Accuracy

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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 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:

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.

Application of stat modifiers

Stage multipliers
Stage (accuracy) -6 -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5 +6
Stage (evasion) +6 +5 +4 +3 +2 +1 0 -1 -2 -3 -4 -5 -6
Gen I 25/100 28/100 33/100 40/100 50/100 66/100 100/100 150/100 200/100 250/100 300/100 350/100 400/100
Gen II 33/100 36/100 43/100 50/100 60/100 75/100 100/100 133/100 166/100 200/100 233/100 266/100 300/100
Gen III-IV 33/100 36/100 43/100 50/100 60/100 75/100 100/100 133/100 166/100 200/100 250/100 266/100 300/100
Gen V+ 3/9 3/8 3/7 3/6 3/5 3/4 3/3 4/3 5/3 6/3 7/3 8/3 9/3

In Generations I and II, accuracy and evasion stages are resolved separately and both multipliers applied to the move's accuracy to determine the final chance of a move hitting or missing. For example, a Pokémon with -1 accuracy using a move that has 100% accuracy on a target with +1 evasion would have a 66/100 * 66/100 ~= 43.56% chance of hitting in Generation I, or a 75/100 * 75/100 ~= 56.25% chance of hitting in Generation II. In Generation III, this was changed so that the stages of the two stats are now combined before determining the multiplier, with the evasion stage subtracted from the accuracy stage. Therefore, in the above situation, the attacking Pokémon would have a 60/100 = 60% chance of hitting.[1]

Additionally, the combined stages are capped at -6 and +6 from Generation III onward, meaning that a Pokémon with minimum accuracy attacking a target with maximum evasion will have no lower than a 33/100 or 33% chance to hit. (For comparison, in Generation II, the attacker would only have a 33/100 * 33/100 ~= 10.89% chance of hitting.)

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 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 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%. 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. 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

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.

References

  1. Dragonfly Cave on stat stages mechanics


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