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- If you were looking for the in-battle stat, see Stat → Accuracy.
Accuracy (Japanese: めいちゅう 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. 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).
In the core series games
When a Pokémon uses a move that can target opponents (even if it targets 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.
Moves with 100% still perform an accuracy check. This is necessary because these moves can miss if the user's accuracy is lowered or the target's evasion is increased.
Generation I and II
Whether a move hits is determined by the modified move accuracy with a random number.
The modified move accuracy A is an integer that is at least 1 and at most 255. It is calculated as follows:
A = Accuracymove * Accuracyuser * Evasiontarget - BrightPowder
- 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 Pokémon Stadium only, it is a between 0 and 254 (inclusive).
In the Generation I handheld games and Pokémon Stadium, if R is strictly less than A, the move hits, otherwise it misses. In the Generation I handheld games only, 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 A regardless of the value of A. In Pokémon Stadium, because R is never equal to 255, this bug does not occur.
In Generation II, if A is equal to 255, the game never generates a random number at all and the move is guarenteed to hit. Otherwise, if R is strictly less than A, the move hits, otherwise it 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.
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.
Generation III onwards
Whether a move hits depends on the formula:
A = Accuracymove * Adjusted_stages * Other_mods
- A 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
- Adjusted_stages 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), and
- Other_mods encompasses all multipliers from other accuracy or evasion modifiers from Ability effects, fog, move effects, and item effects, serially applied.
The game then selects a random number R from 1 to 100 and compares it to A to determine whether the move hits. If R is less than or equal to A, the move hits.
In the Pokémon Mystery Dungeon series
|| 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 Pokémon Mystery Dungeon: Explorers of Time, Darkness, and Sky, as well as Pokémon Mystery Dungeon (WiiWare), 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 ★★★★★★★. 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.
|| 29.99% or lower
|| 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, 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