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{{samename|in-battle stat|Stats#Accuracy|Stats → Accuracy}}
{{move|Move accuracy}}
'''Accuracy''' is an aspect of moves that determine how often they can hit their target.
{{samename|in-battle stat|Statistic#Accuracy|Statistic → 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]].  


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 50-100 are used, and they are only used in multiples of 5.
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 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}}).
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}}).


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}}.
==1/256 miss glitch==
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.


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}}
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.


==Formula for accuracy and evasion==
==In the Pokémon Mystery Dungeon series==
The probability that a move will hit is calculated as follows:
{{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:Accuracy_calc.png]]
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).
 
Where:
*''A<sub>base</sub>'' 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.
The term "accuracy" started to be used from {{g|Mystery Dungeon: Gates to Infinity}}.  


==1/256 miss glitch==
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 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.


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 the check for the random byte being equal to 255 and instead allowed moves determined to have 100% accuracy (after applying all modifiers) to skip the random byte generation. 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 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 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).


==In other languages==
{{langtable|color={{physical color}}|bordercolor={{physical color light}}
|zh_yue=命中率 ''{{tt|Mihngjung-leuht|Hit rate}}''
|zh_cmn=命中率 ''{{tt|Mìngzhòng-lǜ|Hit rate}}''
|fr=Précision
|de=Genauigkeit
|it=Precisione
|ko=명중 ''Myeongjung''
|es=Precisión
}}
{{-}}
{{Project Games notice}}
{{Project Games notice}}


[[Category:Moves|*]]
[[Category:Game mechanics]]
[[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]]
[[zh:命中率]]

Revision as of 11:25, 3 September 2016

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 Statistic → Accuracy.

Accuracy (Japanese: めいちゅう accuracy) is an aspect of moves that, in conjunction with the user's in-battle accuracy stat and the target's 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.

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. Oftentimes, these moves affect no one but the user (and/or the partner in a Double Battle), or are simply intended to be moves that cannot miss (unless the target has used a move that grants it semi-invulnerability for a turn such as Fly).

1/256 miss glitch

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 poison or paralysis,[citation needed] as well as critical hits. (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.) Swift was unaffected, as its effect automatically skips all accuracy checks (including 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 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 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.

In the 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

In the Pokémon Mystery Dungeon series until Pokémon 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, Scratch had 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 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).

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, 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 teammate's 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 命中率 Mihngjung-leuht
Mandarin 命中率 Mìngzhòng-lǜ
France Flag.png French Précision
Germany Flag.png German Genauigkeit
Italy Flag.png Italian Precisione
South Korea Flag.png Korean 명중 Myeongjung
Spain Flag.png Spanish Precisión


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