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{{move|Move accuracy}}
{{move|Move accuracy}}
{{samename|in-battle stat|Statistic#Accuracy|Statistic → Accuracy}}
{{samename|in-battle stat|Stat#Accuracy|Stat → Accuracy}}
'''Accuracy''' (Japanese: '''めいちゅう''' ''accuracy'') is an aspect of [[move]]s that, in conjunction with the user's in-battle {{stat|accuracy}} stat and the target's {{stat|evasion}} stat, determines how reliable they can hit their target. Although the concept was introduced in [[Generation I]], a move's accuracy was not displayed until [[Generation III]].  
'''Accuracy''' (Japanese: '''{{tt|命中|めいちゅう}}''' ''accuracy'') is a property of [[move]]s that, in conjunction with the user's in-battle {{stat|accuracy}} stat and the target's {{stat|evasion}} stat, determines how likely a move is to hit.
 
Move accuracy exists in all [[core series]] Pokémon games, but was not displayed in-game until [[Generation III]].


A move's accuracy can be any number from 1-100, reflecting the probability of the move being successful as a percentage (if neither {{stat|accuracy}} nor {{stat|evasion}} are modified in-battle). Currently, however, only multiples of 5 between 30 and 100 (inclusive) are used.
A move's accuracy can be any number from 1-100, reflecting the probability of the move being successful as a percentage (if neither {{stat|accuracy}} nor {{stat|evasion}} are modified in-battle). Currently, however, only multiples of 5 between 30 and 100 (inclusive) are used.


Many moves have an accuracy of "—", indicating that they are exempt from regular accuracy calculations. Oftentimes, these moves affect no one but the user (and/or the partner in a [[Double Battle]]), or are simply intended to be {{cat|moves that cannot miss}} (unless the target has used {{cat|Moves with a semi-invulnerable turn|a move that grants it semi-invulnerability for a turn}} such as {{m|Fly}}).
Many moves have an accuracy of "—", indicating that they are exempt from regular accuracy calculations. These are usually either moves that only target the user, or are moves that ignore accuracy checks (i.e. {{cat|moves that cannot miss}}).
 
==In the core series games==
===Accuracy check===
When a Pokémon uses a move that can target other Pokémon (whether an opponent or an ally), except when using a [[:Category:Moves that cannot miss|move that cannot miss]], the game performs an accuracy check to determine if the move hits each of its targets.
 
The game will still perform an accuracy check even if the moves has 100% accuracy. This is necessary because these moves can miss if the user's {{stat|accuracy}} is lowered or the target's {{stat|evasion}} is increased. In practice, this is exemplified in the trade-off between [[Yawn]] and [[Spore]]: Yawn only causes the target Pokémon to sleep at the end of the next turn, whereas Spore makes it sleep immediately. However, Spore may miss on the aforementioned situations, but Yawn cannot miss (unless the target Pokémon is in a [[semi-invulnerable turn]]).


==1/256 miss glitch==
====Generation I and II====
In the [[Generation I]] handheld games, moves with 100% accuracy had a chance to miss if neither accuracy nor evasion stats were modified. This was due to accuracy being internally stored as a single byte ranging from 0 to 255 (0 to FF in hexadecimal), and the probability of a move hitting being determined by comparing a randomly generated byte to the accuracy value, with the move hitting if it was less and missing if it was equal or greater. There was therefore a 1/256 chance of the randomly generated byte being equal to 255, which could never be less than even the highest possible accuracy value, causing moves intended to be 100% accurate to miss 1/256 of the time and yielding an effective accuracy of about 99.6%. This bug also applied to secondary effects such as {{status|poison}} or {{status|paralysis}},{{fact}} as well as [[critical hit]]s. (It was not possible to replace the "less than" check with a "less than or equal to" check, as this would enable any of these events with an accuracy value of 0 to succeed 1/256 of the time when the random byte was equal to 0.) {{m|Swift}} was unaffected, as its effect automatically skips all accuracy checks (including the invulnerability effects of {{m|Fly}} and {{m|Dig}}) and thus truly has 100% accuracy.
Whether a move hits is determined by the modified move accuracy with a random number.


The bug was partially fixed in {{g|Stadium}} by allowing the move to hit if the random byte was either less than the accuracy value or exactly equal to 255; this fix effectively causes every move in the game to hit 1/256 more often than indicated. The fix did not apply to critical hits, which were still capped at a 255/256 probability. It was further fixed in [[Generation II]], which removed this extra check and instead allowed moves calculated to have 100% accuracy (after applying all modifiers) to skip the random byte generation entirely. However, this did not apply to {{m|Protect}}, which still has a 1/256 chance to fail when used for the first time. All 1/256-related bugs were finally resolved in [[Generation III]], where move accuracies are stored as a number from 0 to 100, and the game performs a "less than or equal to" check on a random integer from 1 to 100.
The modified move accuracy ''Accuracy<sub>modified</sub>'' is an integer that is at least 1 and at most 255. It is calculated as follows:


==In the Pokémon Mystery Dungeon series==
<math>Accuracy_{modified} = Accuracy_{move} \times Accuracy_{user} \times Evasion_{target} - BrightPowder</math>
 
Where...
* ''Accuracy<sub>move</sub>'' is the move's accuracy, a value from 0 to 255,
* ''Accuracy<sub>user</sub>'' is the accuracy [[Stat_modifier#Stage multipliers|stage multiplier]] of the user,
* ''Evasion<sub>target</sub>'' is the evasion stage multiplier of the target, and
* ''BrightPowder'' is 20 if the user is [[held item|holding]] [[Bright Powder|BrightPowder]] (only applicable in Generation II), or 0 otherwise.
 
The random number ''R'' is a [[Pseudorandom number generation|pseudorandomly]] generated integer between 0 and 255 (inclusive). In international [[Pokémon Stadium]] only, if ''R'' is 255, the number is re-generated one-time only; if this re-roll also generates 255, it is not re-rolled again.
 
In the Generation I handheld games and Pokémon Stadium, if ''R'' is strictly less than ''Accuracy<sub>modified</sub>'', the move hits, otherwise it misses. In the Generation I handheld games, this results in a bug where, unless the accuracy check is skipped entirely, every move has at least a 1 in 256 chance to miss—this is because if ''R'' is 255, it will always be greater than or equal to ''Accuracy<sub>modified</sub>'' regardless of the value of ''Accuracy<sub>modified</sub>''. In international Pokémon Stadium, because ''R'' is re-rolled once if it would be equal to 255, every move instead has at least a 1 in 65,536 chance (256²) to miss.
 
In Generation II, if ''Accuracy<sub>modified</sub>'' is equal to 255, the game never generates a random number at all and the move is guaranteed to hit. Otherwise, if ''R'' is strictly less than ''Accuracy<sub>modified</sub>'', the move hits, otherwise it misses.
 
=====Special misses=====
In all Generation I and II games, except the Western versions of {{game2|Red|Blue|Yellow}}, {{cat|HP-draining moves}} always miss when used on a Pokémon that is behind a {{OBP|substitute|doll}}.
 
Additionally, some moves used by AI opponents have an upfront 25% chance to fail before doing any other calculations (except in the {{gdis|Battle Tower|II}}, or when {{m|Lock-On}} or {{m|Mind Reader}} are in effect). Specifically, this affects status moves that induce {{status|sleep}}, {{status|poison}}, or {{status|paralysis}}, as well as any attempts to lower any of the player's Pokémon's [[stat]]s other than {{stat|accuracy}} (even when through the [[additional effect]] of a damaging move, in which case the reduction merely applies to that additional effect's chance, not that of the move itself).
 
Moves generally miss a Pokémon that is in the [[semi-invulnerable turn]] of {{m|Fly}} or {{m|Dig}}. In the Japanese version of the Generation I handheld games, due to a bug, even moves that cannot miss will miss when used against a Pokémon that is in the semi-invulnerable turn of a move, unless that target is behind a substitute.
 
====Generations III and IV====
Whether a move hits depends on the formula:
 
<math>Accuracy_{modified} = Accuracy_{move} \times AdjustedStages \times Modifier</math>
 
Where:
* ''Accuracy<sub>modified</sub>'' is the computed threshold value that will determine whether the move will hit.
* ''Accuracy<sub>move</sub>'' is the move's accuracy, a value from 1 to 100.
* ''AdjustedStages'' is the equivalent accuracy [[Stat_modifier#Stage multipliers|stage multiplier]] of the user after the target's evasion stage is subtracted from the user's accuracy stage, both possibly modified by Ability or move effects such as {{a|Simple}} or {{m|Foresight}} (to no less than -6 and no more than +6 after the subtraction).
* ''Modifier'' encompasses all multipliers from other accuracy or evasion modifiers from Ability effects, [[fog]], move effects, and item effects. From [[Generation V]] onward, modifiers stack multiplicatively, in the order below. It starts at 1 (if no modifiers apply), and each applicable modifier is applied, subject to standard rounding with rounding up at 0.5 if necessary. Furthermore, from Generation V onward, if multiple Abilities or items take effect, they are chained in the order of the out-of-battle {{stat|Speed}} stats of the Pokémon with them. The order for each Generation is:
 
[[Generation III]]:
{| class="roundy expandable" style="background:#{{White color}}; border: 3px solid #{{Red color}}"
!Effect
!Value
!Detail
|-
|{{a|Compound Eyes}}
|1.3
|If the attacker's Ability is Compound Eyes
|-
|{{a|Sand Veil}}
|0.8
|If the target's Ability is Sand Veil, the weather is {{OBP|sandstorm|weather condition}}, and no Pokémon on the field have the Ability {{a|Cloud Nine}} or {{a|Air Lock}}
|-
|{{a|Hustle}}
|0.8
|If the attacker's Ability is Hustle and it uses a [[physical move]]
|-
|[[Bright Powder]]
|0.9
|If the target is holding a Bright Powder
|-
|[[Lax Incense]]
|0.95
|If the target is holding a Lax Incense
|}
 
[[Generation IV]]:
{| class="roundy expandable" style="background:#{{White color}}; border: 3px solid #{{Red color}}"
!Effect
!Value
!Detail
|-
|{{a|Compound Eyes}}
|1.3
|If the attacker's Ability is Compound Eyes
|-
|{{a|Sand Veil}}
|0.8
|If the target's Ability is Sand Veil, the weather is {{OBP|sandstorm|weather condition}}, no Pokémon on the field have the Ability {{a|Cloud Nine}} or {{a|Air Lock}}, and the attacker's Ability is not {{a|Mold Breaker}}
|-
|{{a|Snow Cloak}}
|0.8
|If the target's Ability is Snow Cloak, the weather is {{OBP|hail|weather condition}}, no Pokémon on the field have the Ability {{a|Cloud Nine}} or {{a|Air Lock}}, and the attacker's Ability is not {{a|Mold Breaker}}
|-
|[[Fog]]
|0.6
|If the weather is fog and no Pokémon on the field have the Ability {{a|Cloud Nine}} or {{a|Air Lock}}
|-
|{{a|Hustle}}
|0.8
|If the attacker's Ability is Hustle and it uses a [[physical move]]
|-
|{{a|Tangled Feet}}
|0.5
|If the target's Ability is Tangled Feet, it is {{status|Confusion|confused}}, and the attacker's Ability is not {{a|Mold Breaker}}
|-
|[[Bright Powder]]
|0.9
|If the target is holding a Bright Powder
|-
|[[Lax Incense]]
|0.9
|If the target is holding a Lax Incense
|-
|[[Wide Lens]]
|1.1
|If the attacker is holding a Wide Lens
|-
|[[Zoom Lens]]
|1.2
|If the attacker is holding a Zoom Lens and the target has acted this turn
|-
|[[Micle Berry]]
|1.2
|If a Micle Berry is in effect
|-
|{{m|Gravity}}
|5/3
|If Gravity is in effect
|}
 
The game then selects a random number ''R'' from 1 to 100 and compares it to ''Accuracy<sub>modified</sub>'' to determine whether the move hits. If ''R'' is less than or equal to ''Accuracy<sub>modified</sub>'', the move hits.
 
====Generation V onward====
The formula for calculating accuracy is now:
 
<math>Accuracy_{modified} = Accuracy_{move} \times Modifier \times AdjustedStages \times MicleBerry - Affection</math>
 
Where:
* ''Accuracy<sub>modified</sub>'' is the computed threshold value that will determine whether the move will hit.
* ''Accuracy<sub>move</sub>'' is the move's accuracy, a value from 1 to 100.
* ''Modifier'' encompasses all multipliers from other accuracy or evasion modifiers from Ability effects, [[fog]], move effects, and item effects. From [[Generation V]] onward, modifiers stack multiplicatively, in the order below. It starts at 4096 (if no modifiers apply), and each applicable modifier is applied, subject to standard rounding with rounding up at 0.5 if necessary. When the final value is obtained, it is multiplied by the base accuracy, and divided by 4096 and rounded half down. Furthermore, from Generation V onward, if multiple Abilities or items take effect, they are chained in the order of the out-of-battle {{stat|Speed}} stats of the Pokémon with them.
* ''AdjustedStages'' is the equivalent accuracy [[Stat_modifier#Stage multipliers|stage multiplier]] of the user after the target's evasion stage is subtracted from the user's accuracy stage, both possibly modified by Ability or move effects such as {{a|Simple}} or {{m|Foresight}} (to no less than -6 and no more than +6 after the subtraction).
* ''MicleBerry'' is 4915/4096 (~1.2) if a [[Micle Berry]] is in effect, and 1 otherwise. The result is subject to standard rounding, rounding down at 0.5.
* ''Affection'' is applied from [[Generation VI]] onward, and is 10 if the target is the player's Pokémon, the battle is not a Link Battle or taking place in a [[battle facility]], and the player's Pokémon has either four or more hearts of [[Affection]]<sup>Gen VI-</sup>{{sup/7|USUM}}/200 or higher [[friendship]]{{sup/7|PE}}/255 friendship{{sup/8|SwSh}} <sup>onward</sup>, and 0 otherwise.
 
The order of modifiers is:
{| class="roundy expandable" style="background:#{{White color}}; border: 3px solid #{{Red color}}"
!Effect
!Value
!Detail
|-
|{{m|Gravity}}
|6840/4096 (~1.67)
|If Gravity is in effect
|-
|{{a|Tangled Feet}}
|0.5
|If the target's Ability is Tangled Feet, it is {{status|Confusion|confused}}, and the Ability is not ignored by a {{cat|Moves that ignore Abilities|move}} or {{cat|Abilities that ignore other Abilities|Ability}}
|-
|{{a|Hustle}}
|3277/4096 (~0.8)
|If the attacker's Ability is Hustle and it uses a [[physical move]]
|-
|{{a|Sand Veil}}
|3277/4096 (~0.8)
|If the target's Ability is Sand Veil, the weather is {{OBP|sandstorm|weather condition}}, no Pokémon on the field have the Ability {{a|Cloud Nine}} or {{a|Air Lock}}, and the Ability is not ignored by a {{cat|Moves that ignore Abilities|move}} or {{cat|Abilities that ignore other Abilities|Ability}}
|-
|{{a|Snow Cloak}}
|3277/4096 (~0.8)
|If the target's Ability is Snow Cloak, the weather is {{OBP|hail|weather condition}} or [[snow]], no Pokémon on the field have the Ability {{a|Cloud Nine}} or {{a|Air Lock}}, and the Ability is not ignored by a {{cat|Moves that ignore Abilities|move}} or {{cat|Abilities that ignore other Abilities|Ability}}
|-
|{{a|Victory Star}}
|4506/4096 (~1.1)
|If the attacker or its ally's Ability is Victory Star; if multiple apply, the multiplier is applied for each
|-
|{{a|Compound Eyes}}
|5325/4096 (~1.3)
|If the attacker's Ability is Compound Eyes
|-
|[[Bright Powder]]
|3686/4096 (~0.9)
|If the target is holding a Bright Powder
|-
|[[Lax Incense]]
|3686/4096 (~0.9)
|If the target is holding a Lax Incense
|-
|[[Wide Lens]]
|4505/4096 (~1.1)
|If the attacker is holding a Wide Lens
|-
|[[Zoom Lens]]
|4915/4096 (~1.2)
|If the attacker is holding a Zoom Lens and the target has acted this turn
|}
 
==In the spin-off games==
===Pokémon Mystery Dungeon series===
{{incomplete|section|needs=How accuracy is represented in Gates to Infinity and information on Blazing, Stormy and Light}}
{{incomplete|section|needs=How accuracy is represented in Gates to Infinity and information on Blazing, Stormy and Light}}
[[File:Move Summary PSMD.png|thumb|right|Accuracy indicated by a blue bar in Pokémon Super Mystery Dungeon]]
[[File:Move Summary PSMD.png|thumb|right|Accuracy indicated by a blue bar in Pokémon Super Mystery Dungeon]]
In the Pokémon Mystery Dungeon series until {{g|Mystery Dungeon: Gates to Infinity}}, accuracy was instead called "Hit Ratio" and displayed with a number of stars instead of a numerical value. More stars indicated a higher accuracy. For example, {{m|Scratch}} had a Hit Ratio of [[File:PMD Star IV.png]][[File:PMD Star IV.png]][[File:PMD Star IV.png]][[File:PMD Star IV.png]][[File:PMD Star IV.png]][[File:PMD Star IV.png]][[File:PMD Star IV.png]]. Hit Ratio did not always correlate with accuracy from the main series. For instance, some moves such as {{m|Scratch}} and {{m|Crunch}} which share the same accuracy in the main series had different Hit Ratios (or vice versa).
Prior to [[Pokémon Mystery Dungeon: Explorers of Sky]], accuracy of the move was not displayed in-game (localized as '''Hit Ratio'''). In that game, as well as [[Pokémon Mystery Dungeon (WiiWare)]], it is displayed with a number of stars instead of a numerical value. More stars indicated a higher accuracy. For example, {{m|Scratch}} had a Hit Ratio of ★★★★★★★. Hit Ratio did not always correlate with accuracy from the main series. For instance, some moves such as {{m|Scratch}} and {{m|Crunch}} which share the same accuracy in the main series had different Hit Ratios (or vice versa). Internally, damaging moves have to pass against two values, resulting in accuracy values that might not be an integer.
{| class="roundtable" style="margin:auto; background: #{{md time color}}; border: 3px solid #{{md darkness color light}}"
|-
! Stars
! Accuracy
|-
| 1
| 29.99% or lower
|-
| 2
| 30-49.99%
|-
| 3
| 50-69.99%
|-
| 4
| 70-79.99%
|-
| 5
| 80-84.99%
|-
| 6
| 85-89.99%
|-
| 7
| 90-94.99%
|-
| 8
| 95% or higher
|}
 


The term "accuracy" started to be used from {{g|Mystery Dungeon: Gates to Infinity}}.  
The term "accuracy" started to be used from {{g|Mystery Dungeon: Gates to Infinity}}.  


In {{g|Super Mystery Dungeon}}, accuracy is displayed as a blue bar in the move summary. Unlike previous games, the [[Statistic|Speed]] stat is used as an accuracy modifier; the higher speed a Pokémon has, the more likely its moves will be to hit.
In {{g|Super Mystery Dungeon}}, accuracy is displayed as a blue bar in the move summary. Unlike previous games, the [[Statistic|Speed]] stat is used as an accuracy modifier; the higher speed a Pokémon has relative to the target's, the more likely its moves will be to hit.


In the Mystery Dungeon series, there are several ways of increasing the accuracy of moves. Much like in the core series games, Abilities such as {{a|Compound Eyes}} boost the accuracy of moves. Additionally, beginning from Gates to Infinity, moves can be {{DL|Pokémon Mystery Dungeon: Gates to Infinity|New mechanics|ranked up}} when they are used over time, which will also increase the move's accuracy. The increase is permanent and will carry over to other teammate's with the same move. Items such as {{DL|Gates to Infinity exclusive items|Items that affect moves|Accuracy Manual}}s{{sup/md|GTI}} or {{DL|Health drink|List of health drinks|Accuracy Drink}}s{{sup/md|SMD}} can also permanently increase accuracy. Certain [[emera]]s can also increase accuracy when added to [[looplet]]s.
In the Mystery Dungeon series, there are several ways of increasing the accuracy of moves. Much like in the core series games, Abilities such as {{a|Compound Eyes}} boost the accuracy of moves. Additionally, beginning from Gates to Infinity, moves can be {{DL|Pokémon Mystery Dungeon: Gates to Infinity|New mechanics|ranked up}} when they are used over time, which will also increase the move's accuracy. The increase is permanent and will carry over to other teammates with the same move. Items such as {{DL|Manual|Accuracy Manual}}s{{sup/md|GTI}} or {{DL|Health drink|Accuracy Drink}}s{{sup/md|SMD}} can also permanently increase accuracy. Certain [[emera]]s can also increase accuracy when added to [[looplet]]s.


==In other languages==
==In other languages==
{{langtable|color={{physical color}}|bordercolor={{physical color light}}
{{langtable|color={{physical color}}|bordercolor={{physical color light}}
|zh_yue=命中率 ''{{tt|Mihngjung-leuht|Hit rate}}''
|zh_yue=命中 ''{{tt|Mihngjung|Accuracy}}''
|zh_cmn=命中率 ''{{tt|Mìngzhòng-lǜ|Hit rate}}''
|zh_cmn=命中 ''{{tt|Mìngzhòng|Accuracy}}''
|fr=Précision
|fr=Précision
|de=Genauigkeit
|de=Genauigkeit
|it=Precisione
|it=Precisione
|ko=명중 ''Myeongjung''
|ko=명중 ''Myeongjung''
|no=Presisjon
|pt_br=Precisão
|es=Precisión
|sv=Träffsäkerhet
|vi = Độ chính xác
}}
''Hit Ratio''
{{langtable|color={{MD color}}|bordercolor={{MD color light}}
|fr=Taux de réussite
|de=Trefferquote
|it=Precisione
|es=Precisión
|es=Precisión
}}
}}
{{-}}
{{Project Games notice}}
{{Project Games notice}}


[[Category:Game mechanics]]
[[Category:Game mechanics]]


[[de:Attackengenauigkeit und Trefferchance]]
[[de:Genauigkeit]]
[[es:Precisión]]
[[fr:Précision]]
[[fr:Précision]]
[[it:Precisione]]
[[it:Precisione]]
[[pl:Accuracy]]
[[ja:命中]]
[[zh:命中率]]
[[zh:命中]]

Latest revision as of 23:05, 24 August 2024

018Pidgeot.png It has been suggested that this article be moved to Move accuracy.
Please discuss whether or not to move it on its talk page.

If you were looking for the in-battle stat, see Stat → Accuracy.

Accuracy (Japanese: 命中 accuracy) is a property of moves that, in conjunction with the user's in-battle accuracy stat and the target's evasion stat, determines how likely a move is to hit.

Move accuracy exists in all core series Pokémon games, but was not displayed in-game until Generation III.

A move's accuracy can be any number from 1-100, reflecting the probability of the move being successful as a percentage (if neither accuracy nor evasion are modified in-battle). Currently, however, only multiples of 5 between 30 and 100 (inclusive) are used.

Many moves have an accuracy of "—", indicating that they are exempt from regular accuracy calculations. These are usually either moves that only target the user, or are moves that ignore accuracy checks (i.e. moves that cannot miss).

In the core series games

Accuracy check

When a Pokémon uses a move that can target other Pokémon (whether an opponent or an ally), except when using a move that cannot miss, the game performs an accuracy check to determine if the move hits each of its targets.

The game will still perform an accuracy check even if the moves has 100% accuracy. This is necessary because these moves can miss if the user's accuracy is lowered or the target's evasion is increased. In practice, this is exemplified in the trade-off between Yawn and Spore: Yawn only causes the target Pokémon to sleep at the end of the next turn, whereas Spore makes it sleep immediately. However, Spore may miss on the aforementioned situations, but Yawn cannot miss (unless the target Pokémon is in a semi-invulnerable turn).

Generation I and II

Whether a move hits is determined by the modified move accuracy with a random number.

The modified move accuracy Accuracymodified is an integer that is at least 1 and at most 255. It is calculated as follows:

Where...

  • Accuracymove is the move's accuracy, a value from 0 to 255,
  • Accuracyuser is the accuracy stage multiplier of the user,
  • Evasiontarget is the evasion stage multiplier of the target, and
  • BrightPowder is 20 if the user is holding BrightPowder (only applicable in Generation II), or 0 otherwise.

The random number R is a pseudorandomly generated integer between 0 and 255 (inclusive). In international Pokémon Stadium only, if R is 255, the number is re-generated one-time only; if this re-roll also generates 255, it is not re-rolled again.

In the Generation I handheld games and Pokémon Stadium, if R is strictly less than Accuracymodified, the move hits, otherwise it misses. In the Generation I handheld games, this results in a bug where, unless the accuracy check is skipped entirely, every move has at least a 1 in 256 chance to miss—this is because if R is 255, it will always be greater than or equal to Accuracymodified regardless of the value of Accuracymodified. In international Pokémon Stadium, because R is re-rolled once if it would be equal to 255, every move instead has at least a 1 in 65,536 chance (256²) to miss.

In Generation II, if Accuracymodified is equal to 255, the game never generates a random number at all and the move is guaranteed to hit. Otherwise, if R is strictly less than Accuracymodified, the move hits, otherwise it misses.

Special misses

In all Generation I and II games, except the Western versions of Pokémon Red, Blue, and Yellow, HP-draining moves always miss when used on a Pokémon that is behind a substitute.

Additionally, some moves used by AI opponents have an upfront 25% chance to fail before doing any other calculations (except in the Battle Tower, or when Lock-On or Mind Reader are in effect). Specifically, this affects status moves that induce sleep, poison, or paralysis, as well as any attempts to lower any of the player's Pokémon's stats other than accuracy (even when through the additional effect of a damaging move, in which case the reduction merely applies to that additional effect's chance, not that of the move itself).

Moves generally miss a Pokémon that is in the semi-invulnerable turn of Fly or Dig. In the Japanese version of the Generation I handheld games, due to a bug, even moves that cannot miss will miss when used against a Pokémon that is in the semi-invulnerable turn of a move, unless that target is behind a substitute.

Generations III and IV

Whether a move hits depends on the formula:

Where:

  • Accuracymodified is the computed threshold value that will determine whether the move will hit.
  • Accuracymove is the move's accuracy, a value from 1 to 100.
  • AdjustedStages is the equivalent accuracy stage multiplier of the user after the target's evasion stage is subtracted from the user's accuracy stage, both possibly modified by Ability or move effects such as Simple or Foresight (to no less than -6 and no more than +6 after the subtraction).
  • Modifier encompasses all multipliers from other accuracy or evasion modifiers from Ability effects, fog, move effects, and item effects. From Generation V onward, modifiers stack multiplicatively, in the order below. It starts at 1 (if no modifiers apply), and each applicable modifier is applied, subject to standard rounding with rounding up at 0.5 if necessary. Furthermore, from Generation V onward, if multiple Abilities or items take effect, they are chained in the order of the out-of-battle Speed stats of the Pokémon with them. The order for each Generation is:

Generation III:

Generation IV:

The game then selects a random number R from 1 to 100 and compares it to Accuracymodified to determine whether the move hits. If R is less than or equal to Accuracymodified, the move hits.

Generation V onward

The formula for calculating accuracy is now:

Where:

  • Accuracymodified is the computed threshold value that will determine whether the move will hit.
  • Accuracymove is the move's accuracy, a value from 1 to 100.
  • Modifier encompasses all multipliers from other accuracy or evasion modifiers from Ability effects, fog, move effects, and item effects. From Generation V onward, modifiers stack multiplicatively, in the order below. It starts at 4096 (if no modifiers apply), and each applicable modifier is applied, subject to standard rounding with rounding up at 0.5 if necessary. When the final value is obtained, it is multiplied by the base accuracy, and divided by 4096 and rounded half down. Furthermore, from Generation V onward, if multiple Abilities or items take effect, they are chained in the order of the out-of-battle Speed stats of the Pokémon with them.
  • AdjustedStages is the equivalent accuracy stage multiplier of the user after the target's evasion stage is subtracted from the user's accuracy stage, both possibly modified by Ability or move effects such as Simple or Foresight (to no less than -6 and no more than +6 after the subtraction).
  • MicleBerry is 4915/4096 (~1.2) if a Micle Berry is in effect, and 1 otherwise. The result is subject to standard rounding, rounding down at 0.5.
  • Affection is applied from Generation VI onward, and is 10 if the target is the player's Pokémon, the battle is not a Link Battle or taking place in a battle facility, and the player's Pokémon has either four or more hearts of AffectionGen VI-USUM/200 or higher friendshipPE/255 friendshipSwSh onward, and 0 otherwise.

The order of modifiers is:

In the spin-off games

Pokémon Mystery Dungeon series

050Diglett.png This section is incomplete.
Please feel free to edit this section to add missing information and complete it.
Reason: How accuracy is represented in Gates to Infinity and information on Blazing, Stormy and Light
Accuracy indicated by a blue bar in Pokémon Super Mystery Dungeon

Prior to Pokémon Mystery Dungeon: Explorers of Sky, accuracy of the move was not displayed in-game (localized as Hit Ratio). In that game, as well as Pokémon Mystery Dungeon (WiiWare), it is displayed with a number of stars instead of a numerical value. More stars indicated a higher accuracy. For example, Scratch had a Hit Ratio of ★★★★★★★. Hit Ratio did not always correlate with accuracy from the main series. For instance, some moves such as Scratch and Crunch which share the same accuracy in the main series had different Hit Ratios (or vice versa). Internally, damaging moves have to pass against two values, resulting in accuracy values that might not be an integer.

Stars Accuracy
1 29.99% or lower
2 30-49.99%
3 50-69.99%
4 70-79.99%
5 80-84.99%
6 85-89.99%
7 90-94.99%
8 95% or higher


The term "accuracy" started to be used from Pokémon Mystery Dungeon: Gates to Infinity.

In Pokémon Super Mystery Dungeon, accuracy is displayed as a blue bar in the move summary. Unlike previous games, the Speed stat is used as an accuracy modifier; the higher speed a Pokémon has relative to the target's, the more likely its moves will be to hit.

In the Mystery Dungeon series, there are several ways of increasing the accuracy of moves. Much like in the core series games, Abilities such as Compound Eyes boost the accuracy of moves. Additionally, beginning from Gates to Infinity, moves can be ranked up when they are used over time, which will also increase the move's accuracy. The increase is permanent and will carry over to other teammates with the same move. Items such as Accuracy ManualsGtI or Accuracy DrinksSMD can also permanently increase accuracy. Certain emeras can also increase accuracy when added to looplets.

In other languages

Language Title
Chinese Cantonese 命中 Mihngjung
Mandarin 命中 Mìngzhòng
France Flag.png French Précision
Germany Flag.png German Genauigkeit
Italy Flag.png Italian Precisione
South Korea Flag.png Korean 명중 Myeongjung
Norway Flag.png Norwegian Presisjon
Brazil Flag.png Brazilian Portuguese Precisão
Spain Flag.png Spanish Precisión
Sweden Flag.png Swedish Träffsäkerhet
Vietnam Flag.png Vietnamese Độ chính xác

Hit Ratio

Language Title
France Flag.png French Taux de réussite
Germany Flag.png German Trefferquote
Italy Flag.png Italian Precisione
Spain Flag.png Spanish Precisión
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