
A Critical Hit, or Crit is a hit that deals 50% (or more with Crit Boost) more damage than normal, and is represented by a red damage pop-up and a unique hit-flash animation. Basic attacks, Special Attacks and damage over time can crit from different sources.
Mechanics
By default, a character has 0% Crit Chance, meaning they will be unable to crit on any attack. This chance can be increased by Passives, Gear, and Augments, to a maximum of 100%, guaranteeing a critical hit.
Crit chance is greatly reduced if blocked. Since DoT can't be resisted by blocking, they can crit regardless of block. Some characters possess crit immunity, causing attacks against them to be unable to crit. Some exceptions are Deathstroke/Flashpoint and Harley Quinn/Suicide Squad. In the player's control, Deathstroke/Flashpoint's Pirate Crew assists on specials and Harley Quinn/Suicide Squad Joker assists can crit against blocking or crit-immune opponents.
Crit is an overall damage multiplier, not a normal damage boost. Therefore, it stacks multiplicatively with the total damage boost from other sources (e.g. boosted damage against stunned enemy from Cloak of Destiny) or bonus damage from mini-game results. Because of this, crit is extremely powerful, especially when a character is max crit augment.
Here is an example to compare the effectiveness of damage boost from crit vs normal damage boost (Nekron's Scythe's stun damage will be used here) on special attack.
(For the best experience, please view the table on desktop)
Descriptions | 100% mini game | 200% mini game | Notes |
---|---|---|---|
Base | add 10000 as minigame bonus | ||
Stun damage boost (+200%) | that damage boost is 200% of min damage | ||
Crit (150%) | crit multiply both min and minigame bonus | ||
Augmented Crit (250%) | Crit multiply all other damage boosts (including minigame). So at 200%, augmented crit is actually stronger than the stun boost for special attacks | ||
Crit (50%) stun damage (+200%) | (base + minigame + boost) x crit | ||
Augmented Crit (250%) stun damage (+200%) | Crit also multiply stun boost, result in massive damage | ||
Conclusion | Crit works best with other sources of damage boosts. So if a character already has massive damage boost from passive, it's recommended to focus on crit build instead of adding more plain damage boosts. |
Some off-screen attacks (assists) can crit, and crit chance and damage are depends on the assistants, not the active character. For example, if Deathstroke/Flashpoint uses a special and Batman/Flashpoint comes to assist him, the assist's crit will depend on Batman (his base crit, augment and crit damage boost gears), not Deathstroke, despite the fact that the assists can apply some effects from Deathstroke's equipped gears such as DOT from The Ibistick. Some attacks cannot crit, such as The Master's Death Cart's tag-in shots and Batgirl/Cassandra Cain's tag damage.
Gear is the main source of crit chance. The Flash/Metahuman, Deathstroke/Arkham Origins, Hawkgirl/Regime, Scorpion/Mortal Kombat X, Batman Beyond/Animated, Bane/Prime, Darkseid/Apokolips, Batman/Flashpoint, Batman/Batman Ninja and The Flash/Earth 2 have passives that allow crits without the use of gear. Each character's base crit chance and crit damage can be increased with augments.
Crit chance
Basic attacks
There are 5 pieces of character-specific (evolved) 4-star gear that offer 35% - 45% crit chance on basic attacks, one piece of 3-star gear, one piece of 2-star gear, and two pieces from Gear Set. Basic crit is an evolved statistic and cannot be found on unevolved 3-star gear, and is also a non-specific statistic, so it can be used by anyone. All of them also grant 60% - 70% (evolved) damage boost to basic attacks to any character, with the exception of Diamond Tipped Claws (13% - 18% damage boost to special 2). The strong damage increase to basic attacks makes those four cornerstones to any team.
- Powered Eskrima Sticks (Nightwing)
- Promethium Longsword (Deathstroke)
- Netherrealm Kama (Scorpion)
- Blade of The War God (Ares)
- Diamond Tipped Claws (Catwoman)
- Mark of Lady Shiva
- Power Gloves
- League Of Assassins Adept Hood
- LexCorp Chest Armour V2
Previously, basic crit chance stacked multiplicatively so it is impossible to get 100% crit chance with gear, but with a hidden update this was changed so that it now stacks additively and 100% crit chance with gear is now possible. For example, 3 pieces of freshly evolved gear listed here would bring the character to 105% crit chance, allowing them to crit on every basic attack.
There are certain basic attacks in combos that does not gain crit chance from gear, and instead only gain crit chance from augments, such as Deathstroke/Flashpoint's 4th and 5th hit of his Combo Ender (when combo is extended because he is teamed with Flashpoint teammates).
The Flash/Metahuman can crit on his basic attacks temporary after using a special. Bane/Prime has his basic attacks crit while his passive is active.
Special Attacks
Various gear gives crit chance to special 1, special 2, or in Tantu Totem's case, both. Crit chance is calculated individually for every hit in a special. Special crit chance stacks additively. For example, with maxed LexCorp Gauntlets V2 (40% on SP1), Hyperspeed Plated Suit (30% on SP1), and Tantu Totem (30% on both), every hit of special 1 would have a 100% chance to crit.
Special crit chance does not affect DOT inflicted by the special, be it inherent or from gear (e.g. The Ibistick).
Deathstroke/Arkham Origins and Hawkgirl/Regime can crit on their SP1 and SP2 respectively if they achieve 200% on the mini-games of their specials.
Damage-Over-Time
Crit damage over time is, in most cases, only possible through augments, which apply the same crit chance to basics, specials, and DOT.
Scorpion/Mortal Kombat X's passive is the only crit effect that is specific to damage over time only. While MKX Scorpion's crit damage over time is running, any other damage over time effects he applies (e.g. The Ibistick) will also crit.
If the damage over time effect set by the same character is running during a special that is meant to crit from passives (Deathstroke/Arkham Origins, Hawkgirl/Regime), it will crit during the special animation. Darkseid/Apokolips' Cursed effect does not work for this purpose and DOT won't crit even during specials against a Cursed opponent that always crit.
Crit DOT is unaffected by block, but it still cannot crit against crit immunity.
Universal Crit Chance
Darkseid/Apokolips's curse on his combo ender can make basic and special attacks on that enemy crit.
Batman/Beyond Animated gains temporary 50% crit chance for all attacks after using his SP2, but the crit chance applies at the start of his SP2, which means his SP2 has permanent 50% crit chance. Batman/Batman Ninja also provides 20% universal crit chance for all Batman Ninja characters on his team. Batman Ninja Helmet provide global crit chance exclusively for Batman users.
Batman/Flashpoint provides 5% crit chance for all Flashpoint characters on his team, including basic, specials and DOT.
The Flash/Earth 2 has 100% crit chance for all attacks against stunned enemy.
Crit Boost
Crit Boost will increase the damage dealt by crits, stacking additively. With 50% crit boost, the crits will do 200% instead of 150% damage. Cloak of Destiny, LexCorp Helmet Armor V2 and League Of Assassins Adept Hood can give crit boost to any character. Otherwise, only Catwoman, Batman, Deathstroke, Batgirl as well as The Arkham Knight have crit boost on their specfic gear.
Batman/Arkham Knight's passive allows him to choose 2 out of 6 buffs upon entering a match, one of which is a permanent 25% crit boost. Batman/Beyond Animated's Super Move gives him a temporary 50% crit boost. With maxed crit damage augments, fully upgraded Silicon Carbide Batsuit, Cloak of Destiny and LexCorp Helmet Armor V2, Animated Batman Beyond can reach a theoretical total crit damage of 450% (i.e. crits will deal 4.5x of the normal damage) after using his super.
Flashpoint Batman's passive massively boosts the crit damage he deals as well as the crits done by fellow Flashpoint teammates. The critical damage he inflicts can reach up to 500% assuming he has maxed augmentations.
Effect On Crit
Batman/Batman Ninja allows his team to gain 50% more power on crit. Though stated in her passive, Raven/Rebirth seems not to gain and bonus power through crit when teamed with 2 Rebirth characters.
Defending Against Crit
Block will, along with directly reducing damage taken, greatly lessen the chance of taking crit damage from basics and specials (DOT is unaffected). In standard battles, against AI opponents, it appears block completely negate the chance of crit. DOT is unaffected by block, however.
Green Lantern/Red Son's passive causes Red Son teammates to be immune to crit. In addition, Batman/Arkham Knight's passives allows him to have crit immunity if chosen.
Gingold Soda can reduce crit damage received for its users.
Damage reduction, invulnerability and evasion, as well as Reverse Flash's passive can help reduce/negate normal damage, as well as crit. Super Armor is a hidden mechanic in the game that may help defense against crit.
Augments
With the 2.6 update, characters have the ability to both increase chances to deal Crit damage on all 3 types of attacks: basic attacks, special attacks and damage over time (up to 50%) and crit damage itself (+100%, or 250% total damage on crit before gear or passives), with the exception of Darkseid/Apokolips's bleed, which cannot crit. Augments stack additively other sources of crit chance and crit damage.
Trivia
- Crit can multiply damage up to 6.5 time stronger (or deal 550% more damage), by augment Batman/Flashpoint with crit damage and equipping him with 3 of those gears: LexCorp Helmet V2, League of Assassins Adept Hood, Cloak of Destiny or Silicon Carbide Batsuit.