], and are not very fun to meet while [=PvP=] mode is on.

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* ''VideoGame/{{MOTHER}}''
** ''VideoGame/EarthBoundBeginnings'' is the origin of ''SMASH'' attacks for the series. These critical hits ignore defense, and will cause approximately your Offense stat worth in unblockable damage. Needless to say, these attacks usually work better for your ''enemies'', since you are typically much better armored than them and they get ''SMASH'' hits at around the same rate that you do. And there are a lot more of them than you.
**
''[[VideoGame/CognitiveDissonance MOTHER: Cognitive Dissonance]]'' follows this trend of ''SMAAAASH!!'' attacks, based on your stats how often you will hit them. Your team mate Col. Saturn can even possibly hit two because he uses two guns at once (unless he uses one of the special weapons that only lets him have one).
** ''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.
*** The Casey Bat, borrowing from the poem "Casey at the Bat", either connects with a ''SMAAAASH!!'' hit, or misses entirely. Also borrowing from that classic tale, it misses ''a lot''. It has the highest attack power of any weapon in the game, but it also misses 75% of the time, as opposed to around 6% for normal weapons.
*** Enemies can (rarely) hit your party with SMASH attacks as well. However, certain enemies (most notably the various types of mouse) have such high Guts that they will land critical hits more often than regular hits. Since your defense stat is negated by these attacks, these enemies easily become DemonicSpiders; they can often do more damage than some party members' maximum health.
** ''VideoGame/MOTHER3'' follows the series tradition of that ever so sweet ''SMAAAASH!!'' hit.
* ''[[http://www.perfectworld.com Perfect World]]'' ''VideoGame/PerfectWorld'' does this with a twist. Any character's critical hit rate starts out at 1% of the time. Adding points to the Dexterity stat increases, among other things, your critical hit rate at about 1% every 20 points. [[GlassCannon Archers]], who generally need huge amounts of Dexterity to function, get critical hits [[PlayerVersusPlayer annoyingly]] [[GameBreaker often]], and are not very fun to meet while [=PvP=] mode is on.



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[[folder:Webcomics]][[folder:Web Comics]]

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* ''VideoGame/MeltyBlood'' has critical hits, only they occur on all and any attacks with a 1.5 damage increase.


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* ''VideoGame/MeltyBlood'' has critical hits, only they occur on all and any attacks with a 1.5 damage increase.

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* In ''VideoGame/MasterOfOrion II'' there's a chance (enhanced with a special targetting system) of hitting a ship's weapons and other systems after DeflectorShields and armor don't stand on the way. A ship with broken computer can't hit a planet one square away, with broken drive it loses mobility: at half of drive's HitPoints the ship is a sitting duck and can be boarded, at 0 it explodes ''no matter how much armor and hull HitPoints remains''. This means [[KineticWeaponsAreJustBetter artillery]] in ArmorPiercingAttack variant is devastating, as few shots can cripple or destroy a ship the moment its shield is down... unless it has bulky Heavy Armor upgrade.

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* In ''VideoGame/MasterOfOrion II'' there's a chance (enhanced with a special targetting targeting system) of hitting a ship's weapons and other systems after DeflectorShields and armor don't stand on the way. A ship with broken computer can't hit a planet one square away, with broken drive it loses mobility: at half of drive's HitPoints the ship is a sitting duck and can be boarded, at 0 it explodes ''no matter how much armor and hull HitPoints remains''. This means [[KineticWeaponsAreJustBetter artillery]] in ArmorPiercingAttack variant is devastating, as few shots can cripple or destroy a ship the moment its shield is down... unless it has bulky Heavy Armor upgrade.



* ''VideoGame/MinecraftDungeons'': There is an enchantment with this exact name, allowing you to invoke this trope.

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* ''VideoGame/MinecraftDungeons'': There is an enchantment with this exact name, allowing you to invoke this trope. The enchantment in question gives a chance to inflict triple the enchanted weapon's damage when hitting a mob.
** There is also the Enigma Resonator enchantment, which has the same effect as Critical Hit, but its chance of triggering depends on how many souls the player has.

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** [[VideoGame/IkariWarriors Ralf Jones]] also previously had this mechanic for his Ralf Kick move, before it of course went away like with Shingo's case. Arguably though, his case was supposedly much more obscure (especially in later games).
*** Another fighting game series being ''VideoGame/MeltyBlood'' also has critical hits, only they occur on all and any attacks with a 1.5 damage increase.

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** [[VideoGame/IkariWarriors * ''VideoGame/IkariWarriors'': Ralf Jones]] also previously had Jones has this mechanic for his Ralf Kick move, before it of course went away like with Shingo's case. Arguably though, his case was supposedly much more obscure (especially in later games).
*** Another fighting game series being
case.
*
''VideoGame/MeltyBlood'' also has critical hits, only they occur on all and any attacks with a 1.5 damage increase.



** The Critical Strike attack also increases the chances of getting an ordinary critical- most weapons have a 5% chance on every attack (some have 10%), but with Master Critical Strike you can have 50% chance. Critical hits cause double damage.
*** Also worth noting here that you generally have a 50% chance of hitting at all. With Master Critical Strike and a high crit range weapon, every hit that you land is a crit. This tends to make people die.

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** The Critical Strike attack also increases the chances of getting an ordinary critical- most weapons have a 5% chance on every attack (some have 10%), but with Master Critical Strike you can have 50% chance. Critical hits cause double damage.
***
damage. Also worth noting here that you generally have a 50% chance of hitting at all. With Master Critical Strike and a high crit range weapon, every hit that you land is a crit. This tends to make people die.
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* The ''Franchise/{{Pokemon}}'' [[http://bulbapedia.bulbagarden.net/wiki/Damage_modification#Critical_hit games:]]
** Besides 1.5x damage (or 2.25x with the ability Sniper), critical hits also ignore stat changes if applying them would result in less damage (except in Generation I, where they ignored them either way). Any given move that does non-fixed damage has a 1/16 chance, which can be increased by various things on a "level" system from Level 1 (regular) to Level 4 (100%). Such are the power of critical hits that many battles are won and lost because of them. Examples of ways to raise said chances:

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* The ''Franchise/{{Pokemon}}'' [[http://bulbapedia.bulbagarden.net/wiki/Damage_modification#Critical_hit net/wiki/Critical_hit games:]]
** Besides 1.5x damage (or 2.25x with the ability Sniper), [[CriticalHitClass Sniper]]), critical hits also ignore stat changes if applying them would result in less damage (except in Generation I, where they ignored them either way). Any given move that does non-fixed damage has a 1/16 chance, 1/24 chance (1/16 until Generation VII), which can be increased by various things on a "level" system from Level 1 (regular) to Level 4 (100%). Such are the power of critical hits that [[RandomNumberGod many battles are won and lost because of them.them]]. Examples of ways to raise said chances:



*** Using the move Focus Energy or the item Dire Hit raises the level by 2 until you switch. (This is what "Foe Machop's getting pumped!" actually means.) Consuming a Lansat Berry gives the same effect, but they do not stack on each other.

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*** Using the move Focus Energy or the item Dire Hit raises the level by 2 until you switch. (This switch ("<Pokémon> is what "Foe Machop's getting pumped!" actually means.) pumped!"). Consuming a Lansat Berry gives the same effect, but they do not stack on each other.



*** Conversely, two abilities (Battle Armor and Shell Armor) and the move Lucky Chant avert the chance of the opponent landing a critical hit, making the above two moves far less useful.

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*** Conversely, two abilities (Battle Armor and Shell Armor) and the move Lucky Chant avert {{avert|ed Trope}} the chance of the opponent landing a critical hit, making the above two moves far less useful.



*** There were six levels of critical hit chance. Levels 1 and 2 were the same, but level 6 only had a 56.25% chance at most. Achieving level 6 was highly, highly situational, but still possible.

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*** There were six The four levels of critical hit chance. Levels 1 and 2 were the same, but level 6 only had a 56.25% chance at most. would never guarantee a critical hit no matter what, with level 4 maxing the chance to 50%. Achieving level 6 4 was thus highly, highly situational, but still possible.situational.



*** Each Pokémon has a different crit-hit chance proportional to its base Speed; thus a faster Pokémon is also more likely to go critical with any move. The highest chance (27.3%, better than 1 in 4!) belongs to Electrode, the fastest 'mon in the original games. The lowest, 2.9%, belongs to -- who else? -- Slowpoke.

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*** Each Pokémon has a different crit-hit chance proportional to its base Speed; thus a faster Pokémon is also more likely to go critical with any move. The highest chance (27.3%, better than 1 in 4!) belongs to Electrode, the fastest 'mon in the original games. The lowest, 2.9%, belongs to -- who else? -- Slowpoke.



*** Most bizarre, Focus Energy and Dire Hit are ''supposed'' to multiply the crit-ratio by four... but somebody in coding screwed up, so they ''[[UselessUsefulSpell divide]]'' it by four instead. Once you know this, it's fun to watch your opponent's Pokémon screw themselves over. (''[[VideoGame/PokemonStadium Stadium]]'' and all later games fixed the bug.)

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*** Most bizarre, Focus Energy and Dire Hit are ''supposed'' to multiply the crit-ratio by four... 4... but somebody in coding screwed up, so they ''[[UselessUsefulSpell divide]]'' it by four 4 instead. Once you know this, it's fun to watch your opponent's Pokémon screw themselves over. (''[[VideoGame/PokemonStadium Stadium]]'' and all later games fixed the bug.)
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* Spoofed in the webcomic [[http://www.commissionedcomic.com/ Commissioned]], the main characters have ''D&D'' sessions where it switches from the POV of their characters to them, and occasionally they try something completely off the wall... and end up rolling a natural 20. [[http://www.commissionedcomic.com/?p=2134 this comic]] is a more recent example even though it's actually a bluff check.

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* Spoofed in the webcomic [[http://www.commissionedcomic.com/ Commissioned]], the main characters have ''D&D'' sessions where it switches from the POV of their characters to them, and occasionally they try something completely off the wall... and end up rolling a natural 20. [[http://www.commissionedcomic.com/?p=2134 this This comic]] is a more recent example even though it's actually a bluff check.
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This is linking back to the page, this shouldn't be here.


A CriticalHitClass employs this to get the best possible outcome. BoomHeadshot is a similar trope applied mainly to {{First Person Shooter}}s, although that involves skill rather than luck. Not to be confused with the {{Podcast}} of the [[Podcast/CriticalHit same name]]. Compare RandomizedDamageAttack where a particular attack has a widespread random amount of damage, from very big (so as to be called a "critical hit") to very small; this kind of attack may be combined with an actual CriticalHit. Contrast CriticalFailure.

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A CriticalHitClass employs this to get the best possible outcome. BoomHeadshot is a similar trope applied mainly to {{First Person Shooter}}s, although that involves skill rather than luck. Not to be confused with the {{Podcast}} of the [[Podcast/CriticalHit same name]]. Compare RandomizedDamageAttack where a particular attack has a widespread random amount of damage, from very big (so as to be called a "critical hit") to very small; this kind of attack may be combined with an actual CriticalHit.Critical Hit. Contrast CriticalFailure.

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*** 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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*** ** 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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** In ''VideoGame/SuperSmashBrosUltimate'' specifically, Marth and Lucina will both deal 15% extra damage with their Neutral Special if they strike their target directly in the head. This is made easier by the ability to angle the attack up or down.
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** ''VideoGame/{{MOTHER|1}}'' is the origin of ''SMASH'' attacks for the series. These critical hits ignore defense, and will cause approximately your Offense stat worth in unblockable damage. Needless to say, these attacks usually work better for your ''enemies'', since you are typically much better armored than them and they get ''SMASH'' hits at around the same rate that you do. And there are a lot more of them than you.

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** ''VideoGame/{{MOTHER|1}}'' ''VideoGame/EarthBoundBeginnings'' is the origin of ''SMASH'' attacks for the series. These critical hits ignore defense, and will cause approximately your Offense stat worth in unblockable damage. Needless to say, these attacks usually work better for your ''enemies'', since you are typically much better armored than them and they get ''SMASH'' hits at around the same rate that you do. And there are a lot more of them than you.
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* ''VideoGame/JetpackJoyride2'': Lucky Shot badge allows your main weapon to do random critical shots with the chance of getting them being increasable by upgrading it. Said shots deal two and a half times more damage than the regular ones.
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** Except in ''[[VideoGame/FireEmblemGenealogyOfTheHolyWar Genealogy of the Holy War]]'' and ''[[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.

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** Except in ''[[VideoGame/FireEmblemGenealogyOfTheHolyWar Genealogy of the Holy War]]'' and ''[[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. On the other hand, in this game, not just anyone can deal out critical hits; only those with the Critical personal skill can do so.
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* In ''Life in Adventure'' from [=StudioWheel=], combat doesn't inflict any real damage until the end of the fight. Instead your adventurer and the enemy have a gauge called Victory Chance. When you roll the dice, the number gets added to your normal likelihood of winning and then you and the opponent take turns hitting each other. If you have a higher success rating, then you're more likely to land successful hits during the fight - always doing a set amount of damage and sometimes you'll get a critical result which does double the normal damage to the enemy's Victory Chance. If you roll a 20, then you'll automatically beat the opponent the moment you're first hit lands.

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* In ''Life in Adventure'' from [=StudioWheel=], combat doesn't inflict any real damage until the end of the fight.fight (and that's only if you lose the fight - you'll then only lose 1 hit point and 1 sanity regardless of what you fought). Instead your adventurer and the enemy have a gauge called Victory Chance. When you roll the dice, the number gets added to your normal likelihood of winning and then you and the opponent take turns hitting each other. If you have a higher success rating, then you're more likely to land successful hits during the fight - always doing a set amount of damage and sometimes you'll get a critical result which does double the normal damage to the enemy's Victory Chance. If you roll a 20, then you'll automatically beat the opponent the moment you're your first hit lands.
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* In ''Life in Adventure'' from [=StudioWheel=], combat doesn't inflict any real damage until the end of the fight. Instead your adventurer and the enemy have a gauge called Victory Chance. When you roll the dice, the number gets added to your normal likelihood of winning and then you and the opponent take turns hitting each other. If you have a higher success rating, then you're more likely to land successful hits during the fight - always doing a set amount of damage and sometimes you'll get a critical result which does double the normal damage to the enemy's Victory Chance. If you roll a 20, then you'll automatically beat the opponent the moment you're first hit lands.
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* Referenced in ''VideoGame/{{Bully}}'' when you perform a GroinAttack on Algernon (one of the {{Nerd}}s):

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* Referenced in ''VideoGame/{{Bully}}'' when you perform a GroinAttack on Algernon (one of the {{Nerd}}s):nerds):
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* ''TabletopGame/{{Pathfinder}}'' doubles down on the ''D&D'' crits with the Magus class, which allows the player to [[MagicKnight channel a spell through a weapon]], dealing the damage of both. On a critical hit, the spell damage is doubled on top of the weapon's damage bonus. This leads to a bit of ComplacentGamingSyndrome where the vast majority of Magus builds are a CriticalHitClass focused on Scimitar + Shocking Grasp.
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* As mentioned in the introductory paragraphs, ''TabletopGame/EmpireOfThePetalThrone'' is the originator of the critical hit concept. In these rules, rolling a 20 on a 20-sided dice will cause double damage and if you roll a 19 or 20 after that, then it's a killing blow as you essentially hit a vital organ.

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* As mentioned in the introductory paragraphs, ''TabletopGame/EmpireOfThePetalThrone'' is [[TropeMakers the originator originator]] of the critical hit concept. In these rules, rolling a 20 on a 20-sided dice will cause double damage and if you roll a 19 or 20 after that, then it's a killing blow as you essentially hit a vital organ.
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* In ''VideoGame/FinalFantasyTactics'', besides doing extra damage - a critical hit will push the victim back a space. This is great if they're on a ledge but not so good if it was the first attack from a dual weapon strike (the 2nd attack will automatically whiff as the victim is put out of range).
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* As mentioned in the introductory paragraphs, ''TabletopGame/EmpireOfThePetalThrone'' is the originator of the critical hit concept. In these rules, rolling a 20 on a 20-sided dice will cause double damage and if you roll a 19 or 20 after that, then it's a killing blow as you essentially hit a vital organ.
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** ''Elric!'' was the successor to Chaosium's earlier, more unbalanced ''Stormbringer''. Stormbringer made Critical Hits far more dangerous as an example, while they were more difficult to land (it required you get to 10% or below of what you needed to roll rather than 20%) the effects were more dangerous. Like in ''Elric!'', damage was doubled but a critical could only be parried or dodged on a critical success on those rolls (plus the parrying weapon would break) and any attack will bypass armor. Worse yet, the victim automatically has to roll on the Major Wounds table even if the actual damage is minor (Major Wounds are inevitably mutilating and crippling) and the victim will be stunned for at least 5 minutes.

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** ''Elric!'' was the successor to Chaosium's earlier, more unbalanced ''Stormbringer''. Stormbringer made Critical Hits far more dangerous as an example, while they were more difficult to land (it required you get to 10% or below of what you needed to roll rather than 20%) the effects were more dangerous. greater. Like in ''Elric!'', damage was doubled but a critical hit could only be parried or dodged on a critical success on for those rolls (plus the parrying weapon would break) and any successful attack will bypass armor. Worse yet, the victim automatically has to roll on the Major Wounds table even if the actual damage is minor (Major Wounds are inevitably mutilating and crippling) and the victim will be stunned for at least 5 minutes.

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* In ''[[Literature/TheElricSaga Elric]]'' from Creator/{{Chaosium}}, rolling under 10% of your weapon skill will get you a critical hit result where you inflict double damage. Superior to critical hit is impalement, to get an impalement result a character needs to roll a natural 01 out of 100 on their attack plus the weapon or projectile needs to be a cutting or stabbing weapon. If you have such weapons and roll a natural 01, then the target not only takes double damage - the attack also bypasses armor.

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* In ''[[Literature/TheElricSaga Elric]]'' Elric!]]'' from Creator/{{Chaosium}}, rolling under 10% 20% of your weapon skill the number you need to successfully hit, will get you a critical hit result where you inflict double damage. Superior to critical hit is impalement, to get an impalement result a character needs to roll a natural 01 out of 100 on their attack plus the weapon or projectile needs to be a cutting or stabbing weapon. If you have such weapons and roll a natural 01, then the target not only takes double damage - the attack also bypasses armor.armor and they can't parry.
** ''Elric!'' was the successor to Chaosium's earlier, more unbalanced ''Stormbringer''. Stormbringer made Critical Hits far more dangerous as an example, while they were more difficult to land (it required you get to 10% or below of what you needed to roll rather than 20%) the effects were more dangerous. Like in ''Elric!'', damage was doubled but a critical could only be parried or dodged on a critical success on those rolls (plus the parrying weapon would break) and any attack will bypass armor. Worse yet, the victim automatically has to roll on the Major Wounds table even if the actual damage is minor (Major Wounds are inevitably mutilating and crippling) and the victim will be stunned for at least 5 minutes.

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* Did you just roll a natural 20 in Wendy's Tabletop Game "Feast of Legends"? Welcome to Feast Mode. In combat your attack does max damage PLUS a damage roll and the next attack is done with advantage, so you roll 2D20, which increases the odds you'll roll another 20 which puts you in to Feast Mode again. Outside of combat Feast Mode gives you the best possible outcome for your situation.



* Did you just roll a natural 20 in Wendy's Tabletop Game "Feast of Legends"? Welcome to Feast Mode. In combat your attack does max damage PLUS a damage roll and the next attack is done with advantage, so you roll 2D20, which increases the odds you'll roll another 20 which puts you in to Feast Mode again. Outside of combat Feast Mode gives you the best possible outcome for your situation.

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alphabetical order for tabletop games


* Rather than having explicit critical hits as a separate category, ''Fate''-based games like ''TabletopGame/TheDresdenFiles'' directly determine damage inflicted by successful attacks from how much the attack beat the defense roll by -- the more outclassed the defense at right that moment, the more solid the resulting hit. Other factors like weapon and armor ratings may influence the exact numerical result (for those Fate games that use them), but since they generally just add or subtract constant modifiers the basic principle remains unchanged.

to:

* Rather than having explicit critical hits as a separate category, the ''Fate'' system and ''Fate''-based games like ''TabletopGame/TheDresdenFiles'' directly determine damage inflicted by successful attacks from how much the attack beat the defense roll by -- the more outclassed the defense at right that moment, the more solid the resulting hit. Other factors like weapon and armor ratings may influence the exact numerical result (for those Fate games that use them), but since they generally just add or subtract constant modifiers the basic principle remains unchanged.unchanged.
* ''TabletopGame/HeroSystem'': Unless the [=GM=] specifically overrides this rule, a roll of 3 (on 3d6) always succeeds. An optional rule is "Extraordinary Skills" -- a character with an 18- roll or better with a skill can take a -10 penalty to do something that should be impossible, such as using Breakfall to take no damage from a no-parachute departure from an airplane at altitude.



* ''TabletopGame/TheOneRing'' has two variants, since each attack roll includes a twelve-sided "Fate" die and a variable number of six-sided "Skill" dice:
** Each weapon has an "Edge" rating representing its lethality. If you roll above the Edge rating on the Fate die and the target fails a Wound check (usually dependent on its armor), they're Wounded, which is usually lethal. [=PCs=] and some creatures can survive a single Wound, but a second Wound usually drops them on the spot.
** Rolling a 6 on one or two Skill dice (a "Great" or "Extraordinary" success) causes the attack to deal extra [[HitPoints Endurance]] damage dependent on the attacker's Body score.



* ''TabletopGame/PlanetMercenary'' has the Upgraded Success. If your roll of 3 6's results in a success, you get an additional benefit ranging from doubled damage to skills having lasting effects past the immediate.




* ''TabletopGame/HeroSystem'': Unless the [=GM=] specifically overrides this rule, a roll of 3 (on 3d6) always succeeds. An optional rule is "Extraordinary Skills" -- a character with an 18- roll or better with a skill can take a -10 penalty to do something that should be impossible, such as using Breakfall to take no damage from a no-parachute departure from an airplane at altitude.



* ''TabletopGame/PlanetMercenary'' has the Upgraded Success. If your roll of 3 6's results in a success, you get an additional benefit ranging from doubled damage to skills having lasting effects past the immediate.
* ''TabletopGame/TheOneRing'' has two variants, since each attack roll includes a twelve-sided "Fate" die and a variable number of six-sided "Skill" dice:
** Each weapon has an "Edge" rating representing its lethality. If you roll above the Edge rating on the Fate die and the target fails a Wound check (usually dependent on its armor), they're Wounded, which is usually lethal. [=PCs=] and some creatures can survive a single Wound, but a second Wound usually drops them on the spot.
** Rolling a 6 on one or two Skill dice (a "Great" or "Extraordinary" success) causes the attack to deal extra [[HitPoints Endurance]] damage dependent on the attacker's Body score.

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alphabetical order for tabletop games


* ''{{TabletopGame/BattleTech}}'' has a system of critical hits 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).
** Also, a 'Mech's head is generally its weakest spot. A big enough gun can amputate it in one shot regardless of the target's weight class because heads are "one size fits all" and rather thinly armored.[[note]]It's not so much the "head" but the "cockpit canopy glass."[[/note]] Such weapons that can reliably focus enough damage to take a mech head off in one shot are known as [[BoomHeadshot headchoppers]]. Even lesser, non-penetrating hits are nothing to scoff at: ''any'' head hit will injure and potentially knock out (or sometimes even kill) the pilot, and blasts off some of the already scant armor on the head. This doesn't quite fall under the BoomHeadshot trope because the game goes out of its way to make actually ''aiming'' at the head hard at the best of times and flat-out impossible at others -- but it can still come up as a random result on the hit location table.
** The hit location table, a roll made upon a successful hit, has a "critical hit" on the extreme low-end of the roll as well. While a roll of 2 Sixes results in a head hit, a roll of 2 Ones results in a potential thru-armor critical hit. Depending on rules of the game, this applies to just the center torso, or the "floating crit" rule means re-roll the location and do a critical hit chance roll on the new hit location. This is because 2 Sixes has the same odds of occurring as 2 Ones, with the "least helpful" rolls (values of 7 plus or minus 2 or so, most probable range on two 6-sided dice) being the "center mass" torso hits, which usually have (or start off with) more armor than the rest. Scatter-shot weapons (cluster munitions, missile weapons) or large arrays of small weapons tend to increase the odds of getting such quasi-critical hits on the hit location table than more focused-damage weapons. Conventional center-torso-only rules increases the odds of an engine or gyro damage kill, while floating crits instead increase the odds of an ammo critical hit kill.
* The ''TabletopGame/DragonAge'' tabletop adaptation does not have regular critical hits, but instead features "stunts". Every attack roll is a 3d6 and one die is always colored differently from the other two: if any two of the three land with the same face up, the attacker can perform a stunt, such as dealing extra damage, cleaving into an adjacent enemy, knocking the target prone, pushing them away, etc. Stunts have different point costs and how many points a player can spend depends on the roll of the aforementioned differently colored die--it is even possible to string together several stunts on a particularly lucky roll.



* In ''TabletopGame/EclipsePhase'', a 00 (rolling two ten-sided dice) is always a critical success. Any successful rolls that are doubles are also critical successes. Conversely, doubles on a failed roll is a critical failure, and 99 is always a critical failure.
* In ''[[Literature/TheElricSaga Elric]]'' from Creator/{{Chaosium}}, rolling under 10% of your weapon skill will get you a critical hit result where you inflict double damage. Superior to critical hit is impalement, to get an impalement result a character needs to roll a natural 01 out of 100 on their attack plus the weapon or projectile needs to be a cutting or stabbing weapon. If you have such weapons and roll a natural 01, then the target not only takes double damage - the attack also bypasses armor.
* ''TabletopGame/{{GURPS}}'' sets natural 3s a critical success. The effects are somewhat loosely defined except in certain cases.
** 4th edition upped the ante by having a natural 3 ''or'' 4 (and, with a high enough skill level, 5 or 6) count as critical successes. (Rolling three six-sided dice and getting a 3 has only a 1/216 chance of occurring, so the improvement to up to a 9% chance was welcome.) Conversely, a natural 18 or 17, or any roll that's 10 or more greater than your skill level, is a critical ''failure''.
** In combat, the most likely result of a critical hit is a blow doing ordinary damage. Editors have noted that this is realistic, since under many circumstances, a person might be lucky to get a hit *at all*, never mind do extra damage with it.
* Rather than having explicit critical hits as a separate category, ''Fate''-based games like ''TabletopGame/TheDresdenFiles'' directly determine damage inflicted by successful attacks from how much the attack beat the defense roll by -- the more outclassed the defense at right that moment, the more solid the resulting hit. Other factors like weapon and armor ratings may influence the exact numerical result (for those Fate games that use them), but since they generally just add or subtract constant modifiers the basic principle remains unchanged.
* ''TabletopGame/InNomine'', which is based on the War between Heaven and Hell, has a special take on critical successes, not just on rolls involving fighting but on any roll (and critical failures) the game uses a system of rolling 3 six sided dice, a natural roll of 3 ones (representing the Holy Trinity) is a "Divine Intervention" which is good for angels and those allied with them, and bad for demons and their allies, a natural roll of 3 sixes (representing...well, [[NumberOfTheBeast you know)]] is an "Infernal Intervention" which is good for those on Hell's side and bad for those fighting for Heaven. Depending on the nature and circumstances of the roll, these Interventions can be anything from a(n) (un)lucky coincidence to [[DeusExMachina a blatant spectacular manifestation of divine or infernal power.]]
* ''TabletopGame/{{Mordheim}}'' has these on a 6 to wound. They start at unpleasant (double damage) and ramp up to obscene (double damage, plus ignoring saves, plus getting +2 on the injury roll, meaning a 3+ to take the target out against a human).
* ''TabletopGame/MutantsAndMasterminds'' has some brilliant critical rules. The "Natural 20 = Critical rule" also works outside combat. In a normal skill check, you figure out the degree of success as normal and then add another degree on top of it.
** In combat, a 20 is an automatic hit, but you have to check if your characters attack bonus exceeds the target's defense before calling it a critical; which lets you either make the roll to resist much stronger, add an extra effect that's dealt at the same time (which requires a separate roll to resist, but sets the effect to rank 0, which means it's usually about 50/50 to resist for most), or to replace the attack with an alternate effect (Like swinging a sword and hitting a vein or artery. And you ''can'' set the rank for the effect.)
* ''TabletopGame/NewHorizon'' lists a one on the [[ColorCodedForYourConvenience black die]] as an instant success, to be measured by the level of the white die.
* The ''TabletopGame/NewWorldOfDarkness'' has two versions of this, both of which apply to all sorts of rolls, not just combat. Players roll a "UsefulNotes/{{dice}} pool" and every die that comes up with an 8 or over is a success; if a die rolls a 10, that die is re-rolled, and if it gets another 10, it's re-rolled again, and so on (with certain equipment, spells, and so forth, this rule can extend to 9s and 8s). Furthermore, if more than five successes are scored on any one roll, it's considered an exceptional success, which means that it accomplishes truly neat things.
** [[CriticalFailure The reverse]] (called a "[[EpicFail dramatic failure]]", or a "botch" in the old [=WoD=]) also exists. If a dice pool is reduced to negative figures by penalties, the player can still roll a "chance die", where only a 10 counts as a success, and a 1 causes a "dramatic failure", which is just as good as it sounds. Some characters also have penalties where they can't use the "10-again" rule on certain rolls, and further ''lose'' successes on rolling a 1, which can result in them having negative successes, and thus get a dramatic failure.
** Other Whitewolf games such as ''TabletopGame/{{Exalted}}'' and ''TabletopGame/{{Scion}}'' have the rule that a 10 is two successes and the more successes you get (often a certain number, such as your opponent's total successes) the better the result.
** The ''TabletopGame/SavageWorlds'' system has a similar mechanic, where rolling the highest number on a die lets you reroll it and add, and every multiple of four over the difficulty you are makes the result better.
* ''TabletopGame/NinjaBurger'', a card game of ninjas who deliver fast food to insanely improbable locations, has a mechanic where you test skills to complete your delivery. Rolling a 3 or 4 on three six-sided dice (in this game, you roll ''low'' to hit) means the ninja did something so awesome, they gain one Honor (the game's Victory Points) just for that. In a game which starts players with six Honor each and ends typically when the average Honor reaches ten or four, this is a considerable bonus. And Combat is a skill every ninja possesses.
* In ''TabletopGame/{{Paranoia}}'', depending on the GM, sometimes rolling a 1 is a Critical Hit; sometimes it's an [[GoneHorriblyRight Excessively Critical Hit]] (e.g. your laser blast sends the shattered remains of the targeted Commie Mutant Traitor right through a wall, busting a pipe and flooding the corridor with radioactive sewage. You then get fined for damaging valuable Computer property).



* ''TabletopGame/UnknownArmies'' had perhaps the least forgiving critical hits in existence. A roll of doubles on the one-hundred sided die did damage equal to the roll - and could backfire if you missed. A roll of 01 meant the attacker chose to either instantly kill or instantly KO the defender. A roll of 00 let the ''defender'' return the favor.



* The 40K version, ''TabletopGame/DarkHeresy'', has the same thing (only it's now called the "Righteous Fury!", and isn't nearly as fun to shout), and still has critical damage when the target is out of HP (it stacks: If the enemy has a critical 5 damage on the arm, hitting them for 2HP on the torso will bring them to critical 7). There're also actual critical hit tables, like ''Rolemaster'' but much more fun. You can see scans of them on [[TheWikiRule 1d4chan]].
* ''TabletopGame/BlackCrusade'' replaced Righteous Fury with Zealous Hatred, which instead of making the damage die explosive, makes you roll a d5 on the critical damage table, independently from any other critical damage (the numbers don't stack). This makes BC's critical hits crippling blows rather than "hurting more" blows. In addition, if the damage from the attack is too low to overcome the enemy's DamageReduction, a Zealous Hatred will make it inflict ScratchDamage instead of nothing.

to:

* ** The 40K version, ''TabletopGame/DarkHeresy'', has the same thing (only it's now called the "Righteous Fury!", and isn't nearly as fun to shout), and still has critical damage when the target is out of HP (it stacks: If the enemy has a critical 5 damage on the arm, hitting them for 2HP on the torso will bring them to critical 7). There're also actual critical hit tables, like ''Rolemaster'' but much more fun. You can see scans of them on [[TheWikiRule 1d4chan]].
* *** ''TabletopGame/BlackCrusade'' replaced Righteous Fury with Zealous Hatred, which instead of making the damage die explosive, makes you roll a d5 on the critical damage table, independently from any other critical damage (the numbers don't stack). This makes BC's critical hits crippling blows rather than "hurting more" blows. In addition, if the damage from the attack is too low to overcome the enemy's DamageReduction, a Zealous Hatred will make it inflict ScratchDamage instead of nothing.



* The ''TabletopGame/NewWorldOfDarkness'' has two versions of this, both of which apply to all sorts of rolls, not just combat. Players roll a "UsefulNotes/{{dice}} pool" and every die that comes up with an 8 or over is a success; if a die rolls a 10, that die is re-rolled, and if it gets another 10, it's re-rolled again, and so on (with certain equipment, spells, and so forth, this rule can extend to 9s and 8s). Furthermore, if more than five successes are scored on any one roll, it's considered an exceptional success, which means that it accomplishes truly neat things.
** [[CriticalFailure The reverse]] (called a "[[EpicFail dramatic failure]]", or a "botch" in the old [=WoD=]) also exists. If a dice pool is reduced to negative figures by penalties, the player can still roll a "chance die", where only a 10 counts as a success, and a 1 causes a "dramatic failure", which is just as good as it sounds. Some characters also have penalties where they can't use the "10-again" rule on certain rolls, and further ''lose'' successes on rolling a 1, which can result in them having negative successes, and thus get a dramatic failure.
** Other Whitewolf games such as ''TabletopGame/{{Exalted}}'' and ''TabletopGame/{{Scion}}'' have the rule that a 10 is two successes and the more successes you get (often a certain number, such as your opponent's total successes) the better the result.
** The ''TabletopGame/SavageWorlds'' system has a similar mechanic, where rolling the highest number on a die lets you reroll it and add, and every multiple of four over the difficulty you are makes the result better.
* ''{{TabletopGame/BattleTech}}'' has a system of critical hits 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).
** Also, a 'Mech's head is generally its weakest spot. A big enough gun can amputate it in one shot regardless of the target's weight class because heads are "one size fits all" and rather thinly armored.[[note]]It's not so much the "head" but the "cockpit canopy glass."[[/note]] Such weapons that can reliably focus enough damage to take a mech head off in one shot are known as [[BoomHeadshot headchoppers]]. Even lesser, non-penetrating hits are nothing to scoff at: ''any'' head hit will injure and potentially knock out (or sometimes even kill) the pilot, and blasts off some of the already scant armor on the head. This doesn't quite fall under the BoomHeadshot trope because the game goes out of its way to make actually ''aiming'' at the head hard at the best of times and flat-out impossible at others -- but it can still come up as a random result on the hit location table.
** The hit location table, a roll made upon a successful hit, has a "critical hit" on the extreme low-end of the roll as well. While a roll of 2 Sixes results in a head hit, a roll of 2 Ones results in a potential thru-armor critical hit. Depending on rules of the game, this applies to just the center torso, or the "floating crit" rule means re-roll the location and do a critical hit chance roll on the new hit location. This is because 2 Sixes has the same odds of occurring as 2 Ones, with the "least helpful" rolls (values of 7 plus or minus 2 or so, most probable range on two 6-sided dice) being the "center mass" torso hits, which usually have (or start off with) more armor than the rest. Scatter-shot weapons (cluster munitions, missile weapons) or large arrays of small weapons tend to increase the odds of getting such quasi-critical hits on the hit location table than more focused-damage weapons. Conventional center-torso-only rules increases the odds of an engine or gyro damage kill, while floating crits instead increase the odds of an ammo critical hit kill.
* ''TabletopGame/InNomine'', which is based on the War between Heaven and Hell, has a special take on critical successes, not just on rolls involving fighting but on any roll (and critical failures) the game uses a system of rolling 3 six sided dice, a natural roll of 3 ones (representing the Holy Trinity) is a "Divine Intervention" which is good for angels and those allied with them, and bad for demons and their allies, a natural roll of 3 sixes (representing...well, [[NumberOfTheBeast you know)]] is an "Infernal Intervention" which is good for those on Hell's side and bad for those fighting for Heaven. Depending on the nature and circumstances of the roll, these Interventions can be anything from a(n) (un)lucky coincidence to [[DeusExMachina a blatant spectacular manifestation of divine or infernal power.]]
* ''TabletopGame/{{GURPS}}'' sets natural 3s a critical success. The effects are somewhat loosely defined except in certain cases.
** 4th edition upped the ante by having a natural 3 ''or'' 4 (and, with a high enough skill level, 5 or 6) count as critical successes. (Rolling three six-sided dice and getting a 3 has only a 1/216 chance of occurring, so the improvement to up to a 9% chance was welcome.) Conversely, a natural 18 or 17, or any roll that's 10 or more greater than your skill level, is a critical ''failure''.
** In combat, the most likely result of a critical hit is a blow doing ordinary damage. Editors have noted that this is realistic, since under many circumstances, a person might be lucky to get a hit *at all*, never mind do extra damage with it.
* In ''[[Literature/TheElricSaga Elric]]'' from Creator/{{Chaosium}}, rolling under 10% of your weapon skill will get you a critical hit result where you inflict double damage. Superior to critical hit is impalement, to get an impalement result a character needs to roll a natural 01 on their attack plus the weapon or projectile needs to be a cutting or stabbing weapon. If you have such weapons and roll a natural 01, then the target not only takes double damage - the attack also bypasses armor.
* In ''TabletopGame/EclipsePhase'', a 00 (rolling two ten-sided dice) is always a critical success. Any successful rolls that are doubles are also critical successes. Conversely, doubles on a failed roll is a critical failure, and 99 is always a critical failure.
* ''TabletopGame/UnknownArmies'' had perhaps the least forgiving critical hits in existence. A roll of doubles on the one-hundred sided die did damage equal to the roll - and could backfire if you missed. A roll of 01 meant the attacker chose to either instantly kill or instantly KO the defender. A roll of 00 let the ''defender'' return the favor.
* ''TabletopGame/NewHorizon'' lists a one on the [[ColorCodedForYourConvenience black die]] as an instant success, to be measured by the level of the white die.
* ''TabletopGame/MutantsAndMasterminds'' has some brilliant critical rules. The "Natural 20 = Critical rule" also works outside combat. In a normal skill check, you figure out the degree of success as normal and then add another degree on top of it.
** In combat, a 20 is an automatic hit, but you have to check if your characters attack bonus exceeds the target's defense before calling it a critical; which lets you either make the roll to resist much stronger, add an extra effect that's dealt at the same time (which requires a separate roll to resist, but sets the effect to rank 0, which means it's usually about 50/50 to resist for most), or to replace the attack with an alternate effect (Like swinging a sword and hitting a vein or artery. And you ''can'' set the rank for the effect.)
* In ''TabletopGame/{{Paranoia}}'', depending on the GM, sometimes rolling a 1 is a Critical Hit; sometimes it's an [[GoneHorriblyRight Excessively Critical Hit]] (e.g. your laser blast sends the shattered remains of the targeted Commie Mutant Traitor right through a wall, busting a pipe and flooding the corridor with radioactive sewage. You then get fined for damaging valuable Computer property).
* ''TabletopGame/NinjaBurger'', a card game of ninjas who deliver fast food to insanely improbable locations, has a mechanic where you test skills to complete your delivery. Rolling a 3 or 4 on three six-sided dice (in this game, you roll ''low'' to hit) means the ninja did something so awesome, they gain one Honor (the game's Victory Points) just for that. In a game which starts players with six Honor each and ends typically when the average Honor reaches ten or four, this is a considerable bonus. And Combat is a skill every ninja possesses.
* Rather than having explicit critical hits as a separate category, ''Fate''-based games like ''TabletopGame/TheDresdenFiles'' directly determine damage inflicted by successful attacks from how much the attack beat the defense roll by -- the more outclassed the defense at right that moment, the more solid the resulting hit. Other factors like weapon and armor ratings may influence the exact numerical result (for those Fate games that use them), but since they generally just add or subtract constant modifiers the basic principle remains unchanged.
* The ''TabletopGame/DragonAge'' tabletop adaptation does not have regular critical hits, but instead features "stunts". Every attack roll is a 3d6 and one die is always colored differently from the other two: if any two of the three land with the same face up, the attacker can perform a stunt, such as dealing extra damage, cleaving into an adjacent enemy, knocking the target prone, pushing them away, etc. Stunts have different point costs and how many points a player can spend depends on the roll of the aforementioned differently colored die--it is even possible to string together several stunts on a particularly lucky roll.

to:

* The ''TabletopGame/NewWorldOfDarkness'' has two versions of this, both of which apply to all sorts of rolls, not just combat. Players roll a "UsefulNotes/{{dice}} pool" and every die that comes up with an 8 or over is a success; if a die rolls a 10, that die is re-rolled, and if it gets another 10, it's re-rolled again, and so on (with certain equipment, spells, and so forth, this rule can extend to 9s and 8s). Furthermore, if more than five successes are scored on any one roll, it's considered an exceptional success, which means that it accomplishes truly neat things.
** [[CriticalFailure The reverse]] (called a "[[EpicFail dramatic failure]]", or a "botch" in the old [=WoD=]) also exists. If a dice pool is reduced to negative figures by penalties, the player can still roll a "chance die", where only a 10 counts as a success, and a 1 causes a "dramatic failure", which is just as good as it sounds. Some characters also have penalties where they can't use the "10-again" rule on certain rolls, and further ''lose'' successes on rolling a 1, which can result in them having negative successes, and thus get a dramatic failure.
** Other Whitewolf games such as ''TabletopGame/{{Exalted}}'' and ''TabletopGame/{{Scion}}'' have the rule that a 10 is two successes and the more successes you get (often a certain number, such as your opponent's total successes) the better the result.
** The ''TabletopGame/SavageWorlds'' system has a similar mechanic, where rolling the highest number on a die lets you reroll it and add, and every multiple of four over the difficulty you are makes the result better.
* ''{{TabletopGame/BattleTech}}'' has a system of critical hits 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).
** Also, a 'Mech's head is generally its weakest spot. A big enough gun can amputate it in one shot regardless of the target's weight class because heads are "one size fits all" and rather thinly armored.[[note]]It's not so much the "head" but the "cockpit canopy glass."[[/note]] Such weapons that can reliably focus enough damage to take a mech head off in one shot are known as [[BoomHeadshot headchoppers]]. Even lesser, non-penetrating hits are nothing to scoff at: ''any'' head hit will injure and potentially knock out (or sometimes even kill) the pilot, and blasts off some of the already scant armor on the head. This doesn't quite fall under the BoomHeadshot trope because the game goes out of its way to make actually ''aiming'' at the head hard at the best of times and flat-out impossible at others -- but it can still come up as a random result on the hit location table.
** The hit location table, a roll made upon a successful hit, has a "critical hit" on the extreme low-end of the roll as well. While a roll of 2 Sixes results in a head hit, a roll of 2 Ones results in a potential thru-armor critical hit. Depending on rules of the game, this applies to just the center torso, or the "floating crit" rule means re-roll the location and do a critical hit chance roll on the new hit location. This is because 2 Sixes has the same odds of occurring as 2 Ones, with the "least helpful" rolls (values of 7 plus or minus 2 or so, most probable range on two 6-sided dice) being the "center mass" torso hits, which usually have (or start off with) more armor than the rest. Scatter-shot weapons (cluster munitions, missile weapons) or large arrays of small weapons tend to increase the odds of getting such quasi-critical hits on the hit location table than more focused-damage weapons. Conventional center-torso-only rules increases the odds of an engine or gyro damage kill, while floating crits instead increase the odds of an ammo critical hit kill.
* ''TabletopGame/InNomine'', which is based on the War between Heaven and Hell, has a special take on critical successes, not just on rolls involving fighting but on any roll (and critical failures) the game uses a system of rolling 3 six sided dice, a natural roll of 3 ones (representing the Holy Trinity) is a "Divine Intervention" which is good for angels and those allied with them, and bad for demons and their allies, a natural roll of 3 sixes (representing...well, [[NumberOfTheBeast you know)]] is an "Infernal Intervention" which is good for those on Hell's side and bad for those fighting for Heaven. Depending on the nature and circumstances of the roll, these Interventions can be anything from a(n) (un)lucky coincidence to [[DeusExMachina a blatant spectacular manifestation of divine or infernal power.]]
* ''TabletopGame/{{GURPS}}'' sets natural 3s a critical success. The effects are somewhat loosely defined except in certain cases.
** 4th edition upped the ante by having a natural 3 ''or'' 4 (and, with a high enough skill level, 5 or 6) count as critical successes. (Rolling three six-sided dice and getting a 3 has only a 1/216 chance of occurring, so the improvement to up to a 9% chance was welcome.) Conversely, a natural 18 or 17, or any roll that's 10 or more greater than your skill level, is a critical ''failure''.
** In combat, the most likely result of a critical hit is a blow doing ordinary damage. Editors have noted that this is realistic, since under many circumstances, a person might be lucky to get a hit *at all*, never mind do extra damage with it.
* In ''[[Literature/TheElricSaga Elric]]'' from Creator/{{Chaosium}}, rolling under 10% of your weapon skill will get you a critical hit result where you inflict double damage. Superior to critical hit is impalement, to get an impalement result a character needs to roll a natural 01 on their attack plus the weapon or projectile needs to be a cutting or stabbing weapon. If you have such weapons and roll a natural 01, then the target not only takes double damage - the attack also bypasses armor.
* In ''TabletopGame/EclipsePhase'', a 00 (rolling two ten-sided dice) is always a critical success. Any successful rolls that are doubles are also critical successes. Conversely, doubles on a failed roll is a critical failure, and 99 is always a critical failure.
* ''TabletopGame/UnknownArmies'' had perhaps the least forgiving critical hits in existence. A roll of doubles on the one-hundred sided die did damage equal to the roll - and could backfire if you missed. A roll of 01 meant the attacker chose to either instantly kill or instantly KO the defender. A roll of 00 let the ''defender'' return the favor.
* ''TabletopGame/NewHorizon'' lists a one on the [[ColorCodedForYourConvenience black die]] as an instant success, to be measured by the level of the white die.
* ''TabletopGame/MutantsAndMasterminds'' has some brilliant critical rules. The "Natural 20 = Critical rule" also works outside combat. In a normal skill check, you figure out the degree of success as normal and then add another degree on top of it.
** In combat, a 20 is an automatic hit, but you have to check if your characters attack bonus exceeds the target's defense before calling it a critical; which lets you either make the roll to resist much stronger, add an extra effect that's dealt at the same time (which requires a separate roll to resist, but sets the effect to rank 0, which means it's usually about 50/50 to resist for most), or to replace the attack with an alternate effect (Like swinging a sword and hitting a vein or artery. And you ''can'' set the rank for the effect.)
* In ''TabletopGame/{{Paranoia}}'', depending on the GM, sometimes rolling a 1 is a Critical Hit; sometimes it's an [[GoneHorriblyRight Excessively Critical Hit]] (e.g. your laser blast sends the shattered remains of the targeted Commie Mutant Traitor right through a wall, busting a pipe and flooding the corridor with radioactive sewage. You then get fined for damaging valuable Computer property).
* ''TabletopGame/NinjaBurger'', a card game of ninjas who deliver fast food to insanely improbable locations, has a mechanic where you test skills to complete your delivery. Rolling a 3 or 4 on three six-sided dice (in this game, you roll ''low'' to hit) means the ninja did something so awesome, they gain one Honor (the game's Victory Points) just for that. In a game which starts players with six Honor each and ends typically when the average Honor reaches ten or four, this is a considerable bonus. And Combat is a skill every ninja possesses.
* Rather than having explicit critical hits as a separate category, ''Fate''-based games like ''TabletopGame/TheDresdenFiles'' directly determine damage inflicted by successful attacks from how much the attack beat the defense roll by -- the more outclassed the defense at right that moment, the more solid the resulting hit. Other factors like weapon and armor ratings may influence the exact numerical result (for those Fate games that use them), but since they generally just add or subtract constant modifiers the basic principle remains unchanged.
* The ''TabletopGame/DragonAge'' tabletop adaptation does not have regular critical hits, but instead features "stunts". Every attack roll is a 3d6 and one die is always colored differently from the other two: if any two of the three land with the same face up, the attacker can perform a stunt, such as dealing extra damage, cleaving into an adjacent enemy, knocking the target prone, pushing them away, etc. Stunts have different point costs and how many points a player can spend depends on the roll of the aforementioned differently colored die--it is even possible to string together several stunts on a particularly lucky roll.



* ''TabletopGame/{{Mordheim}}'' has these on a 6 to wound. They start at unpleasant (double damage) and ramp up to obscene (double damage, plus ignoring saves, plus getting +2 on the injury roll, meaning a 3+ to take the target out against a human).

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* ''TabletopGame/{{Mordheim}}'' has these on a 6 to wound. They start at unpleasant (double damage) and ramp up to obscene (double damage, plus ignoring saves, plus getting +2 on the injury roll, meaning a 3+ to take the target out against a human).

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* ''VideoGame/Dota2'': Critical strikes can either be gained as part of a hero's kit, or through purchasing items such as Daedalus. They cause a hero's auto-attack to deal increased damage, from a paltry 120% increase (Chaos Knight's Chaos Strike), to a whopping ''550% bonus damage'' (Phantom Assassin's Coup de Gras, with her level 25 talent). Like most chance-based effects in Dota, crits run off of psuedo-RNG; the more attacks that go by without a crit happening, the more likely your next attack is to crit. This can be abused to more reliably get a crit off when it matters, such as by attacking creeps before jumping into a teamfight.



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



* ''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.



* ''VideoGame/SamuraiRevenge'': You know you've made one when you see "[=CRITICAL=]" appear above a defeated enemy.



* ''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.
* 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.





* ''VideoGame/Dota2'': Critical strikes can either be gained as part of a hero's kit, or through purchasing items such as Daedalus. They cause a hero's auto-attack to deal increased damage, from a paltry 120% increase (Chaos Knight's Chaos Strike), to a whopping ''550% bonus damage'' (Phantom Assassin's Coup de Gras, with her level 25 talent). Like most chance-based effects in Dota, crits run off of psuedo-RNG; the more attacks that go by without a crit happening, the more likely your next attack is to crit. This can be abused to more reliably get a crit off when it matters, such as by attacking creeps before jumping into a teamfight.
* ''VideoGame/SamuraiRevenge'': You know you've made one when you see "[=CRITICAL=]" appear above a defeated enemy.

* The ''VideoGame/OfPenAndPaper'' series has it as a percentage chance on regular attacks, as seen as "Crit %" in ''VideoGame/KnightsOfPenAndPaper'' and ''VideoGame/KnightsOfPenAndPaper2''.
* ''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.
* ''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.
* 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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* Critical hits are a significant part of the combat system in ''VideoGame/TheAgeOfDecadence''. Their likelihood governed by the Critical Strike skill. Some weapons (like swords) are also more likely to inflict them then others (i.e hammers.)
* In ''VideoGame/TheBattleCats'', units will only be able to do a critical attack if the have the ability “Critical” which allows them to occasionally (or always, depending on the cat) deal twice their base damage. This is mainly used to deal with Metal traited enemies since this is the only ability that can get past their ability to only take Main/ScratchDamage from any attack.
* The HBS rendition of ''VideoGame/{{Battletech}}'' models crits in a similar fashion to the tabletop game, albeit with minor simplifications like the reduced impact of ammo explosions and the lack of Through-Armor Crits - you'll need to strip armor from the enemy before crits can be scored on them.



* ''VideoGame/{{Borderlands}}'' has attacks that hit [[AchillesHeel an enemy's weakpoint]] cause "Critical Hit" to appear in big red letters to indicate equally impressive damage. On humanoid enemies, this happens via [[BoomHeadshot headshot]]; alien creatures have different weakpoints, such as the Threshers' eyes, or the Constructor robots' holoprojector lens. Otherwise, it is not statistically based, though there are methods to increase the damage bonus of said critical hits.
** Morcedai has skills that play this straight, by giving a random chance for melee or ranged attacks to do extra damage.
** A different mechanic is more of the random bonus variety, however; All elemental weapons have a chance of exploding in their element rather than just plain shooting. When this triggers it either starts the enemy taking continuous damage or does boosted damage for that one hit. Better guns do it more often.



* Referenced in ''VideoGame/{{Bully}}'' when you perform a GroinAttack on Algernon (one of the {{Nerd}}s):
-->'''Algernon:''' Ooooh, critical hit...!



* In ''VideoGame/ColdFear'', [[SmashingSurvival breaking free from a monster's grip]] allows Tom to retaliate via [[ActionCommands Action Command]], provided you have ammo for the weapon he'll use (either the Pistol or Shotgun). The words "CRITICAL HIT" appear on the screen, and the monster is either killed instantly or takes massive damage. [[spoiler:Notably, this is the ''only'' way to damage the FinalBoss.]]



* ''VideoGame/CrimsonGemSaga'' lampshades this by having a system that lets you actually continuing a critical hit into a series of follow up attacks. The result is that when you critical, you do it in a BIG way. To top this off, there is a character in the game that is devoted specifically for this purpose and has a 7 HIT CONSECUTIVE COMBO.
* ''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, and another made critical hits give a class-specific buff to the hero who landed one.
* ''VideoGame/DeadState'' also has critical hits prominent in its combat system. Of note is a special attack available for the kitchen knife, which delivers a guaranteed critical hit and inflicts bleeding, at the cost of the knife itself, as its blade is ''broken off in the wound.''
* In ''VideoGame/{{Dex}}'', these can be scored during combat, either through luck or by hitting specific areas. Shooting enemies in the head is a particularly reliable way to score one.



* ''VideoGame/DisgaeaHourOfDarkness'' has its weapons have a fixed chance for criticals, with Axes having the highest natural chance (30%). ''VideoGame/Disgaea2CursedMemories'' added the Professional specialist, which upped the critical hit chance proportional to its level (and it caps at 100), and the Item World's Item Assembly can up the critical hit chance. The Male Warrior dealt increased critical hit damage when at 25% health, and the Berserker unit in ''VideoGame/Disgaea3AbsenceOfJustice'' can get an evility that doubles his Critical damage when he has an axe.
** ''VideoGame/{{Disgaea 2|CursedMemories}}'' also has an unusual in-story example. Very early in the game, a Prinny sneaks up behind Rozalin while she's not paying attention, and drops a bomb on her. Adell cracks the fourth wall to mention that it's this trope.
-->'''Adell''': Ouch! Critical hit.
** ''VideoGame/Disgaea5'' changed the Professional's ability: it now adds to Critical Hit Damage, since [[SuperMode Revenge Mode]] gives the affected unit 100% Critical Hit Chance.
* Critical hits are essential to Warriors and Rogues' special attacks in ''VideoGame/DragonAgeOrigins'', since many special effects (like stun, knock-down, bleeding, etc.) are only triggered if the special attack lands a critical hit. It is counter-balanced by armor penetration, since weapons that have high probability of a crit (swords and daggers) have low armor penetration and vice versa (axes and warhammers). As a nice touch, a critical hit on a frozen solid non-boss enemy will shatter said enemy. No matter what his/her/its health level, that is an instant kill and an excellent way to improve your odds when a large group attacks.
* ''VideoGame/DivinityOriginalSin'' and ''[[VideoGame/DivinityOriginalSinII Original Sin II]]'': Each attack has a chance of being a critical hit, which deals a {{Percent 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.



* The only way of reliably killing an opponent by conventional means in ''VideoGame/DwarfFortress'', which uses the ChunkySalsaRule and [[SubSystemDamage organ damage]] instead of traditional HitPoints.
** To clarify: When you hit an enemy they take damage to where you hit them. So if you slice off their arm, they will be weaker, but it doesn't do a set amount of "hit point" damage. Attacks to critical areas like the neck, heart, lungs, and brain will kill the enemy becasue they can no longer function. But they can still die other ways, such as bleeding or falling a long drop.
* ''Franchise/TheElderScrolls'':
** In ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', there is a random chance of dealing Critical Damage (equal to 4x regular weapon damage for a melee attack and 1.5 for a ranged attack) whenever you strike an opponent without being noticed. An interesting quirk due to a GoodBadBug means that if you strike an opponent with a spell while remaining undetected, your next physical attack will be considered a critical hit regardless of if you are detected when delivering it.
** In ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', critical hits function similarly to ''Morrowind''. However, melee critical hits deal 6x damage (but can only be delivered using a one-handed weapon) while bow attacks deal 2x (which can up to 3x with a certain perk).
** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' massively overhauls the series' stealth system, taking it from near UselessUsefulStealth levels to a near GameBreaker. At high skill levels and with the right perks, it becomes difficult for [=NPCs=] to detect you at all, which added to the [[BackStab stealth combat enhancements]] the game brings, makes it a ''devastating'' CriticalHitClass. With the proper perks and equipment, you can wipe out entire fortresses full of enemies by sneaking around and dealing upwards of ''30x damage'' melee sneak attacks or 6x ranged damage without alerting a single foe to your presence. As such, the concept of the "''Skyrim'' Stealth Archer'' has reached MemeticMutation levels.



* In ''VideoGame/TheFallLastDaysOfGaia'', a skill gives 10% chance of critical hits, which inflict double amount of normal damage.



* The various Organization XIII members in ''VideoGame/KingdomHearts358DaysOver2''[='s=] Mission Mode not named [[JackOfAllStats Roxas or Xion (or Axel, to a slightly lesser extent)]] fall into various RPG-styled roles, owing to [[Franchise/KingdomHearts the series']] ties to ''Franchise/FinalFantasy''. Saïx's stats [[CriticalHitClass are geared towards scoring critical hits]], which is rather fitting considering [[TheBerserker his fighting style]].
* When Shingo Yabuki first showed up in ''VideoGame/TheKingOfFighters'', he was a JokeCharacter with one benefit -- his attacks randomly dealt a lot more damage and knocked the enemy a far distance back. The game showed the words "Critical Hit" when this happened. By ''KOF XI'', Shingo had gained more power to balance him with the rest of the cast, so this ability went away.
** [[VideoGame/IkariWarriors Ralf Jones]] also previously had this mechanic for his Ralf Kick move, before it of course went away like with Shingo's case. Arguably though, his case was supposedly much more obscure (especially in later games).
*** Another fighting game series being ''VideoGame/MeltyBlood'' also has critical hits, only they occur on all and any attacks with a 1.5 damage increase.



* In ''VideoGame/LeagueOfLegends'', 99 times out of 100, AD carries will buy an item with bonus Critical Hit chance. In this game, Critical Hits cause autoattacks to deal double damage, but with Infinity Edge, this bonus can be increased to 2.5 times the normal damage. Besides that, all other items only add to your chance to deal a Critical Hit. Many AD carries also have passive skills that add to Critical Hit chance as well, so there's very little reason to completely forego Critical Hits altogether.
* Weapons in ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' will do double damage when they break, whether by being thrown or running out of durability hitting an enemy. Weapons with the "Critical Hit" perk also score a crit when a combo finisher connects.
* Present in the ''VideoGame/{{Lufia}}'' series. In ''VideoGame/LufiaCurseOfTheSinistrals'', it's possible with Mystic Stones to raise a character's CRT stat to 100, which makes every single attack a critical hit.



* ''VideoGame/MikeShadowIPaidForIt'': You have a chance to deal double damage with each hit. It starts at 5% and gets raised by 5% with each upgrade, plus the "I've Got the Power!" bonus can raise it further for a few turns.



* In ''VideoGame/{{Miitopia}}'', several quirks can cause the Mii to receive or inflict critical hits, like the Pressure Point quirk a Cool Mii can dish out to the baddies for example.
* In ''VideoGame/MonsterHunter'', each weapon has an "Affinity" rating expressed as a percentage, indicating the probability that a given hit will become a critical hit, dealing 20% more damage than a non-critical hit. The series also inverts this trope with weapons that have negative Affinity, which instead gives your weapon a chance of "feeble hits" that do less damage than usual. Some equipment skills can alter your Affinity; for example, the Critical Draw skill boosts your weapon's draw attack Affinity by 100%[[note]]note that this is only a guaranteed critical if your weapon has a non-negative Affinity[[/note]], the Critical Eye skill will increase or decrease your weapon's overall Affinity, and Status Crit and Elemental Crit increase the status buildup and elemental damage, respectively, on a critical.
* Some swords in ''VideoGame/MonsterWorldIV'' have a 20% chance of landing "Magical Hits", which will deal more damage than a normal strike.
* ''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]].



* In ''VideoGame/NeoQuest II'' you can only get this by using level points to upgrade Critical Hit levels, and only Rohane can use it.
* In ''VideoGame/{{Neverend}}'', their likelyhood is governed by the Perception stat. It's the only thing the stat does besides determining who goes first at the start of the battle ''only'', and so no-one bothers to invest in it.
* This is the signature ability of the [[BadassNormal Myrmidon]] from ''VideoGame/NexusClash'', who eschew loyalty to the angels and demons in favor of building their own mundane badassery. They have a skill tree that makes damage-boosting critical hits progressively more likely.
* ''VideoGame/NocturneRebirth'' actually has two levels of critical hits, the weaker "smash" hit and the stronger "critical" hit, which have yellow and red damage text respectively. Additionally, landing either of these hits causes the attacker to take their next turn faster, potentially allowing more DPS if they keep dealing critical hits.
* In ''VideoGame/{{Onimusha}}'' you have the chance to instantly kill the enemy by attacking at exactly the right time.
* In ''VideoGame/PathOfExile'', critical hits have both a chance and a multiplier. Critical hit chance is determined by the equipped weapon or the spell and deal 50% more damage by default, but both of them can be increased to high levels through passives and equipped items. There are also unique equipment that interact with critical hits, such as added bleeding or instant life leech. There's also the "Cast on Critical Strike" gem, which causes critical hits with a skill to cast the linked spell. You can also forgo crits altogether with the "Resolute Technique" passive, at the price of perfect accuracy. There is also the "chance to deal Double Damage" modifier, which is a seperate effect that does ExactlyWhatItSaysOnTheTin and can stack with crits.
* In ''VideoGame/PhantasyStarOnline2'', you have a base 5% chance to crit an enemy, signified in large, solid blue numbers[[note]]semi-transparent light-blue numbers prior to a late 2016 update[[/note]]. Notably, ''[=PSO2=]'' is one of the only games in which crits are a ''DumpStat''. The way damage is handled is that when you strike, the game rolls a number between your minimum and maximum damage potential. When you strike a crit, you always hit for 100% of your max damage. However, since holding rarer weapons (with some notable exceptions) limits the possible range of values to within 90% to 100% of your max damage, the range of possible numbers is small enough that getting lots of crits is a very, very tiny increase in DPS. Players typically go for increasing their base damage instead of going for crits. That is, everyone except [[CriticalHitClass Fighters]], who have a skill that grants an additional 15% damage when landing a crit, and can be potentially lethal when paired with several Crit Rate boosting Skills and gear, as well as holding a weapon that increases Crit Damage.
* Any weapon with the "Critical Strike" passive skill in ''VideoGame/PiratesOfTheCaribbeanOnline'' will deal more damage on occasion, signalled by the dealt damage being marked with bright yellow text and an exclamation point.
* In ''VideoGame/PlanetAlcatraz'', chances of critical hit depends on the attacker's Critical Hit stat and the target's Avoid Critical stat. Suffering one instantly knocks down the human targets and makes them drop their weapons. The part where the attack lands (torso, arms or legs) is "critically injured", lowering one or a few stats until healed. A critical hit to the head is [[YourHeadAsplode instantly fatal]] to both human and non-human enemies.
* ''VideoGame/PlantsVsZombies2ItsAboutTime'' has plants with this ability:
** The Phat Beet attacks with area soundwaves that hit all zombies near it for minor damage (less than a peashooter's shot), but every fifth to sixth attack will send out a much more potent soundwave that deals 3x the damage.
** The Dartichoke has a chance to shoot out a much more damaging shot than normal.
** Exaggerated by the Mega Gatling Pea, which has a small chance to ''[[LimitBreak use its Plant Food for free]]'' whenever it attacks.



* The [[MassivelyMultiplayerOnlineRolePlayingGame MMORPG]] ''VideoGame/RagnarokOnline'' features critical hits, but it makes you work for them. Unlike some [=MMOs=], you select your stat increases upon leveling up. The game features a pile of useful stats, and a single barely-worthwhile LUK (luck) stat. The sole things this stat covers are critical hit chances, and "perfect dodge" (normal dodging can be overwhelmed by numbers, but LUK dodging is set). The problem is that you have to pump large amounts of LUK every level to get any appreciable crit rating. Further, these are points that are NOT spent on bread-and-butter damage stats. The only ones who can really get any use out of it are Assassins, who can equip crit-chance-doubling katars. For everyone else it's a controversial and generally weak stat, and even for Assassins, auto-attack-reliant "Crit Builds" have fallen out of favor given the absurd burst damage that player skills have
** It should be noted that LUK builds are also fairly popular with hunters, who have falcon companions. The bird's signature attack is a multi-hit [=AoE=] strike called Blitz Beat, which can be activated by chance on a normal attack at a chance roughly equivalent to the crit rate. What this means is that a DEX-LUK Hunter, properly buffed for attack speed by allies and potions, can have a fairly high chance of each shot essentially doing six times the normal damage. That could itself be considered a Critical Hit.
** There's also a somewhat popular LUK build for Knights, utilizing the Muramasa, a powerful two-handed sword that increases attack speed by 8% and crit rate by 30%, with the downside of a small chance of Cursing yourself. A Knight using this method would keep his LUK just above his level, preventing the Curse status from taking effect and further boosting his crit rate.
* Happens on occasion in ''VideoGame/Rockman4MinusInfinity''. Get the Super Star from any [[VideoGame/MegaMan3 Shadow Man]] encounter by finishing him off with a Recycle Inhaler, and the chances of this increases. [[spoiler:His final appearance, unlocked by doing a NoDamageRun up through Wily 4, drops the ?Dagger, which makes ''every'' hit critical.]]
* In ''VideoGame/ShiningForce'', there are three damage modifiers: the enemy evades the attack, the chance for a second attack, and the CriticalHit. Critical hits give off a special sound and are not evaded (otherwise how would you tell?). They also increase the damage from attacks, generally anywhere between 1.5 and 2.0 times the damage. As it's independent from the chance for a second attack, ''rare'' luck could result in 4 times the damage. As it is damage and ''not'' attack power, an attack that only inflicts ScratchDamage will still only inflict 1 HP of damage. This is a useful for the first game's LightningBruiser, Domingo, who attracts a lot of attacks due to being a magician.
* In ''VideoGame/ShinMegamiTenseiIIINocturne'', ''[[VideoGame/ShinMegamiTenseiIV IV]]'', and ''[[VideoGame/ShinMegamiTenseiIVApocalypse Apocalypse]]'', scoring a Critical Hit will score the attacking party (the player's or the enemies) a free turn in the Turn Press System.
** Likewise, ''VideoGame/Persona3'', ''VideoGame/Persona4'' and ''VideoGame/Persona5'''s "One More" system give the character who landed the Critical Hit another free action. There are even spells (Rebellion and Revolution) that increased the probability of Critical Hits for everyone in the battlefield, which is useful against purely-magical foes who won't take advantage of them.
*** In ''Persona 3'', each character has a condition with four possible states: Great, Good, Tired, and Sick, determined by how much a character spent time in Tartarus in the past few nights, as well as random factors for non-protagonist characters. Characters in Great condition have a higher chance of nailing critical hits (it's not uncommon to nail two or even ''three'' criticals in a row), while characters in Tired or Sick condition will be more likely to get whacked with critical hits. The Distress status effect can also increase one's susceptibility to a critical.
*** ''Persona 5'' ups the ante with the Baton Pass system. Now, getting a critical hit (or hitting an elemental weakness) lets ''anyone in the party'' take a free turn, not just the person who landed it. As the game progresses, Baton Pass becomes increasingly more powerful, granting all sorts of bonuses along with the extra turn when you "pass the baton".
** In fact, the way most games in the series treat Critical Hits is the main reason why LinearWarriorsQuadraticWizards becomes inverted. While magic can hit various elemental weaknesses to gain extra turns, eventually the player will run into bosses or enemies that lack any weaknesses. However, physical specialists - especially with passives that bypass most types of physical resistance, can still gain extra turns via landing critical hits.
** On top of the extra damage, in ''Persona 4'' and ''Persona 5'', critical attacks have characters perform an extended attack animation. In 4, they do a combo attack if they crit with their basic attacks, or shout something that varies from character to character if it's a persona attack. In 5, the party member uses both their melee weapon and gun, or pops a creepy SlasherSmile if they used a Persona's physical skill instead.



* In ''VideoGame/SilentStorm'' (as well as Hammer and Sickle, the officially sanctioned RPG mod) these can range from causing the character to bleed, go blind and/or deaf, all the way up to [[ChunkySalsaRule instant death]]. Some of the classes have perks that affect these, whether inflicted on or by the enemy. The Sniper has a very popular perk that always causes critical hits with ''all'' shots from ''any'' ranged weapon, up to and including [[MoreDakka machine guns fired on long burst]].
* The MMORPG ''VideoGame/StarTrekOnline'' has the mods [=[CrtH]=] (critical hit chance) and [=[CrtD]=] (critical severity). The former gives a weapon a 2% better chance at dealing a Critical Hit while the latter gives the weapon 20% extra damage when Critically Hit. Antiproton weapons have a natural [=[CrtD]=] and there are numerous items that boost both levels substantially.
* ''VideoGame/SuperMarioRPG'' features timed hits, which is a guaranteed critical hit as long as you press A again at the right time (usually upon the impact of the first hit) during an attack -- when Mario's punch lands, when Mallow's cymbals come together, etc. Justified in most cases by adding an extra strike to the attack, making Mario punch more than once, for example.
** Note that these aren't ''actual'' critical hits -- the game does feature traditional critical hits, which may or may not overlap with this.
* The ''VideoGame/SuperRobotWars'' series uses critical hits, they do either 1.2 or 1.5 times the damage depending on the game. There's also a spirit command in some of the games that makes every attack made by that unit a critical attack for one turn.
* ''VideoGame/SuperSmashBros'' had 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.
** 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]] forward-A aerial.
** The fourth installment has equipment able to have the Critical Hitter effect, giving the character that equips it a 20% chance to deal three times the damage, though its attack boost is usually rather small/defense drop rather large.
** ''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]], whose smash attacks has a separate critical hit mechanic which increase both damage and knockback.



* When Shingo Yabuki first showed up in ''VideoGame/TheKingOfFighters'', he was a JokeCharacter with one benefit -- his attacks randomly dealt a lot more damage and knocked the enemy a far distance back. The game showed the words "Critical Hit" when this happened. By ''KOF XI'', Shingo had gained more power to balance him with the rest of the cast, so this ability went away.
** [[VideoGame/IkariWarriors Ralf Jones]] also previously had this mechanic for his Ralf Kick move, before it of course went away like with Shingo's case. Arguably though, his case was supposedly much more obscure (especially in later games).
*** Another fighting game series being ''VideoGame/MeltyBlood'' also has critical hits, only they occur on all and any attacks with a 1.5 damage increase.

to:

* When Shingo Yabuki first showed up in ''VideoGame/TheKingOfFighters'', he was a JokeCharacter ''VideoGame/{{Undertale}}'' parodies this with one benefit -- his of the messages that appears when you literally PetTheDog:
-->"Critical pet! Dog excitement increased."
* The RealTimeStrategy game ''VideoGame/{{Warcraft}} 3'' had a critical hit mechanic. This was an ability restricted to certain units--a few Heroes could get it as as normal ability, while other heroes could find items to give them bonuses.
* 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 StatusEffects such as bleeding or freezing. Several Warframes and weapons are [[CriticalHitClass built specifically for critical hits]].
** The same holds true for the game's Melee weapons, and several mods (Blood Rush and the Gladiator Set) can add Critical Chance as the Combo Multiplier rises. The Weeping Wounds mod does the same for Status Chance, and some mod loadouts combine the two to allow Red-level crits to inflict a nasty Slash Proc, which bleeds the target for a lot of HP per tick. Combine this with the Vigilante Set mod, which increase the tier of the Critical Hit, and with certain Arcanes it just get silly after a time.
* ''VideoGame/WarlordsBattlecry'', being an RTS mixed with an RPG, has these for everyone, though in an odd way. There's {{Critical Failure}}s where the damage's cut down, true critical hits that, on top of triple damage, have an added effect that will depend on the damage type (slashing does an area attack, blunt cuts combat ability for some seconds, cold freezes the enemy and slows it down, and so on), and Killing Blows, that "simply" do some nasty damage, and have the attacker spout a PreMortemOneLiner.
* The ''VideoGame/WarriorsOrochi'' series had the Technique-type characters inflict critical hits on airborne targets with their charge
attacks randomly dealt (which was useful since in all the ''Warriors'' games damage for airborne targets was cut in half). The third game allowed for Wonder-type characters to also inflict them the same way upon a lot staggering target, and for a [[CombinationAttack True Triple Attack]] state the controlled character regardless of type can land free critical hits on all targets for a brief period of time.
* Every ''VideoGame/WildARMs'' game uses critical hits in some way or another, but the [[VideoGame/WildARMs4 fourth]] and [[VideoGame/WildARMs5 fifth]] games take it further with Finest Arts. These require a Punching Glove or [[InfinityPlusOneSword Sheriff]] [[GameBreaker Star]] badge to be equipped and do significantly
more damage and knocked the enemy than a far distance back. The game showed the words "Critical Hit" when this happened. By ''KOF XI'', Shingo had gained more power to balance him with the rest of the cast, so this ability went away.
** [[VideoGame/IkariWarriors Ralf Jones]] also previously had this mechanic for his Ralf Kick move, before it of course went away like with Shingo's case. Arguably though, his case was supposedly much more obscure (especially in later games).
*** Another fighting game series being ''VideoGame/MeltyBlood'' also has
critical hits, only hit. In ''5'', they occur on replaced critical hits all together, and any attacks with a 1.5 damage increase.were still buffed by the main character's ability "Double Critical."



* ''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]].
* ''VideoGame/SuperSmashBros'' had 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.
** 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]] forward-A aerial.
** The fourth installment has equipment able to have the Critical Hitter effect, giving the character that equips it a 20% chance to deal three times the damage, though its attack boost is usually rather small/defense drop rather large.
** ''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]], whose smash attacks has a separate critical hit mechanic which increase both damage and knockback.
* In ''VideoGame/{{Onimusha}}'' you have the chance to instantly kill the enemy by attacking at exactly the right time.
* In ''VideoGame/PathOfExile'', critical hits have both a chance and a multiplier. Critical hit chance is determined by the equipped weapon or the spell and deal 50% more damage by default, but both of them can be increased to high levels through passives and equipped items. There are also unique equipment that interact with critical hits, such as added bleeding or instant life leech. There's also the "Cast on Critical Strike" gem, which causes critical hits with a skill to cast the linked spell. You can also forgo crits altogether with the "Resolute Technique" passive, at the price of perfect accuracy. There is also the "chance to deal Double Damage" modifier, which is a seperate effect that does ExactlyWhatItSaysOnTheTin and can stack with crits.
* ''VideoGame/SuperMarioRPG'' features timed hits, which is a guaranteed critical hit as long as you press A again at the right time (usually upon the impact of the first hit) during an attack -- when Mario's punch lands, when Mallow's cymbals come together, etc. Justified in most cases by adding an extra strike to the attack, making Mario punch more than once, for example.
** Note that these aren't ''actual'' critical hits -- the game does feature traditional critical hits, which may or may not overlap with this.
* ''VideoGame/CrimsonGemSaga'' lampshades this by having a system that lets you actually continuing a critical hit into a series of follow up attacks. The result is that when you critical, you do it in a BIG way. To top this off, there is a character in the game that is devoted specifically for this purpose and has a 7 HIT CONSECUTIVE COMBO.
* In ''VideoGame/ShinMegamiTenseiIIINocturne'', ''[[VideoGame/ShinMegamiTenseiIV IV]]'', and ''[[VideoGame/ShinMegamiTenseiIVApocalypse Apocalypse]]'', scoring a Critical Hit will score the attacking party (the player's or the enemies) a free turn in the Turn Press System.
** Likewise, ''VideoGame/Persona3'', ''VideoGame/Persona4'' and ''VideoGame/Persona5'''s "One More" system give the character who landed the Critical Hit another free action. There are even spells (Rebellion and Revolution) that increased the probability of Critical Hits for everyone in the battlefield, which is useful against purely-magical foes who won't take advantage of them.
*** In ''Persona 3'', each character has a condition with four possible states: Great, Good, Tired, and Sick, determined by how much a character spent time in Tartarus in the past few nights, as well as random factors for non-protagonist characters. Characters in Great condition have a higher chance of nailing critical hits (it's not uncommon to nail two or even ''three'' criticals in a row), while characters in Tired or Sick condition will be more likely to get whacked with critical hits. The Distress status effect can also increase one's susceptibility to a critical.
*** ''Persona 5'' ups the ante with the Baton Pass system. Now, getting a critical hit (or hitting an elemental weakness) lets ''anyone in the party'' take a free turn, not just the person who landed it. As the game progresses, Baton Pass becomes increasingly more powerful, granting all sorts of bonuses along with the extra turn when you "pass the baton".
** In fact, the way most games in the series treat Critical Hits is the main reason why LinearWarriorsQuadraticWizards becomes inverted. While magic can hit various elemental weaknesses to gain extra turns, eventually the player will run into bosses or enemies that lack any weaknesses. However, physical specialists - especially with passives that bypass most types of physical resistance, can still gain extra turns via landing critical hits.
** On top of the extra damage, in ''Persona 4'' and ''Persona 5'', critical attacks have characters perform an extended attack animation. In 4, they do a combo attack if they crit with their basic attacks, or shout something that varies from character to character if it's a persona attack. In 5, the party member uses both their melee weapon and gun, or pops a creepy SlasherSmile if they used a Persona's physical skill instead.
* ''VideoGame/{{Borderlands}}'' has attacks that hit [[AchillesHeel an enemy's weakpoint]] cause "Critical Hit" to appear in big red letters to indicate equally impressive damage. On humanoid enemies, this happens via [[BoomHeadshot headshot]]; alien creatures have different weakpoints, such as the Threshers' eyes, or the Constructor robots' holoprojector lens. Otherwise, it is not statistically based, though there are methods to increase the damage bonus of said critical hits.
** Morcedai has skills that play this straight, by giving a random chance for melee or ranged attacks to do extra damage.
** A different mechanic is more of the random bonus variety, however; All elemental weapons have a chance of exploding in their element rather than just plain shooting. When this triggers it either starts the enemy taking continuous damage or does boosted damage for that one hit. Better guns do it more often.
* In ''VideoGame/PlanetAlcatraz'', chances of critical hit depends on the attacker's Critical Hit stat and the target's Avoid Critical stat. Suffering one instantly knocks down the human targets and makes them drop their weapons. The part where the attack lands (torso, arms or legs) is "critically injured", lowering one or a few stats until healed. A critical hit to the head is [[YourHeadAsplode instantly fatal]] to both human and non-human enemies.
* The [[MassivelyMultiplayerOnlineRolePlayingGame MMORPG]] ''VideoGame/RagnarokOnline'' features critical hits, but it makes you work for them. Unlike some [=MMOs=], you select your stat increases upon leveling up. The game features a pile of useful stats, and a single barely-worthwhile LUK (luck) stat. The sole things this stat covers are critical hit chances, and "perfect dodge" (normal dodging can be overwhelmed by numbers, but LUK dodging is set). The problem is that you have to pump large amounts of LUK every level to get any appreciable crit rating. Further, these are points that are NOT spent on bread-and-butter damage stats. The only ones who can really get any use out of it are Assassins, who can equip crit-chance-doubling katars. For everyone else it's a controversial and generally weak stat, and even for Assassins, auto-attack-reliant "Crit Builds" have fallen out of favor given the absurd burst damage that player skills have
** It should be noted that LUK builds are also fairly popular with hunters, who have falcon companions. The bird's signature attack is a multi-hit [=AoE=] strike called Blitz Beat, which can be activated by chance on a normal attack at a chance roughly equivalent to the crit rate. What this means is that a DEX-LUK Hunter, properly buffed for attack speed by allies and potions, can have a fairly high chance of each shot essentially doing six times the normal damage. That could itself be considered a Critical Hit.
** There's also a somewhat popular LUK build for Knights, utilizing the Muramasa, a powerful two-handed sword that increases attack speed by 8% and crit rate by 30%, with the downside of a small chance of Cursing yourself. A Knight using this method would keep his LUK just above his level, preventing the Curse status from taking effect and further boosting his crit rate.
* Every ''VideoGame/WildARMs'' game uses critical hits in some way or another, but the [[VideoGame/WildARMs4 fourth]] and [[VideoGame/WildARMs5 fifth]] games take it further with Finest Arts. These require a Punching Glove or [[InfinityPlusOneSword Sheriff]] [[GameBreaker Star]] badge to be equipped and do significantly more damage than a critical hit. In ''5'', they replaced critical hits all together, and were still buffed by the main character's ability "Double Critical."
* The ''VideoGame/SuperRobotWars'' series uses critical hits, they do either 1.2 or 1.5 times the damage depending on the game. There's also a spirit command in some of the games that makes every attack made by that unit a critical attack for one turn.
* ''VideoGame/DisgaeaHourOfDarkness'' has its weapons have a fixed chance for criticals, with Axes having the highest natural chance (30%). ''VideoGame/Disgaea2CursedMemories'' added the Professional specialist, which upped the critical hit chance proportional to its level (and it caps at 100), and the Item World's Item Assembly can up the critical hit chance. The Male Warrior dealt increased critical hit damage when at 25% health, and the Berserker unit in ''VideoGame/Disgaea3AbsenceOfJustice'' can get an evility that doubles his Critical damage when he has an axe.
** ''VideoGame/{{Disgaea 2|CursedMemories}}'' also has an unusual in-story example. Very early in the game, a Prinny sneaks up behind Rozalin while she's not paying attention, and drops a bomb on her. Adell cracks the fourth wall to mention that it's this trope.
-->'''Adell''': Ouch! Critical hit.
** ''VideoGame/Disgaea5'' changed the Professional's ability: it now adds to Critical Hit Damage, since [[SuperMode Revenge Mode]] gives the affected unit 100% Critical Hit Chance.
* Critical hits are essential to Warriors and Rogues' special attacks in ''VideoGame/DragonAgeOrigins'', since many special effects (like stun, knock-down, bleeding, etc.) are only triggered if the special attack lands a critical hit. It is counter-balanced by armor penetration, since weapons that have high probability of a crit (swords and daggers) have low armor penetration and vice versa (axes and warhammers). As a nice touch, a critical hit on a frozen solid non-boss enemy will shatter said enemy. No matter what his/her/its health level, that is an instant kill and an excellent way to improve your odds when a large group attacks.
* In ''VideoGame/ShiningForce'', there are three damage modifiers: the enemy evades the attack, the chance for a second attack, and the CriticalHit. Critical hits give off a special sound and are not evaded (otherwise how would you tell?). They also increase the damage from attacks, generally anywhere between 1.5 and 2.0 times the damage. As it's independent from the chance for a second attack, ''rare'' luck could result in 4 times the damage. As it is damage and ''not'' attack power, an attack that only inflicts ScratchDamage will still only inflict 1 HP of damage. This is a useful for the first game's LightningBruiser, Domingo, who attracts a lot of attacks due to being a magician.
* Referenced in ''VideoGame/{{Bully}}'' when you perform a GroinAttack on Algernon (one of the {{Nerd}}s):
-->'''Algernon:''' Ooooh, critical hit...!
* The only way of reliably killing an opponent by conventional means in ''VideoGame/DwarfFortress'', which uses the ChunkySalsaRule and [[SubSystemDamage organ damage]] instead of traditional HitPoints.
** To clarify: When you hit an enemy they take damage to where you hit them. So if you slice off their arm, they will be weaker, but it doesn't do a set amount of "hit point" damage. Attacks to critical areas like the neck, heart, lungs, and brain will kill the enemy becasue they can no longer function. But they can still die other ways, such as bleeding or falling a long drop.
* Happens on occasion in ''VideoGame/Rockman4MinusInfinity''. Get the Super Star from any [[VideoGame/MegaMan3 Shadow Man]] encounter by finishing him off with a Recycle Inhaler, and the chances of this increases. [[spoiler:His final appearance, unlocked by doing a NoDamageRun up through Wily 4, drops the ?Dagger, which makes ''every'' hit critical.]]
* The RealTimeStrategy game ''VideoGame/{{Warcraft}} 3'' had a critical hit mechanic. This was an ability restricted to certain units--a few Heroes could get it as as normal ability, while other heroes could find items to give them bonuses.
* The ''VideoGame/WarriorsOrochi'' series had the Technique-type characters inflict critical hits on airborne targets with their charge attacks (which was useful since in all the ''Warriors'' games damage for airborne targets was cut in half). The third game allowed for Wonder-type characters to also inflict them the same way upon a staggering target, and for a [[CombinationAttack True Triple Attack]] state the controlled character regardless of type can land free critical hits on all targets for a brief period of time.
* ''VideoGame/WarlordsBattlecry'', being an RTS mixed with an RPG, has these for everyone, though in an odd way. There's {{Critical Failure}}s where the damage's cut down, true critical hits that, on top of triple damage, have an added effect that will depend on the damage type (slashing does an area attack, blunt cuts combat ability for some seconds, cold freezes the enemy and slows it down, and so on), and Killing Blows, that "simply" do some nasty damage, and have the attacker spout a PreMortemOneLiner.
* In ''VideoGame/LeagueOfLegends'', 99 times out of 100, AD carries will buy an item with bonus Critical Hit chance. In this game, Critical Hits cause autoattacks to deal double damage, but with Infinity Edge, this bonus can be increased to 2.5 times the normal damage. Besides that, all other items only add to your chance to deal a Critical Hit. Many AD carries also have passive skills that add to Critical Hit chance as well, so there's very little reason to completely forego Critical Hits altogether.



* Present in the ''VideoGame/{{Lufia}}'' series. In ''VideoGame/LufiaCurseOfTheSinistrals'', it's possible with Mystic Stones to raise a character's CRT stat to 100, which makes every single attack a critical hit.
* In ''VideoGame/TheFallLastDaysOfGaia'', a skill gives 10% chance of critical hits, which inflict double amount of normal damage.
* In ''VideoGame/{{Neverend}}'', their likelyhood is governed by the Perception stat. It's the only thing the stat does besides determining who goes first at the start of the battle ''only'', and so no-one bothers to invest in it.
* In ''VideoGame/SilentStorm'' (as well as Hammer and Sickle, the officially sanctioned RPG mod) these can range from causing the character to bleed, go blind and/or deaf, all the way up to [[ChunkySalsaRule instant death]]. Some of the classes have perks that affect these, whether inflicted on or by the enemy. The Sniper has a very popular perk that always causes critical hits with ''all'' shots from ''any'' ranged weapon, up to and including [[MoreDakka machine guns fired on long burst]].
* In ''VideoGame/{{Dex}}'', these can be scored during combat, either through luck or by hitting specific areas. Shooting enemies in the head is a particularly reliable way to score one.
* Critical hits are a significant part of the combat system in ''VideoGame/TheAgeOfDecadence''. Their likelihood governed by the Critical Strike skill. Some weapons (like swords) are also more likely to inflict them then others (i.e hammers.)
* ''VideoGame/DeadState'' also has critical hits prominent in its combat system. Of note is a special attack available for the kitchen knife, which delivers a guaranteed critical hit and inflicts bleeding, at the cost of the knife itself, as its blade is ''broken off in the wound.''
* The MMORPG ''VideoGame/StarTrekOnline'' has the mods [=[CrtH]=] (critical hit chance) and [=[CrtD]=] (critical severity). The former gives a weapon a 2% better chance at dealing a Critical Hit while the latter gives the weapon 20% extra damage when Critically Hit. Antiproton weapons have a natural [=[CrtD]=] and there are numerous items that boost both levels substantially.
* 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 StatusEffects such as bleeding or freezing. Several Warframes and weapons are [[CriticalHitClass built specifically for critical hits]].
** The same holds true for the game's Melee weapons, and several mods (Blood Rush and the Gladiator Set) can add Critical Chance as the Combo Multiplier rises. The Weeping Wounds mod does the same for Status Chance, and some mod loadouts combine the two to allow Red-level crits to inflict a nasty Slash Proc, which bleeds the target for a lot of HP per tick. Combine this with the Vigilante Set mod, which increase the tier of the Critical Hit, and with certain Arcanes it just get silly after a time.
* In ''VideoGame/MonsterHunter'', each weapon has an "Affinity" rating expressed as a percentage, indicating the probability that a given hit will become a critical hit, dealing 20% more damage than a non-critical hit. The series also inverts this trope with weapons that have negative Affinity, which instead gives your weapon a chance of "feeble hits" that do less damage than usual. Some equipment skills can alter your Affinity; for example, the Critical Draw skill boosts your weapon's draw attack Affinity by 100%[[note]]note that this is only a guaranteed critical if your weapon has a non-negative Affinity[[/note]], the Critical Eye skill will increase or decrease your weapon's overall Affinity, and Status Crit and Elemental Crit increase the status buildup and elemental damage, respectively, on a critical.
* In ''VideoGame/ColdFear'', [[SmashingSurvival breaking free from a monster's grip]] allows Tom to retaliate via [[ActionCommands Action Command]], provided you have ammo for the weapon he'll use (either the Pistol or Shotgun). The words "CRITICAL HIT" appear on the screen, and the monster is either killed instantly or takes massive damage. [[spoiler:Notably, this is the ''only'' way to damage the FinalBoss.]]
* ''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, and another made critical hits give a class-specific buff to the hero who landed one.
* The various Organization XIII members in ''VideoGame/KingdomHearts358DaysOver2''[='s=] Mission Mode not named [[JackOfAllStats Roxas or Xion (or Axel, to a slightly lesser extent)]] fall into various RPG-styled roles, owing to [[Franchise/KingdomHearts the series']] ties to ''Franchise/FinalFantasy''. Saïx's stats [[CriticalHitClass are geared towards scoring critical hits]], which is rather fitting considering [[TheBerserker his fighting style]].
* ''VideoGame/{{Undertale}}'' parodies this with one of the messages that appears when you literally PetTheDog:
-->"Critical pet! Dog excitement increased."
* ''VideoGame/NocturneRebirth'' actually has two levels of critical hits, the weaker "smash" hit and the stronger "critical" hit, which have yellow and red damage text respectively. Additionally, landing either of these hits causes the attacker to take their next turn faster, potentially allowing more DPS if they keep dealing critical hits.
* In ''VideoGame/PhantasyStarOnline2'', you have a base 5% chance to crit an enemy, signified in large, solid blue numbers[[note]]semi-transparent light-blue numbers prior to a late 2016 update[[/note]]. Notably, ''[=PSO2=]'' is one of the only games in which crits are a ''DumpStat''. The way damage is handled is that when you strike, the game rolls a number between your minimum and maximum damage potential. When you strike a crit, you always hit for 100% of your max damage. However, since holding rarer weapons (with some notable exceptions) limits the possible range of values to within 90% to 100% of your max damage, the range of possible numbers is small enough that getting lots of crits is a very, very tiny increase in DPS. Players typically go for increasing their base damage instead of going for crits. That is, everyone except [[CriticalHitClass Fighters]], who have a skill that grants an additional 15% damage when landing a crit, and can be potentially lethal when paired with several Crit Rate boosting Skills and gear, as well as holding a weapon that increases Crit Damage.
* Weapons in ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' will do double damage when they break, whether by being thrown or running out of durability hitting an enemy. Weapons with the "Critical Hit" perk also score a crit when a combo finisher connects.
* Some swords in ''VideoGame/MonsterWorldIV'' have a 20% chance of landing "Magical Hits", which will deal more damage than a normal strike.
* This is the signature ability of the [[BadassNormal Myrmidon]] from ''VideoGame/NexusClash'', who eschew loyalty to the angels and demons in favor of building their own mundane badassery. They have a skill tree that makes damage-boosting critical hits progressively more likely.
* ''VideoGame/PlantsVsZombies2ItsAboutTime'' has plants with this ability:
** The Phat Beet attacks with area soundwaves that hit all zombies near it for minor damage (less than a peashooter's shot), but every fifth to sixth attack will send out a much more potent soundwave that deals 3x the damage.
** The Dartichoke has a chance to shoot out a much more damaging shot than normal.
** Exaggerated by the Mega Gatling Pea, which has a small chance to ''[[LimitBreak use its Plant Food for free]]'' whenever it attacks.
* In ''VideoGame/{{Miitopia}}'', several quirks can cause the Mii to receive or inflict critical hits, like the Pressure Point quirk a Cool Mii can dish out to the baddies for example.
* The HBS rendition of ''VideoGame/{{Battletech}}'' models crits in a similar fashion to the tabletop game, albeit with minor simplifications like the reduced impact of ammo explosions and the lack of Through-Armor Crits - you'll need to strip armor from the enemy before crits can be scored on them.
* ''Franchise/TheElderScrolls'':
** In ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', there is a random chance of dealing Critical Damage (equal to 4x regular weapon damage for a melee attack and 1.5 for a ranged attack) whenever you strike an opponent without being noticed. An interesting quirk due to a GoodBadBug means that if you strike an opponent with a spell while remaining undetected, your next physical attack will be considered a critical hit regardless of if you are detected when delivering it.
** In ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', critical hits function similarly to ''Morrowind''. However, melee critical hits deal 6x damage (but can only be delivered using a one-handed weapon) while bow attacks deal 2x (which can up to 3x with a certain perk).
** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' massively overhauls the series' stealth system, taking it from near UselessUsefulStealth levels to a near GameBreaker. At high skill levels and with the right perks, it becomes difficult for [=NPCs=] to detect you at all, which added to the [[BackStab stealth combat enhancements]] the game brings, makes it a ''devastating'' CriticalHitClass. With the proper perks and equipment, you can wipe out entire fortresses full of enemies by sneaking around and dealing upwards of ''30x damage'' melee sneak attacks or 6x ranged damage without alerting a single foe to your presence. As such, the concept of the "''Skyrim'' Stealth Archer'' has reached MemeticMutation levels.
* In ''VideoGame/TheBattleCats'', units will only be able to do a critical attack if the have the ability “Critical” which allows them to occasionally (or always, depending on the cat) deal twice their base damage. This is mainly used to deal with Metal traited enemies since this is the only ability that can get past their ability to only take Main/ScratchDamage from any attack.
* Any weapon with the "Critical Strike" passive skill in ''VideoGame/PiratesOfTheCaribbeanOnline'' will deal more damage on occasion, signalled by the dealt damage being marked with bright yellow text and an exclamation point.
* In ''VideoGame/NeoQuest II'' you can only get this by using level points to upgrade Critical Hit levels, and only Rohane can use it.
* ''VideoGame/MikeShadowIPaidForIt'': You have a chance to deal double damage with each hit. It starts at 5% and gets raised by 5% with each upgrade, plus the "I've Got the Power!" bonus can raise it further for a few turns.

to:

* Present in the ''VideoGame/{{Lufia}}'' series. In ''VideoGame/LufiaCurseOfTheSinistrals'', it's possible with Mystic Stones to raise a character's CRT stat to 100, which makes every single attack a critical hit.
* In ''VideoGame/TheFallLastDaysOfGaia'', a skill gives 10% chance of critical hits, which inflict double amount of normal damage.
* In ''VideoGame/{{Neverend}}'', their likelyhood is governed by the Perception stat. It's the only thing the stat does besides determining who goes first at the start of the battle ''only'', and so no-one bothers to invest in it.
* In ''VideoGame/SilentStorm'' (as well as Hammer and Sickle, the officially sanctioned RPG mod) these can range from causing the character to bleed, go blind and/or deaf, all the way up to [[ChunkySalsaRule instant death]]. Some of the classes have perks that affect these, whether inflicted on or by the enemy. The Sniper has a very popular perk that always causes critical hits with ''all'' shots from ''any'' ranged weapon, up to and including [[MoreDakka machine guns fired on long burst]].
* In ''VideoGame/{{Dex}}'', these can be scored during combat, either through luck or by hitting specific areas. Shooting enemies in the head is a particularly reliable way to score one.
* Critical hits are a significant part of the combat system in ''VideoGame/TheAgeOfDecadence''. Their likelihood governed by the Critical Strike skill. Some weapons (like swords) are also more likely to inflict them then others (i.e hammers.)
* ''VideoGame/DeadState'' also has critical hits prominent in its combat system. Of note is a special attack available for the kitchen knife, which delivers a guaranteed critical hit and inflicts bleeding, at the cost of the knife itself, as its blade is ''broken off in the wound.''
* The MMORPG ''VideoGame/StarTrekOnline'' has the mods [=[CrtH]=] (critical hit chance) and [=[CrtD]=] (critical severity). The former gives a weapon a 2% better chance at dealing a Critical Hit while the latter gives the weapon 20% extra damage when Critically Hit. Antiproton weapons have a natural [=[CrtD]=] and there are numerous items that boost both levels substantially.
* 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 StatusEffects such as bleeding or freezing. Several Warframes and weapons are [[CriticalHitClass built specifically for critical hits]].
** The same holds true for the game's Melee weapons, and several mods (Blood Rush and the Gladiator Set) can add Critical Chance as the Combo Multiplier rises. The Weeping Wounds mod does the same for Status Chance, and some mod loadouts combine the two to allow Red-level crits to inflict a nasty Slash Proc, which bleeds the target for a lot of HP per tick. Combine this with the Vigilante Set mod, which increase the tier of the Critical Hit, and with certain Arcanes it just get silly after a time.
* In ''VideoGame/MonsterHunter'', each weapon has an "Affinity" rating expressed as a percentage, indicating the probability that a given hit will become a critical hit, dealing 20% more damage than a non-critical hit. The series also inverts this trope with weapons that have negative Affinity, which instead gives your weapon a chance of "feeble hits" that do less damage than usual. Some equipment skills can alter your Affinity; for example, the Critical Draw skill boosts your weapon's draw attack Affinity by 100%[[note]]note that this is only a guaranteed critical if your weapon has a non-negative Affinity[[/note]], the Critical Eye skill will increase or decrease your weapon's overall Affinity, and Status Crit and Elemental Crit increase the status buildup and elemental damage, respectively, on a critical.
* In ''VideoGame/ColdFear'', [[SmashingSurvival breaking free from a monster's grip]] allows Tom to retaliate via [[ActionCommands Action Command]], provided you have ammo for the weapon he'll use (either the Pistol or Shotgun). The words "CRITICAL HIT" appear on the screen, and the monster is either killed instantly or takes massive damage. [[spoiler:Notably, this is the ''only'' way to damage the FinalBoss.]]
* ''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, and another made critical hits give a class-specific buff to the hero who landed one.
* The various Organization XIII members in ''VideoGame/KingdomHearts358DaysOver2''[='s=] Mission Mode not named [[JackOfAllStats Roxas or Xion (or Axel, to a slightly lesser extent)]] fall into various RPG-styled roles, owing to [[Franchise/KingdomHearts the series']] ties to ''Franchise/FinalFantasy''. Saïx's stats [[CriticalHitClass are geared towards scoring critical hits]], which is rather fitting considering [[TheBerserker his fighting style]].
* ''VideoGame/{{Undertale}}'' parodies this with one of the messages that appears when you literally PetTheDog:
-->"Critical pet! Dog excitement increased."
* ''VideoGame/NocturneRebirth'' actually has two levels of critical hits, the weaker "smash" hit and the stronger "critical" hit, which have yellow and red damage text respectively. Additionally, landing either of these hits causes the attacker to take their next turn faster, potentially allowing more DPS if they keep dealing critical hits.
* In ''VideoGame/PhantasyStarOnline2'', you have a base 5% chance to crit an enemy, signified in large, solid blue numbers[[note]]semi-transparent light-blue numbers prior to a late 2016 update[[/note]]. Notably, ''[=PSO2=]'' is one of the only games in which crits are a ''DumpStat''. The way damage is handled is that when you strike, the game rolls a number between your minimum and maximum damage potential. When you strike a crit, you always hit for 100% of your max damage. However, since holding rarer weapons (with some notable exceptions) limits the possible range of values to within 90% to 100% of your max damage, the range of possible numbers is small enough that getting lots of crits is a very, very tiny increase in DPS. Players typically go for increasing their base damage instead of going for crits. That is, everyone except [[CriticalHitClass Fighters]], who have a skill that grants an additional 15% damage when landing a crit, and can be potentially lethal when paired with several Crit Rate boosting Skills and gear, as well as holding a weapon that increases Crit Damage.
* Weapons in ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' will do double damage when they break, whether by being thrown or running out of durability hitting an enemy. Weapons with the "Critical Hit" perk also score a crit when a combo finisher connects.
* Some swords in ''VideoGame/MonsterWorldIV'' have a 20% chance of landing "Magical Hits", which will deal more damage than a normal strike.
* This is the signature ability of the [[BadassNormal Myrmidon]] from ''VideoGame/NexusClash'', who eschew loyalty to the angels and demons in favor of building their own mundane badassery. They have a skill tree that makes damage-boosting critical hits progressively more likely.
* ''VideoGame/PlantsVsZombies2ItsAboutTime'' has plants with this ability:
** The Phat Beet attacks with area soundwaves that hit all zombies near it for minor damage (less than a peashooter's shot), but every fifth to sixth attack will send out a much more potent soundwave that deals 3x the damage.
** The Dartichoke has a chance to shoot out a much more damaging shot than normal.
** Exaggerated by the Mega Gatling Pea, which has a small chance to ''[[LimitBreak use its Plant Food for free]]'' whenever it attacks.
* In ''VideoGame/{{Miitopia}}'', several quirks can cause the Mii to receive or inflict critical hits, like the Pressure Point quirk a Cool Mii can dish out to the baddies for example.
* The HBS rendition of ''VideoGame/{{Battletech}}'' models crits in a similar fashion to the tabletop game, albeit with minor simplifications like the reduced impact of ammo explosions and the lack of Through-Armor Crits - you'll need to strip armor from the enemy before crits can be scored on them.
* ''Franchise/TheElderScrolls'':
** In ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', there is a random chance of dealing Critical Damage (equal to 4x regular weapon damage for a melee attack and 1.5 for a ranged attack) whenever you strike an opponent without being noticed. An interesting quirk due to a GoodBadBug means that if you strike an opponent with a spell while remaining undetected, your next physical attack will be considered a critical hit regardless of if you are detected when delivering it.
** In ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', critical hits function similarly to ''Morrowind''. However, melee critical hits deal 6x damage (but can only be delivered using a one-handed weapon) while bow attacks deal 2x (which can up to 3x with a certain perk).
** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' massively overhauls the series' stealth system, taking it from near UselessUsefulStealth levels to a near GameBreaker. At high skill levels and with the right perks, it becomes difficult for [=NPCs=] to detect you at all, which added to the [[BackStab stealth combat enhancements]] the game brings, makes it a ''devastating'' CriticalHitClass. With the proper perks and equipment, you can wipe out entire fortresses full of enemies by sneaking around and dealing upwards of ''30x damage'' melee sneak attacks or 6x ranged damage without alerting a single foe to your presence. As such, the concept of the "''Skyrim'' Stealth Archer'' has reached MemeticMutation levels.
* In ''VideoGame/TheBattleCats'', units will only be able to do a critical attack if the have the ability “Critical” which allows them to occasionally (or always, depending on the cat) deal twice their base damage. This is mainly used to deal with Metal traited enemies since this is the only ability that can get past their ability to only take Main/ScratchDamage from any attack.
* Any weapon with the "Critical Strike" passive skill in ''VideoGame/PiratesOfTheCaribbeanOnline'' will deal more damage on occasion, signalled by the dealt damage being marked with bright yellow text and an exclamation point.
* In ''VideoGame/NeoQuest II'' you can only get this by using level points to upgrade Critical Hit levels, and only Rohane can use it.
* ''VideoGame/MikeShadowIPaidForIt'': You have a chance to deal double damage with each hit. It starts at 5% and gets raised by 5% with each upgrade, plus the "I've Got the Power!" bonus can raise it further for a few turns.




* ''VideoGame/DivinityOriginalSin'' and ''[[VideoGame/DivinityOriginalSinII Original Sin II]]'': Each attack has a chance of being a critical hit, which deals a {{Percent 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|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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* In ''[[Literature/TheElricSaga Elric]]'' from Creator/{{Chaosium}}, rolling under 10% of your weapon skill will get you a critical hit result where you inflict double damage. Superior to critical hit is impalement, to get an impalement result a character needs to roll a natural 01 on their attack plus the weapon or projectile needs to be a cutting or stabbing weapon. If you have such weapons and roll a natural 01, then the target not only takes double damage - the attack also bypasses armor.

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Brigandine already has an entry, now starting to alphabetize video game section


* ''VideoGame/{{Brigandine}}'' typically uses the standard double damage variety of critical hit for its creatures and Rune Knights. However Rulers of a country and Fairy class units instead get a unique special move that does several times regular damage and has a completely different set of animations than their regular attacks. For example Lance will do Wing Strike instead of his normal attack, he'll leap at a foe with both swords and after hitting them he'll backflip and fly at them again for another assault. Meanwhile fairy creatures will have "Leave Me Be!", instead of the usual smacking the enemy with a flower - a lightning bolt from the sky will hit the enemy.
* 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.
* In the ''VideoGame/{{Growlanser}}'' series, characters can learn skills that increase critical rate and some techniques that are guaranteed to do extra damage.

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* ''VideoGame/{{Brigandine}}'' typically uses Present in ''VideoGame/ABlurredLine'', where they're referred to as “An excellent attack!”. Wearing items such as Lucky Bandana will increase their frequency. Weirdly, the standard double ones inflicted by enemies are still referred to as a Critical Strike (the default UsefulNotes/RPGMaker description).
* The Story Mode-only hero Kenji of ''VideoGame/BattleRealms'' has the Battle Gear ''Critical Strike'' which does a great amount of
damage variety at the cost of some stamina.
** Werewolves of the Wolf Clan also have a Wolf Bite Battle Gear, which acts as a
critical hit strike, and can convert enemies into regular, tamable wolves.
** Ditto
for its creatures and Rune Knights. However Brawlers, who have Zen Counter Punch that only works on heroes.
* In ''VideoGame/{{Brigandine}}'', the
Rulers of a country and Fairy class units instead land get a unique special move that does several times regular named attack if they score a critical hit. Otherwise heroes and units just do extra damage and has a completely different set of animations than their regular attacks. For example Lance will do Wing Strike instead of his normal attack, he'll leap at a foe with both swords and after hitting them he'll backflip and fly at them again for another assault. Meanwhile fairy creatures will (though some also have a status effect). The exception are Pixies and Fairies, like a Ruler, they get a special named attack called "Leave Me Be!", instead Be!". Instead of the usual smacking an enemy with a flower, lightning will come down from the sky and hammer the enemy with an attack strength that rivals a flower - dragon.
* ''VideoGame/CastlevaniaSymphonyOfTheNight'' stole many RPG statistical features. Critical hits are
a lightning bolt from part of this, and rates of making them are dependent on the sky will hit equipped weapon as well as the enemy.
* 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
character's Luck stat. However, critical hits - Stagger, which guarantees are usually so rare that the next hit taken deals developers did not think of the effects they would have on the demo sequences. There is a crit, place where Alucard can view demos showing how to defeat bosses, 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
some of these bosses have multiple parts. If a critical hit chance exceeds 100% causes a boss to transform earlier than expected, the recorded controls will no longer match the boss's movements. This usually causes the demo Alucard to die, and deal 2x and 2.5x if he dies, ''you'' die.
* ''VideoGame/ChronoTrigger'': They're tied to the weapons; most have a 10% chance, although Frog's tend to be closer to 25%, but Crono's InfinityPlusOneSword has a ''70% chance''. And Ayla will start doing 9999
damage respectively. Additionally, [=EBF5=] introduced on her criticals when she nears the [[LuckManipulationMechanic Good Luck end of the level cap (and her regular attacks ''aren't'' doing enough to justify that). Bear in mind that, with maximum levels and Bad Luck]] status effects, which also affect crit rate.
*
equipment, most characters' standard attacks deal in the neighborhood of 500-700 damage.
**
In the ''VideoGame/{{Growlanser}}'' series, DS version, Robo has a weapon that works like a max level Ayla's, except that it has an attack power of zero, so its damage is well below average when it doesn't hit a critical. Crono gets an Infinity +'''2''' Sword that has a '''''90% chance'''''. Finally, there's the Dragon's Tear, which raises critical ratio like the Hero's Badge, except it works for any character and any weapon. Can we say "Murder In a Can"?
** The game is also notable for having special animations and sound effects for crits. The ranged
characters can learn skills that increase Lucca and Marle shoot extra projectiles; Crono, Frog, and Magus all do two-hit combos instead of doing a single hit; and Robo and Ayla attack downwards (while they normally hit sideways), and their hits emit more energy than they normally would. All of the crits are accompanied by the screen flashing, and somewhat altered sounds.
*** ''VideoGame/ChronoCross'', the sequel, tied this to the strength of attacks. From weak to fierce, the latter has higher chances of doing a
critical rate and some techniques hit, but has lower accuracy unless you chain it from other attacks. Also, while Serge's InfinityPlusOneSword doesn't have the highest attack rating, its chances of doing a critical hit the ceiling to the point that even weak attacks do criticals.
* ''VideoGame/CityOfHeroes'' has an interesting critical system, as each [[AnAdventurerIsYou archetype]] has a different means of landing criticals. Scrappers have a set chance with every attack, with higher chances against higher-ranked enemies. Controllers have a chance to overpower an enemy while held. Stalkers (and Arachnos Soldiers) land free crits from Stealth, and can perform [[BackStab powerful attacks that can one hit kill most mooks]]. Dominators can activate a supermode to make every control power a crit for a brief period. Corruptors have a chance to land criticals any time the target is below 50% health, with the chance increasing as the target weakens.
** Stalkers also have an interesting property in that each teammate nearby increases their chance of dealing critical damage. Apparently your chances of doing something impressive go up when there
are guaranteed more players to witness it, though the explanation is that the other players are distracting the enemies enough for you to do extra damage.your thing more often.



* ''VideoGame/{{Diablo}}'' franchise:
** ''VideoGame/DiabloII'' has both Critical and Deadly strikes. They serve the same "you do double damage" purpose, but come from difference sources- Critical Strike bonuses come from skills, while Deadly Strike bonuses come from items. However, success on one cancels the other (so there's no 4x damage). You can also get a chance of Crushing Blow from an item, which directly takes off a large percentage of the target's HP; gaining high crushing blow chances and a fast attack is how the Paladin "smiter" and Assassin's Kicksin archetypes function (they tend be a bit of CripplingOverspecialization, only worthwhile on bosses/duels).
** ''VideoGame/DiabloIII'' tracks the percent chance of a given attack causing a Critical Hit and the damage bonus a Critical Hit confers separately. Both stats are conferred by gear, and when combined are sufficiently powerful in the endgame that they are considered two-thirds of the so-called "holy trinity" of gear bonuses (the third being bonuses to [[OneStatToRuleThemAll the character stat that determines base damage]]). Most skills and spells have a chance to score a Critical Hit; applying the Crit % stat to skills that don't deal damage in discrete "attacks," such as DamageOverTime effects, can get into some seriously arcane mathematics that have a bad habit of changing from patch to patch. Some classes also have skills that trigger an additional effect each time a Critical Hit occurs, such as the Monk's Sweeping Wind, which "stacks" up to three times every time one lands.



* 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.
* The ''VideoGame/{{Fallout}}'' games use this trope heavily and include 'Perks' which may affect the chance of it happening or how much damage is done.
** In the classic games, the critical hit chance is determined by luck stat, relevant perks, and type of attack (called shots to specific body parts have a higher chance of making a critical hit). The result of a critical hit was determined by rolling on a table, with effects including increased damage, crippled limbs, ignoring the target's armour, and instant death. The "Better Criticals" perk granted better results on this table, while perks like "Sniper" and "Slayer" vastly increased the chance of making a critical hit. An "instant death" result on the table may not necessarily have an "ignore armour" effect attached, creating the infamous "[Target] was critically hit for 0 damage and died from the pain" message. Due to the way critical hit damage was calculated, critical hits in the classic games were also famous for doing ludicrous amounts of damage -- often a few times the target's maximum hit points.
** For ''VideoGame/Fallout3'' and ''[[VideoGame/FalloutNewVegas New Vegas]]'', the critical hit chance is solely determined by the equipped weapon, the luck stat, and any relevant perks (of which Finesse is probably the only one). In addition, landing an attack while sneaking and undetected automatically results in a "Sneak Attack Critical, which does more damage than a regular critical. Combining high-powered weapons having (ordinarily) low crit chance with stealth can become a GameBreaker. Legate Lanius can be one-shot with the right setup.
** ''VideoGame/Fallout4'' changes Critical Hits (besides sneak attacks) to a player-selected LimitBreak only usable in and charged by using V.A.T.S. There are, however Luck perks that have a random chance to give a bonus on hit (Four Leaf Clover, Critical Banker rank 3 and higher) or kill (Grim Reaper's Sprint) in V.A.T.S.
* In ''VideoGame/FatalFrame'', you can snap weak photos of hostile ghosts at will. Letting the camera build up spiritual power yields stronger attacks, and waiting for the enemy to attack you first and ''then'' snapping them, mid-animation and at point-blank range, would yield the critical-hit Zero Shot.
* The ''Franchise/FinalFantasy'' games often play this one straight, although some have ActionCommands. Sometimes, there will be weapons that always score critical hits, at the expense of some MP per swing (as such, those weapons are great for units that don't have a lot of magical strength, but still have MP).
** Though interestingly, the "consume MP to inflict mortal blow" weapons in ''VideoGame/FinalFantasyVI'' don't work if the character doesn't have a Magic command (i.e. characters who can't use magic even with Espers, although this doesn't pop up very easily in normal gameplay), even though they can still have MP.
** The Deathblow materia from ''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.
** In ''VideoGame/FinalFantasyXII'', only long-range weapon types (such as bows and guns) are able to perform traditional critical hits. Close-range weapon types instead have a chance to perform a combo of multiple regular hits, potentially dealing more damage than a critical hit would have done.
* ''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/FireEmblemGenealogyOfTheHolyWar Genealogy of the Holy War]]'' and ''[[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.
*** ''Thracia 776'' had a hidden stat that affect critical hits dubbed the "Pursuit Critical Coefficient" (PCC), which is basically a crit chance ''multiplier'' (between x1 and x5) that is set for that character and can never be altered outside hacking. Also unlike any other installment, ''Thracia 776'' had a critical hit chance cap of 25% for the unit's initial attack; any following strikes do not have that cap and will also factor the unit's PCC into the random number algorithms. That Swordmaster of yours with a 30% crit rate and a PCC of 3? Basically, his first attack only have a 25% chance of being a critical, but any and all extra attacks made after the opponent's (or that unit's second round of combat if the enemy attacked first) will have a whopping ''90% chance of critting''. This is why characters like Mareeta, Carion, and Fergus seem to have that nasty habit of getting crits on any of their sequential attacks.
*** ''VideoGame/SuperSmashBros'' from ''Brawl'' onward references this, giving [[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/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.
*** ''Awakening'' and ''Fates'' in particular have an oddity in which Lethality doesn't necessarily guarantee a successful hit, only certain death ''if'' it connects. If the user's hit rate is too low, the attack can be dodged, and a [[NoSell Dual Guard]] [[https://www.youtube.com/watch?v=TARHQkipbdY will prevent the deathblow from striking its target.]] However, ''Lethality itself'' has a chance of becoming a critical hit, which sounds superfluous, but is actually useful because critical hits are unavoidable and can't be Dual Guarded against. Luck-dependent Skills like [[LastChanceHitPoint Miracle and Miraculous Save]] can also counter Lethality. (The same applies for Aegis and Pavise, but a unit will die regardless.)
** In some games there are skills that also have a random chance of activating, which have effects beyond just increased damage such [[LifeDrain recovering HP equal to the damage dealt by the attack]] (Sol), or [[ArmorPiercingAttack negating the opponent's defensive stat]] (Luna). The odds of these skills activating are generally lower than that of an actual critical hit, but when they do they are often much more powerful.
** [[FragileSpeedster Swordmasters]] and [[GlassCannon Berserkers]] have [[CriticalHitClass an increased critical hit chance]], which they can raise even further with the right kinds of weapons.
*** Not to mention that most criticals ([[http://images1.wikia.nocookie.net/__cb20120101043343/fireemblem/images/9/93/Carlyle_swordmaster_sword_critical.gif Swordmasters especially]]) are [[RuleOfCool just plain awesome to watch]].
** [[https://fireemblem.fandom.com/wiki/Killer_weapons There is a whole branch of weapons]] that are designed to deal critical hits. They're fairly rare and expensive to buy and last for a shorter amount of time, but when an unit wields one of them they increase said unit's critical attack rate ''anywhere from 20% to 30%''. If one of these weapons is given to a character that already has a high critical hit rate, such as a Swordmaster with high Skill, their crit rate can skyrocket.
** In ''VideoGame/FireEmblemFates'', several Personal Skills revolve around critical hits. For example, [[{{Determinator}} Scarlet]]'s ''In Extremis'' raises her crit rate by 30% if she has [[CriticalStatusBuff less than 1/4 her max HP]], and [[CompetitionFreak Selena]]'s ''Fierce Rival'' can grant her an unavoidable critical hit as a follow-up attack provided the unit she's supporting landed a crit themselves.
* ''VideoGame/FruitNinja'' gives random criticals.
* ''VideoGame/GoldenSun'' plays this one straight, the camera zooming in and the action pausing whenever someone lands a critical. Early on characters acknowledge critical hits for the most part as a power that occurs in battle without the user trying but being "there when they need it."
** After a certain point in the game, most of the weapons found are magical (psynergical?) in nature, and have unique "Unleash" abilities that activate randomly. Criticals and Unleashes are independent -- you can miss your Unleash but still get a critical hit.
** In ''[[VideoGame/GoldenSunDarkDawn Dark Dawn]]'', there aren't any lucky attacks other than weapon unleashes, but many low-level weapons have an Unleash named "critical hit."



* In the ''VideoGame/{{Growlanser}}'' series, characters can learn skills that increase critical rate and some techniques that are guaranteed to do extra damage.
* The ''VideoGame/HeroesOfMightAndMagic'' series use a Luck stat which determines a unit stack's chance to deal critical hits (or lucky hits). If it's negative, a feature of only a few games, the units may deal only half damage instead. This could get vicious with ranged units in melee, most of whom only deal half-damage anyway...
** Some units also have special attacks that trigger randomly and may qualify as Critical Hits, but most of them aren't straight multipliers. One, such as the Dread Knight's death strike in ''III'', is straight double damage... meaning quad damage if they're also lucky. Dread Knights being a high-level unit, such can get vicious. It's a good thing that, as undead, they can't be affected by morale and be allowed to attack again the same turn...
* In ''VideoGame/KnightsOfTheOldRepublic'' there is actually a feat the player can learn called "Critical Strike." In this scenario however, the feat may temporarily paralyse the enemy rather than do more damage.
** Since the ''KOTOR'' games are based off the ''[=DnD=]'' dice system (see above), there is a critical hit range for each weapon. If the game rolls within a certain range on an attack, the damage is increased (Power Attack feats also make this increase larger). It is also possible to upgrade weapons with Massive Criticals -- added damage upon critical hits. Abusing this system can make the game obscenely easy, since you're essentially able to make a One-Hit Kill ''anything''.
** The Critical Strike attack also increases the chances of getting an ordinary critical- most weapons have a 5% chance on every attack (some have 10%), but with Master Critical Strike you can have 50% chance. Critical hits cause double damage.
*** Also worth noting here that you generally have a 50% chance of hitting at all. With Master Critical Strike and a high crit range weapon, every hit that you land is a crit. This tends to make people die.
* The ''Manga/MagicKnightRayearth'' RPG for the SNES had two levels of critical -- a "Crushing attack!" for 2x damage and a "Greatest attack!" for 3x. It was quite amusing when cannon fodder enemies pulled these off for a whopping 3HP damage.
* The ''VideoGame/MarioAndLuigi'' games, confusingly, use the word "Critical" to denote a hit that is [[ElementalRockPaperScissors elementally effective]], but also have real critical hits as well, calling them "Lucky."
* In ''VideoGame/MasterOfOrion II'' there's a chance (enhanced with a special targetting system) of hitting a ship's weapons and other systems after DeflectorShields and armor don't stand on the way. A ship with broken computer can't hit a planet one square away, with broken drive it loses mobility: at half of drive's HitPoints the ship is a sitting duck and can be boarded, at 0 it explodes ''no matter how much armor and hull HitPoints remains''. This means [[KineticWeaponsAreJustBetter artillery]] in ArmorPiercingAttack variant is devastating, as few shots can cripple or destroy a ship the moment its shield is down... unless it has bulky Heavy Armor upgrade.
* ''VideoGame/{{Minecraft}}'': Striking an enemy while falling makes attacks do 1.5x damage.
* ''VideoGame/MinecraftDungeons'': There is an enchantment with this exact name, allowing you to invoke this trope.
* ''VideoGame/{{MOTHER}}''
** ''VideoGame/{{MOTHER|1}}'' is the origin of ''SMASH'' attacks for the series. These critical hits ignore defense, and will cause approximately your Offense stat worth in unblockable damage. Needless to say, these attacks usually work better for your ''enemies'', since you are typically much better armored than them and they get ''SMASH'' hits at around the same rate that you do. And there are a lot more of them than you.
** ''[[VideoGame/CognitiveDissonance MOTHER: Cognitive Dissonance]]'' follows this trend of ''SMAAAASH!!'' attacks, based on your stats how often you will hit them. Your team mate Col. Saturn can even possibly hit two because he uses two guns at once (unless he uses one of the special weapons that only lets him have one).
** ''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.
*** The Casey Bat, borrowing from the poem "Casey at the Bat", either connects with a ''SMAAAASH!!'' hit, or misses entirely. Also borrowing from that classic tale, it misses ''a lot''. It has the highest attack power of any weapon in the game, but it also misses 75% of the time, as opposed to around 6% for normal weapons.
*** Enemies can (rarely) hit your party with SMASH attacks as well. However, certain enemies (most notably the various types of mouse) have such high Guts that they will land critical hits more often than regular hits. Since your defense stat is negated by these attacks, these enemies easily become DemonicSpiders; they can often do more damage than some party members' maximum health.
** ''VideoGame/MOTHER3'' follows the series tradition of that ever so sweet ''SMAAAASH!!'' hit.
* ''[[http://www.perfectworld.com Perfect World]]'' does this with a twist. Any character's critical hit rate starts out at 1% of the time. Adding points to the Dexterity stat increases, among other things, your critical hit rate at about 1% every 20 points. [[GlassCannon Archers]], who generally need huge amounts of Dexterity to function, get critical hits [[PlayerVersusPlayer annoyingly]] [[GameBreaker often]], and are not very fun to meet while [=PvP=] mode is on.



* ''VideoGame/{{MOTHER}}''
** ''VideoGame/{{MOTHER|1}}'' is the origin of ''SMASH'' attacks for the series. These critical hits ignore defense, and will cause approximately your Offense stat worth in unblockable damage. Needless to say, these attacks usually work better for your ''enemies'', since you are typically much better armored than them and they get ''SMASH'' hits at around the same rate that you do. And there are a lot more of them than you.
** ''[[VideoGame/CognitiveDissonance MOTHER: Cognitive Dissonance]]'' follows this trend of ''SMAAAASH!!'' attacks, based on your stats how often you will hit them. Your team mate Col. Saturn can even possibly hit two because he uses two guns at once (unless he uses one of the special weapons that only lets him have one).
** ''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.
*** The Casey Bat, borrowing from the poem "Casey at the Bat", either connects with a ''SMAAAASH!!'' hit, or misses entirely. Also borrowing from that classic tale, it misses ''a lot''. It has the highest attack power of any weapon in the game, but it also misses 75% of the time, as opposed to around 6% for normal weapons.
*** Enemies can (rarely) hit your party with SMASH attacks as well. However, certain enemies (most notably the various types of mouse) have such high Guts that they will land critical hits more often than regular hits. Since your defense stat is negated by these attacks, these enemies easily become DemonicSpiders; they can often do more damage than some party members' maximum health.
** ''VideoGame/MOTHER3'' follows the series tradition of that ever so sweet ''SMAAAASH!!'' hit.
* ''[[http://www.perfectworld.com Perfect World]]'' does this with a twist. Any character's critical hit rate starts out at 1% of the time. Adding points to the Dexterity stat increases, among other things, your critical hit rate at about 1% every 20 points. [[GlassCannon Archers]], who generally need huge amounts of Dexterity to function, get critical hits [[PlayerVersusPlayer annoyingly]] [[GameBreaker often]], and are not very fun to meet while [=PvP=] mode is on.
* The ''VideoGame/{{Fallout}}'' games use this trope heavily and include 'Perks' which may affect the chance of it happening or how much damage is done.
** In the classic games, the critical hit chance is determined by luck stat, relevant perks, and type of attack (called shots to specific body parts have a higher chance of making a critical hit). The result of a critical hit was determined by rolling on a table, with effects including increased damage, crippled limbs, ignoring the target's armour, and instant death. The "Better Criticals" perk granted better results on this table, while perks like "Sniper" and "Slayer" vastly increased the chance of making a critical hit. An "instant death" result on the table may not necessarily have an "ignore armour" effect attached, creating the infamous "[Target] was critically hit for 0 damage and died from the pain" message. Due to the way critical hit damage was calculated, critical hits in the classic games were also famous for doing ludicrous amounts of damage -- often a few times the target's maximum hit points.
** For ''VideoGame/Fallout3'' and ''[[VideoGame/FalloutNewVegas New Vegas]]'', the critical hit chance is solely determined by the equipped weapon, the luck stat, and any relevant perks (of which Finesse is probably the only one). In addition, landing an attack while sneaking and undetected automatically results in a "Sneak Attack Critical, which does more damage than a regular critical. Combining high-powered weapons having (ordinarily) low crit chance with stealth can become a GameBreaker. Legate Lanius can be one-shot with the right setup.
** ''VideoGame/Fallout4'' changes Critical Hits (besides sneak attacks) to a player-selected LimitBreak only usable in and charged by using V.A.T.S. There are, however Luck perks that have a random chance to give a bonus on hit (Four Leaf Clover, Critical Banker rank 3 and higher) or kill (Grim Reaper's Sprint) in V.A.T.S.
* ''VideoGame/GoldenSun'' plays this one straight, the camera zooming in and the action pausing whenever someone lands a critical. Early on characters acknowledge critical hits for the most part as a power that occurs in battle without the user trying but being "there when they need it."
** After a certain point in the game, most of the weapons found are magical (psynergical?) in nature, and have unique "Unleash" abilities that activate randomly. Criticals and Unleashes are independent -- you can miss your Unleash but still get a critical hit.
** In ''[[VideoGame/GoldenSunDarkDawn Dark Dawn]]'', there aren't any lucky attacks other than weapon unleashes, but many low-level weapons have an Unleash named "critical hit."
* The ''Franchise/FinalFantasy'' games often play this one straight, although some have ActionCommands. Sometimes, there will be weapons that always score critical hits, at the expense of some MP per swing (as such, those weapons are great for units that don't have a lot of magical strength, but still have MP).
** Though interestingly, the "consume MP to inflict mortal blow" weapons in ''VideoGame/FinalFantasyVI'' don't work if the character doesn't have a Magic command (i.e. characters who can't use magic even with Espers, although this doesn't pop up very easily in normal gameplay), even though they can still have MP.
** The Deathblow materia from ''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.
** In ''VideoGame/FinalFantasyXII'', only long-range weapon types (such as bows and guns) are able to perform traditional critical hits. Close-range weapon types instead have a chance to perform a combo of multiple regular hits, potentially dealing more damage than a critical hit would have done.
* The ''VideoGame/HeroesOfMightAndMagic'' series use a Luck stat which determines a unit stack's chance to deal critical hits (or lucky hits). If it's negative, a feature of only a few games, the units may deal only half damage instead. This could get vicious with ranged units in melee, most of whom only deal half-damage anyway...
** Some units also have special attacks that trigger randomly and may qualify as Critical Hits, but most of them aren't straight multipliers. One, such as the Dread Knight's death strike in ''III'', is straight double damage... meaning quad damage if they're also lucky. Dread Knights being a high-level unit, such can get vicious. It's a good thing that, as undead, they can't be affected by morale and be allowed to attack again the same turn...
* ''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/FireEmblemGenealogyOfTheHolyWar Genealogy of the Holy War]]'' and ''[[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.
*** ''Thracia 776'' had a hidden stat that affect critical hits dubbed the "Pursuit Critical Coefficient" (PCC), which is basically a crit chance ''multiplier'' (between x1 and x5) that is set for that character and can never be altered outside hacking. Also unlike any other installment, ''Thracia 776'' had a critical hit chance cap of 25% for the unit's initial attack; any following strikes do not have that cap and will also factor the unit's PCC into the random number algorithms. That Swordmaster of yours with a 30% crit rate and a PCC of 3? Basically, his first attack only have a 25% chance of being a critical, but any and all extra attacks made after the opponent's (or that unit's second round of combat if the enemy attacked first) will have a whopping ''90% chance of critting''. This is why characters like Mareeta, Carion, and Fergus seem to have that nasty habit of getting crits on any of their sequential attacks.
*** ''VideoGame/SuperSmashBros'' from ''Brawl'' onward references this, giving [[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/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.
*** ''Awakening'' and ''Fates'' in particular have an oddity in which Lethality doesn't necessarily guarantee a successful hit, only certain death ''if'' it connects. If the user's hit rate is too low, the attack can be dodged, and a [[NoSell Dual Guard]] [[https://www.youtube.com/watch?v=TARHQkipbdY will prevent the deathblow from striking its target.]] However, ''Lethality itself'' has a chance of becoming a critical hit, which sounds superfluous, but is actually useful because critical hits are unavoidable and can't be Dual Guarded against. Luck-dependent Skills like [[LastChanceHitPoint Miracle and Miraculous Save]] can also counter Lethality. (The same applies for Aegis and Pavise, but a unit will die regardless.)
** In some games there are skills that also have a random chance of activating, which have effects beyond just increased damage such [[LifeDrain recovering HP equal to the damage dealt by the attack]] (Sol), or [[ArmorPiercingAttack negating the opponent's defensive stat]] (Luna). The odds of these skills activating are generally lower than that of an actual critical hit, but when they do they are often much more powerful.
** [[FragileSpeedster Swordmasters]] and [[GlassCannon Berserkers]] have [[CriticalHitClass an increased critical hit chance]], which they can raise even further with the right kinds of weapons.
*** Not to mention that most criticals ([[http://images1.wikia.nocookie.net/__cb20120101043343/fireemblem/images/9/93/Carlyle_swordmaster_sword_critical.gif Swordmasters especially]]) are [[RuleOfCool just plain awesome to watch]].
** [[https://fireemblem.fandom.com/wiki/Killer_weapons There is a whole branch of weapons]] that are designed to deal critical hits. They're fairly rare and expensive to buy and last for a shorter amount of time, but when an unit wields one of them they increase said unit's critical attack rate ''anywhere from 20% to 30%''. If one of these weapons is given to a character that already has a high critical hit rate, such as a Swordmaster with high Skill, their crit rate can skyrocket.
** In ''VideoGame/FireEmblemFates'', several Personal Skills revolve around critical hits. For example, [[{{Determinator}} Scarlet]]'s ''In Extremis'' raises her crit rate by 30% if she has [[CriticalStatusBuff less than 1/4 her max HP]], and [[CompetitionFreak Selena]]'s ''Fierce Rival'' can grant her an unavoidable critical hit as a follow-up attack provided the unit she's supporting landed a crit themselves.
* ''VideoGame/FruitNinja'' gives random criticals.
* ''VideoGame/{{Minecraft}}'': Striking an enemy while falling makes attacks do 1.5x damage.
* ''VideoGame/{{Terraria}}'' has critical hits that deal double damage and 40% more knockback, with different chances depending on the weapon used. The chance can be boosted by reforged items/weapons, buff potions, armor and armor set bonuses, etc. The strikes are highlighted by a larger and deeper orange damage number that floats above the hit target for longer. If done correctly with weapons like the SniperRifle, it's possible to hit a target for ''four-digit'' damage. Did we mention that with the right setup you can reach a 100% chance of critical hits? Combined with damage bonuses and end game equipment, you can shred almost any enemy, even bosses, in no time. Fortunately, they don't work on other players.
* ''VideoGame/ChronoTrigger'': They're tied to the weapons; most have a 10% chance, although Frog's tend to be closer to 25%, but Crono's InfinityPlusOneSword has a ''70% chance''. And Ayla will start doing 9999 damage on her criticals when she nears the end of the level cap (and her regular attacks ''aren't'' doing enough to justify that). Bear in mind that, with maximum levels and equipment, most characters' standard attacks deal in the neighborhood of 500-700 damage.
** In the DS version, Robo has a weapon that works like a max level Ayla's, except that it has an attack power of zero, so its damage is well below average when it doesn't hit a critical. Crono gets an Infinity +'''2''' Sword that has a '''''90% chance'''''. Finally, there's the Dragon's Tear, which raises critical ratio like the Hero's Badge, except it works for any character and any weapon. Can we say "Murder In a Can"?
** The game is also notable for having special animations and sound effects for crits. The ranged characters Lucca and Marle shoot extra projectiles; Crono, Frog, and Magus all do two-hit combos instead of doing a single hit; and Robo and Ayla attack downwards (while they normally hit sideways), and their hits emit more energy than they normally would. All of the crits are accompanied by the screen flashing, and somewhat altered sounds.
*** ''VideoGame/ChronoCross'', the sequel, tied this to the strength of attacks. From weak to fierce, the latter has higher chances of doing a critical hit, but has lower accuracy unless you chain it from other attacks. Also, while Serge's InfinityPlusOneSword doesn't have the highest attack rating, its chances of doing a critical hit the ceiling to the point that even weak attacks do criticals.
* The ''VideoGame/MarioAndLuigi'' games, confusingly, use the word "Critical" to denote a hit that is [[ElementalRockPaperScissors elementally effective]], but also have real critical hits as well, calling them "Lucky."
* In ''VideoGame/KnightsOfTheOldRepublic'' there is actually a feat the player can learn called "Critical Strike." In this scenario however, the feat may temporarily paralyse the enemy rather than do more damage.
** Since the ''KOTOR'' games are based off the ''[=DnD=]'' dice system (see above), there is a critical hit range for each weapon. If the game rolls within a certain range on an attack, the damage is increased (Power Attack feats also make this increase larger). It is also possible to upgrade weapons with Massive Criticals -- added damage upon critical hits. Abusing this system can make the game obscenely easy, since you're essentially able to make a One-Hit Kill ''anything''.
** The Critical Strike attack also increases the chances of getting an ordinary critical- most weapons have a 5% chance on every attack (some have 10%), but with Master Critical Strike you can have 50% chance. Critical hits cause double damage.
*** Also worth noting here that you generally have a 50% chance of hitting at all. With Master Critical Strike and a high crit range weapon, every hit that you land is a crit. This tends to make people die.
* ''VideoGame/CityOfHeroes'' has an interesting critical system, as each [[AnAdventurerIsYou archetype]] has a different means of landing criticals. Scrappers have a set chance with every attack, with higher chances against higher-ranked enemies. Controllers have a chance to overpower an enemy while held. Stalkers (and Arachnos Soldiers) land free crits from Stealth, and can perform [[BackStab powerful attacks that can one hit kill most mooks]]. Dominators can activate a supermode to make every control power a crit for a brief period. Corruptors have a chance to land criticals any time the target is below 50% health, with the chance increasing as the target weakens.
** Stalkers also have an interesting property in that each teammate nearby increases their chance of dealing critical damage. Apparently your chances of doing something impressive go up when there are more players to witness it, though the explanation is that the other players are distracting the enemies enough for you to do your thing more often.
* The ''Manga/MagicKnightRayearth'' RPG for the SNES had two levels of critical -- a "Crushing attack!" for 2x damage and a "Greatest attack!" for 3x. It was quite amusing when cannon fodder enemies pulled these off for a whopping 3HP damage.

to:

* ''VideoGame/{{MOTHER}}''
** ''VideoGame/{{MOTHER|1}}'' is the origin of ''SMASH'' attacks for the series. These
The mecha-anime inspired FPS ''Shogo'' featured critical hits ignore defense, hits, and will cause approximately landing one restored a bit of your Offense stat worth in unblockable damage. Needless to say, these attacks usually work better for your ''enemies'', since you are typically much better armored than them and they get ''SMASH'' hits at around the same rate that you do. And there are a lot more of them than you.
** ''[[VideoGame/CognitiveDissonance MOTHER: Cognitive Dissonance]]'' follows this trend of ''SMAAAASH!!'' attacks, based on your stats how often you will hit them. Your team mate Col. Saturn can even possibly hit two because he uses two guns at once (unless he uses one of the special weapons that only lets him have one).
** ''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.
*** The Casey Bat, borrowing from the poem "Casey at the Bat", either connects with a ''SMAAAASH!!'' hit, or misses entirely. Also borrowing from that classic tale, it misses ''a lot''. It has the highest attack power of any weapon in the game, but it also misses 75% of the time, as opposed to around 6% for normal weapons.
*** Enemies can (rarely) hit your party with SMASH attacks as well. However, certain enemies (most notably the various types of mouse) have such high Guts that they will land critical hits more often than regular hits. Since your defense stat is negated by these attacks, these enemies easily become DemonicSpiders; they can often do more damage than some party members' maximum health.
** ''VideoGame/MOTHER3'' follows the series tradition of that ever so sweet ''SMAAAASH!!'' hit.
* ''[[http://www.perfectworld.com Perfect World]]'' does this with a twist. Any
character's critical hit rate starts out at 1% of the time. Adding points to the Dexterity stat increases, among other things, your critical hit rate at about 1% every 20 points. [[GlassCannon Archers]], who generally need huge amounts of Dexterity to function, get critical hits [[PlayerVersusPlayer annoyingly]] [[GameBreaker often]], and are not very fun to meet while [=PvP=] mode is on.
* The ''VideoGame/{{Fallout}}'' games use this trope heavily and include 'Perks' which may affect the chance of it happening or how much damage is done.
** In the classic games, the critical hit chance is determined by luck stat, relevant perks, and type of attack (called shots to specific body parts have a higher chance of making a critical hit). The result of a critical hit was determined by rolling on a table, with effects including increased damage, crippled limbs, ignoring the target's armour, and instant death. The "Better Criticals" perk granted better results on this table, while perks like "Sniper" and "Slayer" vastly increased the chance of making a critical hit. An "instant death" result on the table may not necessarily have an "ignore armour" effect attached, creating the infamous "[Target] was critically hit for 0 damage and died from the pain" message. Due to the way critical hit damage was calculated, critical hits in the classic games were also famous for doing ludicrous amounts of damage -- often a few times the target's maximum hit points.
** For ''VideoGame/Fallout3'' and ''[[VideoGame/FalloutNewVegas New Vegas]]'', the critical hit chance is solely determined by the equipped weapon, the luck stat, and any relevant perks (of which Finesse is probably the only one). In addition, landing an attack while sneaking and undetected automatically results in a "Sneak Attack Critical, which does more damage than a regular critical. Combining high-powered weapons having (ordinarily) low crit chance with stealth can become a GameBreaker. Legate Lanius can be one-shot with the right setup.
** ''VideoGame/Fallout4'' changes Critical Hits (besides sneak attacks) to a player-selected LimitBreak only usable in and charged by using V.A.T.S. There are, however Luck perks that have a random chance to give a bonus on hit (Four Leaf Clover, Critical Banker rank 3 and higher) or kill (Grim Reaper's Sprint) in V.A.T.S.
* ''VideoGame/GoldenSun'' plays this one straight, the camera zooming in and the action pausing whenever someone lands a critical. Early on characters acknowledge critical hits for the most part as a power that occurs in battle without the user trying but being "there when they need it."
** After a certain point in the game, most of the weapons found are magical (psynergical?) in nature, and have unique "Unleash" abilities that activate randomly. Criticals and Unleashes are independent -- you can miss your Unleash but still get a critical hit.
** In ''[[VideoGame/GoldenSunDarkDawn Dark Dawn]]'', there aren't any lucky attacks other than weapon unleashes, but many low-level weapons have an Unleash named "critical hit."
* The ''Franchise/FinalFantasy'' games often play this one straight, although some have ActionCommands. Sometimes, there will be weapons that always score critical hits, at the expense of some MP per swing (as such, those weapons are great for units that don't have a lot of magical strength, but still have MP).
** Though interestingly, the "consume MP to inflict mortal blow" weapons in ''VideoGame/FinalFantasyVI'' don't work if the character doesn't have a Magic command (i.e. characters who can't use magic even with Espers, although this doesn't pop up very easily in normal gameplay), even though they can still have MP.
** The Deathblow materia from ''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.
health. This drawback can be avoided by using a weapon with a 100% hit rate, allowing a critical almost every time they attack.
** In ''VideoGame/FinalFantasyXII'', only long-range weapon types (such as bows and guns) are able to perform traditional critical hits. Close-range weapon types instead have a chance to perform a combo of multiple regular hits, potentially dealing more damage than a critical hit would have done.
* The ''VideoGame/HeroesOfMightAndMagic'' series use a Luck stat which determines a unit stack's chance to deal critical hits (or lucky hits). If it's negative, a feature of only a few games, the units may deal only half damage instead. This could get vicious with ranged units in melee, most of whom only deal half-damage anyway...
** Some units also have special attacks that trigger randomly and may qualify as Critical Hits, but most of them aren't straight multipliers. One, such as the Dread Knight's death strike in ''III'', is straight double damage... meaning quad damage if they're also lucky. Dread Knights being a high-level unit, such can get vicious. It's a good thing that, as undead, they can't be affected by morale and be allowed to attack again the same turn...
* ''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/FireEmblemGenealogyOfTheHolyWar Genealogy of the Holy War]]'' and ''[[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.
*** ''Thracia 776'' had a hidden stat that affect critical hits dubbed the "Pursuit Critical Coefficient" (PCC), which is basically a crit chance ''multiplier'' (between x1 and x5) that is set for that character and can never be altered outside hacking. Also unlike any other installment, ''Thracia 776'' had a critical hit chance cap of 25% for the unit's initial attack; any following strikes do not have that cap and will also factor the unit's PCC into the random number algorithms. That Swordmaster of yours with a 30% crit rate and a PCC of 3? Basically, his first attack only have a 25% chance of being a critical, but any and all extra attacks made after the opponent's (or that unit's second round of combat if the enemy attacked first) will have a whopping ''90% chance of critting''. This is why characters like Mareeta, Carion, and Fergus seem to have that nasty habit of getting crits on any of their sequential attacks.
*** ''VideoGame/SuperSmashBros'' from ''Brawl'' onward references this, giving [[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/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.
*** ''Awakening'' and ''Fates'' in particular have an oddity in which Lethality doesn't necessarily guarantee a successful hit, only certain death ''if'' it connects. If the user's hit rate is too low, the attack can be dodged, and a [[NoSell Dual Guard]] [[https://www.youtube.com/watch?v=TARHQkipbdY will prevent the deathblow from striking its target.]] However, ''Lethality itself'' has a chance of becoming a critical hit, which sounds superfluous, but is actually useful because critical hits are unavoidable and can't be Dual Guarded against. Luck-dependent Skills like [[LastChanceHitPoint Miracle and Miraculous Save]] can also counter Lethality. (The same applies for Aegis and Pavise, but a unit will die regardless.)
** In some games there are skills that also have a random chance of activating, which have effects beyond just increased damage such [[LifeDrain recovering HP equal to the damage dealt by the attack]] (Sol), or [[ArmorPiercingAttack negating the opponent's defensive stat]] (Luna). The odds of these skills activating are generally lower than that of an actual critical hit, but when they do they are often much more powerful.
** [[FragileSpeedster Swordmasters]] and [[GlassCannon Berserkers]] have [[CriticalHitClass an increased critical hit chance]], which they can raise even further with the right kinds of weapons.
*** Not to mention that most criticals ([[http://images1.wikia.nocookie.net/__cb20120101043343/fireemblem/images/9/93/Carlyle_swordmaster_sword_critical.gif Swordmasters especially]]) are [[RuleOfCool just plain awesome to watch]].
** [[https://fireemblem.fandom.com/wiki/Killer_weapons There is a whole branch of weapons]] that are designed to deal critical hits. They're fairly rare and expensive to buy and last for a shorter amount of time, but when an unit wields one of them they increase said unit's critical attack rate ''anywhere from 20% to 30%''. If one of these weapons is given to a character that already has a high critical hit rate, such as a Swordmaster with high Skill, their crit rate can skyrocket.
** In ''VideoGame/FireEmblemFates'', several Personal Skills revolve around critical hits. For example, [[{{Determinator}} Scarlet]]'s ''In Extremis'' raises her crit rate by 30% if she has [[CriticalStatusBuff less than 1/4 her max HP]], and [[CompetitionFreak Selena]]'s ''Fierce Rival'' can grant her an unavoidable critical hit as a follow-up attack provided the unit she's supporting landed a crit themselves.
* ''VideoGame/FruitNinja'' gives random criticals.
* ''VideoGame/{{Minecraft}}'': Striking an enemy while falling makes attacks do 1.5x damage.
* ''VideoGame/{{Terraria}}'' has critical hits that deal double damage and 40% more knockback, with different chances depending on the weapon used. The chance can be boosted by reforged items/weapons, buff potions, armor and armor set bonuses, etc. The strikes are highlighted by a larger and deeper orange damage number that floats above the hit target for longer. If done correctly with weapons like the SniperRifle, it's possible to hit a target for ''four-digit'' damage. Did we mention that with the right setup you can reach a 100% chance of critical hits? Combined with damage bonuses and end game equipment, you can shred almost any enemy, even bosses, in no time. Fortunately, they don't work on other players.
* ''VideoGame/ChronoTrigger'': They're tied to the weapons; most have a 10% chance, although Frog's tend to be closer to 25%, but Crono's InfinityPlusOneSword has a ''70% chance''. And Ayla will start doing 9999 damage on her criticals when she nears the end of the level cap (and her regular attacks ''aren't'' doing enough to justify that). Bear in mind that, with maximum levels and equipment, most characters' standard attacks deal in the neighborhood of 500-700 damage.
** In the DS version, Robo has a weapon that works like a max level Ayla's, except that it has an attack power of zero, so its damage is well below average when it doesn't hit a critical. Crono gets an Infinity +'''2''' Sword that has a '''''90% chance'''''. Finally, there's the Dragon's Tear, which raises critical ratio like the Hero's Badge, except it works for any character and any weapon. Can we say "Murder In a Can"?
** The game is also notable for having special animations and sound effects for crits. The ranged characters Lucca and Marle shoot extra projectiles; Crono, Frog, and Magus all do two-hit combos instead of doing a single hit; and Robo and Ayla attack downwards (while they normally hit sideways), and their hits emit more energy than they normally would. All of the crits are accompanied by the screen flashing, and somewhat altered sounds.
*** ''VideoGame/ChronoCross'', the sequel, tied this to the strength of attacks. From weak to fierce, the latter has higher chances of doing a critical hit, but has lower accuracy unless you chain it from other attacks. Also, while Serge's InfinityPlusOneSword doesn't have the highest attack rating, its chances of doing a critical hit the ceiling to the point that even weak attacks do criticals.
* The ''VideoGame/MarioAndLuigi'' games, confusingly, use the word "Critical" to denote a hit that is [[ElementalRockPaperScissors elementally effective]], but also have real critical hits as well, calling them "Lucky."
* In ''VideoGame/KnightsOfTheOldRepublic'' there is actually a feat the player can learn called "Critical Strike." In this scenario however, the feat may temporarily paralyse the enemy rather than do more damage.
** Since the ''KOTOR'' games are based off the ''[=DnD=]'' dice system (see above), there is a critical hit range for each weapon. If
was important since the game rolls within a certain range on an attack, the damage is increased (Power Attack feats also make this increase larger). It is also possible to upgrade weapons with Massive Criticals -- added damage upon critical hits. Abusing this system can make the game obscenely easy, since you're essentially able to make a One-Hit Kill ''anything''.
** The Critical Strike attack also increases the chances of
was particularly unforgiving about getting an ordinary critical- most weapons have a 5% chance on every attack (some have 10%), but with Master Critical Strike you can have 50% chance. Critical hits cause double damage.
*** Also worth noting here that you generally have a 50% chance of hitting at all. With Master Critical Strike and a high crit range weapon, every
hit that you land is a crit. This tends to make people die.
* ''VideoGame/CityOfHeroes'' has an interesting critical system, as each [[AnAdventurerIsYou archetype]] has a different means of landing criticals. Scrappers have a set chance with every attack, with higher chances against higher-ranked enemies. Controllers have a chance to overpower an enemy while held. Stalkers (and Arachnos Soldiers) land free crits from Stealth, and can perform [[BackStab powerful attacks that can one hit kill most mooks]]. Dominators can activate a supermode to make every control power a crit for a brief period. Corruptors have a chance to land criticals
by any time the target is below 50% health, with the chance increasing as the target weakens.
** Stalkers also have an interesting property in that each teammate nearby increases their chance of dealing critical damage. Apparently your chances of doing something impressive go up when there are more players to witness it, though the explanation is that the other players are distracting the enemies enough for you to do your thing more often.
* The ''Manga/MagicKnightRayearth'' RPG for the SNES had two levels of critical -- a "Crushing attack!" for 2x damage and a "Greatest attack!" for 3x. It was quite amusing when cannon fodder enemies pulled these off for a whopping 3HP damage.
attack.



* The mecha-anime inspired FPS ''Shogo'' featured critical hits, and landing one restored a bit of your character's health. This was important since the game was particularly unforgiving about getting hit by any attack.
* The RealTimeStrategy game ''VideoGame/{{Warcraft}} 3'' had a critical hit mechanic. This was an ability restricted to certain units--a few Heroes could get it as as normal ability, while other heroes could find items to give them bonuses.
* ''VideoGame/CastlevaniaSymphonyOfTheNight'' stole many RPG statistical features. Critical hits are a part of this, and rates of making them are dependent on the equipped weapon as well as the character's Luck stat. However, critical hits are usually so rare that the developers did not think of the effects they would have on the demo sequences. There is a place where Alucard can view demos showing how to defeat bosses, and some of these bosses have multiple parts. If a critical hit causes a boss to transform earlier than expected, the recorded controls will no longer match the boss's movements. This usually causes the demo Alucard to die, and if he dies, ''you'' die.
* ''VideoGame/ZoneOfTheEndersTheFistOfMars'' used a targeting-based combat system, but each enemy had one or more red circles on their body that, if hit by the center of the reticule, conferred a critical hit.
* The Story Mode-only hero Kenji of ''VideoGame/BattleRealms'' has the Battle Gear ''Critical Strike'' which does a great amount of damage at the cost of some stamina.
** Werewolves of the Wolf Clan also have a Wolf Bite Battle Gear, which acts as a critical strike, and can convert enemies into regular, tamable wolves.
** Ditto for Brawlers, who have Zen Counter Punch that only works on heroes.

to:

* The mecha-anime inspired FPS ''Shogo'' featured critical hits, and landing one restored a bit of your character's health. This was important since the game was particularly unforgiving about getting hit by any attack.
* The RealTimeStrategy game ''VideoGame/{{Warcraft}} 3'' had a critical hit mechanic. This was an ability restricted to certain units--a few Heroes could get it as as normal ability, while other heroes could find items to give them bonuses.
* ''VideoGame/CastlevaniaSymphonyOfTheNight'' stole many RPG statistical features. Critical hits are a part of this, and rates of making them are dependent on the equipped weapon as well as the character's Luck stat. However,
''VideoGame/{{Terraria}}'' has critical hits are usually so rare that the developers did not think of the effects they would have deal double damage and 40% more knockback, with different chances depending on the demo sequences. There is a place where Alucard weapon used. The chance can view demos showing how to defeat bosses, be boosted by reforged items/weapons, buff potions, armor and some armor set bonuses, etc. The strikes are highlighted by a larger and deeper orange damage number that floats above the hit target for longer. If done correctly with weapons like the SniperRifle, it's possible to hit a target for ''four-digit'' damage. Did we mention that with the right setup you can reach a 100% chance of these bosses have multiple parts. If a critical hit causes a boss to transform earlier than expected, the recorded controls will no longer match the boss's movements. This usually causes the demo Alucard to die, and if he dies, ''you'' die.
* ''VideoGame/ZoneOfTheEndersTheFistOfMars'' used a targeting-based combat system, but each enemy had one or more red circles on their body that, if hit by the center of the reticule, conferred a critical hit.
* The Story Mode-only hero Kenji of ''VideoGame/BattleRealms'' has the Battle Gear ''Critical Strike'' which does a great amount of
hits? Combined with damage at the cost of some stamina.
** Werewolves of the Wolf Clan also have a Wolf Bite Battle Gear, which acts as a critical strike,
bonuses and end game equipment, you can convert enemies into regular, tamable wolves.
** Ditto for Brawlers, who have Zen Counter Punch that only works
shred almost any enemy, even bosses, in no time. Fortunately, they don't work on heroes.other players.



* In ''VideoGame/FatalFrame'', you can snap weak photos of hostile ghosts at will. Letting the camera build up spiritual power yields stronger attacks, and waiting for the enemy to attack you first and ''then'' snapping them, mid-animation and at point-blank range, would yield the critical-hit Zero Shot.
* ''VideoGame/{{Diablo}}'' franchise:
** ''VideoGame/DiabloII'' has both Critical and Deadly strikes. They serve the same "you do double damage" purpose, but come from difference sources- Critical Strike bonuses come from skills, while Deadly Strike bonuses come from items. However, success on one cancels the other (so there's no 4x damage). You can also get a chance of Crushing Blow from an item, which directly takes off a large percentage of the target's HP; gaining high crushing blow chances and a fast attack is how the Paladin "smiter" and Assassin's Kicksin archetypes function (they tend be a bit of CripplingOverspecialization, only worthwhile on bosses/duels).
** ''VideoGame/DiabloIII'' tracks the percent chance of a given attack causing a Critical Hit and the damage bonus a Critical Hit confers separately. Both stats are conferred by gear, and when combined are sufficiently powerful in the endgame that they are considered two-thirds of the so-called "holy trinity" of gear bonuses (the third being bonuses to [[OneStatToRuleThemAll the character stat that determines base damage]]). Most skills and spells have a chance to score a Critical Hit; applying the Crit % stat to skills that don't deal damage in discrete "attacks," such as DamageOverTime effects, can get into some seriously arcane mathematics that have a bad habit of changing from patch to patch. Some classes also have skills that trigger an additional effect each time a Critical Hit occurs, such as the Monk's Sweeping Wind, which "stacks" up to three times every time one lands.



* In ''VideoGame/MasterOfOrion II'' there's a chance (enhanced with a special targetting system) of hitting a ship's weapons and other systems after DeflectorShields and armor don't stand on the way. A ship with broken computer can't hit a planet one square away, with broken drive it loses mobility: at half of drive's HitPoints the ship is a sitting duck and can be boarded, at 0 it explodes ''no matter how much armor and hull HitPoints remains''. This means [[KineticWeaponsAreJustBetter artillery]] in ArmorPiercingAttack variant is devastating, as few shots can cripple or destroy a ship the moment its shield is down... unless it has bulky Heavy Armor upgrade.



* The RealTimeStrategy game ''VideoGame/{{Warcraft}} 3'' had a critical hit mechanic. This was an ability restricted to certain units--a few Heroes could get it as as normal ability, while other heroes could find items to give them bonuses.



* Present in ''VideoGame/ABlurredLine'', where they're referred to as “An excellent attack!”. Wearing items such as Lucky Bandana will increase their frequency. Weirdly, the ones inflicted by enemies are still referred to as a Critical Strike (the default UsefulNotes/RPGMaker description).



* In ''VideoGame/{{Brigandine}}'', the Rulers of a land get a special named attack if they score a critical hit. Otherwise heroes and units just do extra damage (though some also have a status effect). The exception are Pixies and Fairies, like a Ruler, they get a special named attack called "Leave Me Be!". Instead of smacking an enemy with a flower, lightning will come down from the sky and hammer the enemy with an attack strength that rivals a dragon.



* ''VideoGame/MinecraftDungeons'': There is an enchantment with this exact name, allowing you to invoke this trope.


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* ''VideoGame/ZoneOfTheEndersTheFistOfMars'' used a targeting-based combat system, but each enemy had one or more red circles on their body that, if hit by the center of the reticule, conferred a critical hit.
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* ''VideoGame/{{Brigandine}}'' typically uses the standard double damage variety of critical hit for its creatures and Rune Knights. However Rulers of a country and Fairy class units instead get a unique special move that does several times regular damage and has a completely different set of animations than their regular attacks. For example Lance will do Wing Strike instead of his normal attack, he'll leap at a foe with both swords and after hitting them he'll backflip and fly at them again for another assault. Meanwhile fairy creatures will have "Leave Me Be!", instead of the usual smacking the enemy with a flower - a lightning bolt from the sky will hit the enemy.

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