
A player dealing a Critical Strike on an enemy
A Critical Strike is a random attack performed by the character that deals four times more damage than normal.
Overview[]
A player can tell when a Critical Strike has been dealt when an icon will pop up showing the word "CRIT!" as well as a picture of a skull cracking and the damage dealt.
Most weapons with this modifier have a 1% chance to perform a Critical Strike, but some may have up to 2%, 3%, 4% for the Black Morning Star and Gold Skull Mace, and finally, 5% for the Chainsaw. If Juggling a single enemy, the damage over time from the Critical Strike stacks exponentially, so that it will make any enemy very close to overkilling.
Weapons[]
Not all weapons deal Critical Strikes. If upon looking at a weapon's description it has a cracked skull symbol , that indicates that the weapons is capable of dealing Critical Strikes.
Enemies wielding these weapons will have the same chances of getting a Critical Strike. The same is true for Beefies.
Here is a list of weapons that will grant the player a Critical Strike:
Image | Weapon | Strength | Magic | Defense | Agility | Special | Location | Required Level |
---|---|---|---|---|---|---|---|---|
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Mace | 0 | 0 | 0 | 0 | ![]() |
Red Knight | 1 |
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Barbarian Ax | 0 | -1 | 0 | 0 | ![]() |
Barbarian | 1 |
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Lobster | -1 | 0 | 0 | +1 | ![]() |
Tall Grass Field (Shovel required) | 5 |
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Wrench | +1 | -1 | 0 | 0 | ![]() |
Tall Grass Field | 5 |
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Kielbasa | +1 | +1 | 0 | 0 | ![]() |
Desert Chase (Shovel required) | 10 |
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Gladiator Sword | +1 | -1 | +3 | 0 | ![]() |
Stove Face Full Moon |
15 |
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Panic Mallet | +1 | 0 | 0 | 0 | ![]() |
Marsh | 15 |
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Broad Spear | -2 | 0 | 0 | +5 | ![]() |
Medusa's Lair | 15 |
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Dual Prong Sword | +3 | 0 | +3 | 0 | ![]() |
Brute | 20 |
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Ugly Mace | 0 | -2 | +6 | 0 | ![]() |
Industrialist | 20 |
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Black Morning Star | -3 | +1 | +1 | 0 | ![]() |
Fire Demon | 20 |
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Sai | 0 | 0 | -2 | +6 | ![]() |
Ninja | 20 |
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Gold Skull Mace | +3 | 0 | 0 | 0 | ![]() |
Insane Store | 30 |
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Chainsaw | 0 | 0 | +5 | 0 | ![]() |
Insane Store | 30 |
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Man Catcher | +5 | 0 | +2 | 0 | ![]() |
Snow Store (Insane Mode) Blacksmith Pack |
35 |
Notes[]
- Crits are not helpful when juggling a group of infinitely juggleable enemies, as one crit will only go to one enemy, rather than the whole group. This means you're still going to juggle the enemies for the same amount of time as you would if you were not using a crit weapon, to make sure that they are all dead. Because of this, a raw Strength boost over a Critical Strike chance is best for general use.
- Crits are best when fighting a single enemy/boss. For example, it is recommended to change to a weapon such as the Man Catcher or the Gold Skull Mace before entering Ice Castle on Insane Mode, unless you are playing as Fencer/Industrialist.
- This is the most recommended weapon effect to have during Insane Mode due to how much health the enemies gain linearly as a player progresses.
- Snoot works wonders to make the most out of this weapon effect, and to a lesser effect, Burly Bear, Scratchpaw, and Yeti.
Most weapons with this modifier have a 1% chance to perform a Critical Strike, but some may have up to 2% for the Panic Mallet and Chainsaw and 3% for Gold Skull Mace. If Juggling a single enemy, the damage over time from the Critical Strike stacks exponentially, so that it will make any enemy very close to overkilling.
Weapons[]
Not all weapons deal Critical Strikes. If upon looking at a weapon's description it has a cracked skull symbol , that indicates that the weapons is capable of dealing Critical Strikes.
Enemies wielding these weapons will have the same chances of getting a Critical Strike. The same is true for Beefies.
Here is a list of weapons that will grant the player a Critical Strike:
Image | Weapon | Strength | Magic | Defense | Agility | Special | Location | Required Level |
---|---|---|---|---|---|---|---|---|
![]() |
Gladiator Sword | +1 | -1 | +3 | 0 | ![]() |
Stove Face Full Moon |
15 |
![]() |
Dual Prong Sword | +3 | 0 | +3 | 0 | ![]() |
Brute | 20 |
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Barbarian Ax | 0 | -1 | -1 | 0 | ![]() |
Barbarian | 1 |
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Club | +5 | 0 | +5 | -5 | ![]() |
Bear | 20 |
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Ugly Mace | 0 | -2 | +6 | 0 | ![]() |
Industrialist | 20 |
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Snakey Mace | 0 | +5 | -2 | +3 | ![]() |
Snakey | 20 |
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Black Morning Star | -3 | +6 | +1 | 0 | ![]() |
Fire Demon | 20 |
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Bone Leg | -2 | 0 | 0 | +5 | ![]() |
Snow Store (Shovel required) | 15 |
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Sai | 0 | 0 | -2 | +6 | ![]() |
Ninja | 20 |
![]() |
Kielbasa | +1 | +1 | 0 | 0 | ![]() |
Desert Chase (Shovel required) | 10 |
![]() |
Lobster | -1 | 0 | 0 | +1 | ![]() |
Tall Grass Field (Shovel required) | 5 |
![]() |
Panic Mallet | +1 | 0 | 0 | 0 | ![]() |
Marsh | 15 |
![]() |
Wrench | +1 | -1 | 0 | 0 | ![]() |
Tall Grass Field | 5 |
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Gold Skull Mace | +2 | 0 | 0 | 0 | ![]() |
Necromantic Pack DLC Insane Store |
30 |
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Chainsaw | 0 | 0 | +4 | 0 | ![]() |
Necromantic Pack DLC Insane Store |
30 |
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Broad Spear | -2 | 0 | 0 | +4 | ![]() |
Medusa's Lair | 15 |
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Glowstick | -4 | +5 | +5 | 0 | ![]() |
Cult Minion Necromantic Pack DLC |
20 |
Notes[]
- Crits are not helpful when juggling a group of infinitely juggleable enemies, as one crit will only go to one enemy, rather than the whole group. This means you're still going to juggle the enemies for the same amount of time as you would if you were not using a crit weapon, to make sure that they are all dead. Because of this, a raw Strength boost over a Critical Strike chance is best for general use.
- Crits are best when fighting a single enemy/boss. For example, it is recommended to change to a weapon such as the Club before entering Ice Castle on Insane Mode, unless you are playing as Fencer/Industrialist.
- This is the most recommended weapon effect to have during Insane Mode due to how much health the enemies gain linearly as a player progresses.
- Burly Bear, Scratchpaw, and Snoot works wonders to make the most out of this weapon effect.