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(Writing a proper section on accuracy checks) |
Nescientist (talk | contribs) (Twister etc. also hit, removing the table reference for now) |
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{{move|Move accuracy}} | {{move|Move accuracy}} | ||
{{samename|in-battle stat|Statistic#Accuracy|Statistic → Accuracy}} | {{samename|in-battle stat|Statistic#Accuracy|Statistic → Accuracy}} | ||
'''Accuracy''' (Japanese: '''めいちゅう''' ''accuracy'') is property of [[move]]s that, in conjunction with the user's in-battle {{stat|accuracy}} stat and the target's {{stat|evasion}} stat, determines how likely a move is to hit. | '''Accuracy''' (Japanese: '''めいちゅう''' ''accuracy'') is a property of [[move]]s that, in conjunction with the user's in-battle {{stat|accuracy}} stat and the target's {{stat|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]]. | Move accuracy exists in all [[core series]] Pokémon games, but was not displayed in-game until [[Generation III]]. | ||
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In all Generation I and II games, except the Western versions of {{game2|Red|Blue|Yellow}}, {{cat|HP-draining moves}} always miss when used on a Pokémon that is behind a {{m|substitute}}. | In all Generation I and II games, except the Western versions of {{game2|Red|Blue|Yellow}}, {{cat|HP-draining moves}} always miss when used on a Pokémon that is behind a {{m|substitute}}. | ||
Moves | Moves generally miss a Pokémon that is in the semi-invulnerable turn of {{m|Fly}} or {{m|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. | ||
====Generations III onward==== | ====Generations III onward==== | ||
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* ''Accuracy<sub>move</sub>'' is the move's accuracy, a value from 1 to 100 (internally, 0 is also a valid value, but this is displayed as "—" and means that the move ignores accuracy checks), | * ''Accuracy<sub>move</sub>'' is the move's accuracy, a value from 1 to 100 (internally, 0 is also a valid value, but this is displayed as "—" and means that the move ignores accuracy checks), | ||
* ''Adjusted_stages'' is the equivalent accuracy [[#Stage multipliers|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 {{a|Simple}} or {{m|Foresight}} (to no less than -6 and no more than 6 after the subtraction), and | * ''Adjusted_stages'' is the equivalent accuracy [[#Stage multipliers|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 {{a|Simple}} or {{m|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 | * ''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. | 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. |