Accuracy: Difference between revisions

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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]]