Critical hits are the staple mechanic of Ranger, referring to attacks that deal double their usual damage. When an item inflicts damage, it has a certain chance of becoming a Critical hit, indicated by the item's "Crit chance". All sources of damage start with a 0% Crit chance, and may only gain Crit chance through outside sources. At 100% Crit chance, an item's attacks are guaranteed to become critical. Crit chance does not exceed 100%.
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Items that provide Crit chance[]
Items that guarantee a critical hit give every item 100% crit chance until its effect ends.
- Ace of Spades - On reveal: Your next hit is critical. If the number of cards before is odd, gain 1 and 2 .
- Acorn Collar -⭐items gain 5% critical hit chance for each (needs page) stack.
- Critwood Staff - On attack: use 4 to deal 7 additional damage and for the next 1s, all your attacks are critical.
- Cursed Dagger - This and ⭐items gain +1% accuracy and +1% crit chance per debuff of your opponent.
- Ranger Bag: Items inside this bag gain 5% critical hit chance for each (needs page) stack.
Items that benefit from Critical hits[]
- All Weapons except Staff of Unhealing are capable of inflicting Critical hits when they attack.
- The lifesteal effects of Blood Goobert, Manathirst, and all rarities of Ruby when inside the Backpack are capable of inflicting Critical hits, also doubling the healing to match the damage dealt.
- The damage effects of Holo Fire Lizard and Demonic Flask are capable of inflicting Critical hits when they activate. However, Demonic Flasks is unable to be affected by Cursed Dagger.
Items that counter Critical hits[]
- Cap of Resilience - 10% chance to prevent a hit from being critical.