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{{samename|in-battle stat|Stats#Accuracy}}
{{samename|in-battle stat|Stats#Accuracy|Stats → Accuracy}}
'''Accuracy''' is an aspect of moves that determine how often they can hit their target. A move's base accuracy currently can be any number from {{tt|30%|Only one-hit knockout moves can have 30% accuracy without accuracy or evasion stat changes, but they display it as —}} to 100%, usually in multiples of 5.
'''Accuracy''' (Japanese: '''めいちゅう''' ''accuracy'') is an aspect of moves that determine how often they can hit their target.


Many moves have an accuracy of "—%", indicating that they are exempt from accuracy calculations. This is usually because they affect no one but the user (and/or the partner in a [[Double Battle]]), or because they will never miss the target (excluding [[type]] immunities) unless the target uses a move that grants invulnerability for the turn (such as {{m|Protect}}, or the first stage of {{m|Fly}} or {{m|Dig}}). However, the situation for [[one-hit knockout move]]s is very different; the accuracy varies based on the difference between the user's HP and the target's HP.
A move's base accuracy currently can be any number from 1-100, reflecting the probability of the move hitting as a percentage; moves' accuracy was not visible to the player until the Generation III games. While values from 1-100 for accuracy are possible, only values from 30-100 are used, and they are only used in multiples of 5.


Accuracy can be increased by [[Ability|Abilities]] or [[held item]]s, such as {{a|Compoundeyes}} raising the user's accuracy by 30%, {{a|Victory Star}} raising a Pokémon's accuracy by 10%, and the {{DL|In-battle effect item|Wide Lens}} boosting accuracy by 10%.
Many moves have an accuracy of "—%", indicating that they are exempt from accuracy calculations. This is usually because they affect no one but the user (and/or the partner in a [[Double Battle]]), or because they will never miss the target unless the target uses a move that grants semi-invulnerability for a turn (such as {{m|Fly}} or {{m|Dig}}).


===Formula for accuracy and evasion===
Accuracy can be increased by [[Ability|Abilities]], [[held item]]s, and increasing the accuracy stat; {{a|Compound Eyes}} raises the Pokémon's accuracy by 30%, {{a|Victory Star}} raises a Pokémon's accuracy by 10%, the {{DL|In-battle effect item|Wide Lens}} raises the holder's accuracy by 10%, and the {{DL|In-battle effect item|Zoom Lens}} raises the holder's accuracy by 20% if the holder moves after its target. The accuracy stat can be increased by {{m|Acupressure}}, {{m|Hone Claws}}, {{m|Coil}}, {{a|Moody}}, and {{DL|Battle item|X Accuracy}}{{tt|*|Generation III onwards; in the first two generations X Accuracy simply makes Pokémon's moves ignore the accuracy check}}.
 
Accuracy can be decreased by [[Ability|Abilities]], [[held item]]s, and [[Move|moves]]. {{a|Hustle}} decreases the accuracy of the Pokémon's [[physical move]]s by 20%. The accuracy stat can be decreased by {{m|Flash}}, {{m|Kinesis}}, {{m|Mirror Shot}}, {{m|Mud Bomb}}, {{m|Mud-Slap}}, {{m|Muddy Water}}, {{m|Octazooka}}, {{m|Sand Attack}}, {{m|Smokescreen}}, and {{m|Secret Power}} when used in the sand, on plain terrain{{sup/4|DPPt}}{{sup/4|HGSS}}, in [[puddle]]s{{sup/4|DPPt}}{{sup/4|HGSS}}, and on rocks{{sup/6|XY}}{{sup/6|ORAS}}.
 
==Formula for accuracy and evasion==
The probability that a move will hit is calculated as follows:
The probability that a move will hit is calculated as follows:


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If P is greater than 1, the move will surely hit. In a Double or Triple Battle, it is possible for a move that targets multiple Pokémon to hit some and miss others—the probabilities are calculated individually for each Pokémon.
If P is greater than 1, the move will surely hit. In a Double or Triple Battle, it is possible for a move that targets multiple Pokémon to hit some and miss others—the probabilities are calculated individually for each Pokémon.


==Trivia==
==1/256 miss glitch==
* In the [[Generation I]] games, even moves with a 100% accuracy would miss once in a great while for seemingly no reason whatsoever. This was due to accuracy being internally calculated as a fraction of 256, when the highest internal accuracy a move could possess was 255 (FF in hexadecimal, and the highest value expressible in a single byte), yielding an accuracy of 99.6%. This also applied to secondary effects such as poison or paralysis, but it was resolved in [[Generation II]].
In the [[Generation I]] handheld games, even moves with 100% accuracy would miss once in a great while for seemingly no reason whatsoever. 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 generating a random byte and ensuring that it was less than the accuracy value. There was therefore a 1/256 chance of the random byte being equal to 255, which could never be less than even the highest possible accuracy value, causing moves labeled as being 100% accurate to miss 1/256 of the time and yielding an effective accuracy of about 99.6%. (It was not possible to replace the "less than" check with a "less than or equal to" check, as this would enable moves with 0 accuracy to hit 1/256 of the time when the random byte was equal to 0.) This bug also applied to secondary effects such as poison or paralysis{{fact}}, as well as [[critical hit]]s. {{m|Swift}} was unaffected, as its effect automatically skips all accuracy checks (including, incidentally, the invulnerability effects of {{m|Fly}} and {{m|Dig}}) and thus truly has 100% accuracy.
* It was not possible to view a move's accuracy in-game until [[Generation III]].
 
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. 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. <!-- TODO: What about Stadium 2? --> All 1/256-related bugs were finally resolved in [[Generation III]], whose hardware gained the ability to more freely generate ranges of random numbers; 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.
 
==In the Pokémon Mystery Dungeon series==
In the Pokémon Mystery Dungeon series, accuracy is instead called "Hit Ratio" and is displayed with a number of stars instead of a numerical value. More stars indicates a higher accuracy. For example, {{m|Scratch}} has 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 does not correlate with accuracy from the main series. Some moves, such as {{m|Scratch}} and {{m|Crunch}}, share the same accuracy in the main series but have different Hit Ratios (or vice versa).
 
{{Project Games notice}}


[[Category:Moves|*]]
[[Category:Moves|*]]
[[Category:Game mechanics]]
[[it:Precisione]]


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

Revision as of 08:49, 7 April 2015

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

Accuracy (Japanese: めいちゅう accuracy) is an aspect of moves that determine how often they can hit their target.

A move's base accuracy currently can be any number from 1-100, reflecting the probability of the move hitting as a percentage; moves' accuracy was not visible to the player until the Generation III games. While values from 1-100 for accuracy are possible, only values from 30-100 are used, and they are only used in multiples of 5.

Many moves have an accuracy of "—%", indicating that they are exempt from accuracy calculations. This is usually because they affect no one but the user (and/or the partner in a Double Battle), or because they will never miss the target unless the target uses a move that grants semi-invulnerability for a turn (such as Fly or Dig).

Accuracy can be increased by Abilities, held items, and increasing the accuracy stat; Compound Eyes raises the Pokémon's accuracy by 30%, Victory Star raises a Pokémon's accuracy by 10%, the Wide Lens raises the holder's accuracy by 10%, and the Zoom Lens raises the holder's accuracy by 20% if the holder moves after its target. The accuracy stat can be increased by Acupressure, Hone Claws, Coil, Moody, and X Accuracy*.

Accuracy can be decreased by Abilities, held items, and moves. Hustle decreases the accuracy of the Pokémon's physical moves by 20%. The accuracy stat can be decreased by Flash, Kinesis, Mirror Shot, Mud Bomb, Mud-Slap, Muddy Water, Octazooka, Sand Attack, Smokescreen, and Secret Power when used in the sand, on plain terrainDPPtHGSS, in puddlesDPPtHGSS, and on rocksXYORAS.

Formula for accuracy and evasion

The probability that a move will hit is calculated as follows:

File:Accuracy calc.png

Where:

  • Abase is the base accuracy of the move (in percent - e.g. a base accuracy of 95 is counted as 0.95),
  • Accuracy is the current accuracy stat of the user (in percent - e.g. raising accuracy by three stages raises this number to 2), and
  • Evasion is the current evasion stat of the target (in percent - e.g. lowering evasion by two stages lowers this number to 0.6).

If P is greater than 1, the move will surely hit. In a Double or Triple Battle, it is possible for a move that targets multiple Pokémon to hit some and miss others—the probabilities are calculated individually for each Pokémon.

1/256 miss glitch

In the Generation I handheld games, even moves with 100% accuracy would miss once in a great while for seemingly no reason whatsoever. 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 generating a random byte and ensuring that it was less than the accuracy value. There was therefore a 1/256 chance of the random byte being equal to 255, which could never be less than even the highest possible accuracy value, causing moves labeled as being 100% accurate to miss 1/256 of the time and yielding an effective accuracy of about 99.6%. (It was not possible to replace the "less than" check with a "less than or equal to" check, as this would enable moves with 0 accuracy to hit 1/256 of the time when the random byte was equal to 0.) This bug also applied to secondary effects such as poison or paralysis[citation needed], as well as critical hits. Swift was unaffected, as its effect automatically skips all accuracy checks (including, incidentally, the invulnerability effects of Fly and Dig) and thus truly has 100% accuracy.

The bug was partially fixed in Pokémon 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. 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 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, whose hardware gained the ability to more freely generate ranges of random numbers; 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.

In the Pokémon Mystery Dungeon series

In the Pokémon Mystery Dungeon series, accuracy is instead called "Hit Ratio" and is displayed with a number of stars instead of a numerical value. More stars indicates a higher accuracy. For example, Scratch has a Hit Ratio of PMD Star IV.pngPMD Star IV.pngPMD Star IV.pngPMD Star IV.pngPMD Star IV.pngPMD Star IV.pngPMD Star IV.png.

Hit Ratio does not correlate with accuracy from the main series. Some moves, such as Scratch and Crunch, share the same accuracy in the main series but have different Hit Ratios (or vice versa).

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