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===All-or-nothing=== Heavy reliance on real life luck is the cornerstone of this approach, but it does not cause the same level of white-knuckle tension as the chip damage method due to only needing to work once per battle. In essence this technique forgoes the innate critical hit rate of characters for specialized weapons and skills that will often miss but guarantee massive damage when they do connect. The two weapons most associated with this style are the [[Headsman's axe|headsman's axe]] and [[Hela's hammer|hela's hammer]]--the former having a 1/8th (12.5%) chance to land a critical hit on the spot or miss completely, and the latter having a 3/8ths (37.5%) chance to land a critical hit and miss all other times. These odds are substantially higher than the standard critical hit rate of 1/64 (1.56%) and can be used immediately where as martial artists and similar vocations need significant level grinding to hone their abilities. Players can also equip characters not using either weapon with the [[Demon spear|demon spear]], which has either a 1/8th or 1/6th chance to instantly slay the target depending on the specific game, but cannot chip away at a slime's HP 1 point at a time like the poison needles. With the advent of the skills system introduced in ''VI'', characters can learn the [[Hatchet Man]] ability that mimics the hit rate of hela's hammer in the sixth and seventh games, and has a 50% chance to connect in all subsequent titles. Though the skill would eventually gain a fairly high MP cost, it has become synonymous with metal slime hunting. A slightly different version of this approach was popular in the early history of the series, wherein the [[Puff!]] spell would allow a party member to instantly immolate a metal slime after casting. This is due to the spell ignoring the probability-based elemental resistance in the NES version of ''III'' & ''IV'' and focusing on damage reduction instead, with the coding not cancelling out the damage completely even though metal slimes are immune to fire. The spell can wipe out entire groups of metal slimes in just two turns if the player is lucky, but due to the affected character's agility being dropped considerably once they become a dragon it is strongly advised to have [[Acceleratle|acceleratle]] cast on them as quickly as possible to get the drop on the monsters before they flee. While this method was partially retained in the SNES version of the fifth game, where the fire spewed by the party member would deal 1 point of damage, it has since been retired in all other entries in the series due to the logical fallacy of the spell being effective when sizz, frizz, and normal fire breath do not work on metal slimes. Instead, the spell now gives characters a fixed boost to damage when they attack as a dragon, thus ignoring the high defence and instantly beating the blobs.
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