Critical Point

is the fanon term for a narrow space of time where Link has the opportunity to inflict damage on a dungeon boss with his sword, or another item, but commonly utilizing the Master Sword at most of these events. Usually after required steps have been completed, the temple boss will become tired, expose a weak spot, or faint, giving Link a much needed chance to strike with his sword. In Twilight Princess, critical points in boss battles are denoted by a change of music, shifting from the common boss music to a more triumphant-sounding theme. It has been a facet of Ocarina of Time, Majora's Mask, The Wind Waker, and Twilight Princess to consistently incorporate around three Critical Points (or more if the young hero doesn't do enough damage) in a boss battle before the boss is defeated, or changes technique, whereas the standard of three is repeated and so on.

Critical Points in Ocarina of Time



 * Note: Twinrova does not have a critical point in the first round because only the Mirror Shield can be used to deflect oncoming blasts of fire and ice and direct them back at the witches, not the Master Sword. Also, Phantom Ganon has no critical point as long as he's riding his horse.

Critical Points in Majora's Mask



 * * These bosses can be hurt outside their critical point.
 * Note: Twinmold does not have a critical point, because it has a constantly open weak point.


 * Another Note: All of the bosses' critical points can be reached by shooting the sword beams out of Fierce Deity Link's sword. This method is much quicker and proves to be easier, too.

Critical Points in The Minish Cap

 * ''Note: Link will be using the Four Sword or earlier infusions of it to attain Critical Points, not the Master Sword.
 * ''Note: Big Octorok does not have a critical point, because in order to attack him, Link must reflect his rocks and burn his tail.

Critical Points in Twilight Princess



 * Note: Blizzeta in the Snowpeak Ruins does not give Link a chance at a critical point because in order to destroy the Twilit Ice Mass, every time Link hits her with the Ball and Chain she will be hurt. Puppet Zelda does not have one either, the only way to damage her is for her own energy ball to backfire, as a product of a Dead Man's Volley between her and Link.

Critical Points in Phantom Hourglass



 * Note: The Cubus Sisters have no Critical Point, as they're in a high spot and thus Link can only hurt them by bouncing back their attacks.

Critical Points in Spirit Tracks
{| !align=right|Stagnox: !align=right|Fraaz: !align=right|Phytops: !align=right|Cragma: !align=right|Skeldritch: !align=right|Byrne: !align=right|Malladus:
 * align=left| After Link uses the Whirlwind on Stagnox's backside, the purple smoke around it is blown away, stunning Stagnox for Link to slash its rear end. During the second form, Link must use the Whirlwind to blow one of the spawned enemies at Stagnox to knock him onto his back to expose his back end again.
 * align=left| After Link stuns him with fire or ice, Fraaz is stunned and open to attack.
 * align=left| After Link throws one of its own barbs into its eye, Phytops is stunned and open for attack.
 * align=left| After shooting his eye with an Arrow, Cragma falls down and the top of his head is open to attack.
 * align=left| In his second form, Link must use the Sand Wand to lift himself to the level of Skeldritch's weak point on the back of his skull.
 * align=left| When Zelda pulls Byrne off of one of the pillars around the room by tugging on his gauntlet, he is open to attack. During his second phase, when he remains on the ground, he is open when Zelda stops his charging attack and holds him in place.
 * align=left| After shooting a Light Arrow at the weak point on Malladus' back, Link must attack Malladus' head.