Accuracy

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If you were looking for the in-battle stat, seeStat → Accuracy.

Accuracy (Japanese:命中accuracy) is a property ofmoves that, in conjunction with the user's in-battleaccuracy stat and the target'sevasion stat, determines how likely a move is to hit.

Move accuracy exists in allcore series Pokémon games, but was not displayed in-game untilGeneration III.

A move's accuracy can be any number from 1-100, reflecting the probability of the move being successful as a percentage (if neitheraccuracy norevasion 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. These are usually either moves that only target the user, or are moves that ignore accuracy checks (i.e.moves that cannot miss).

In the core series games

Accuracy check

When a Pokémon uses a move that can target other Pokémon (whether an opponent or an ally), except when using amove that cannot miss, the game performs an accuracy check to determine if the move hits each of its targets.

The game will still perform an accuracy check even if the moves has 100% accuracy. This is necessary because these moves can miss if the user'saccuracy is lowered or the target'sevasion is increased. In practice, this is exemplified in the trade-off betweenYawn andSpore: Yawn only causes the target Pokémon to sleep at the end of the next turn, whereas Spore makes it sleep immediately. However, Spore may miss on the aforementioned situations, but Yawn cannot miss (unless the target Pokémon is in asemi-invulnerable turn).

Generation I and II

Whether a move hits is determined by the modified move accuracy with a random number.

The modified move accuracyAccuracymodified is an integer that is at least 1 and at most 255. It is calculated as follows:

Accuracymodified=Accuracymove×Accuracyuser×EvasiontargetBrightPowder

Where...

  • Accuracymove is the move's accuracy, a value from 0 to 255,
  • Accuracyuser is the accuracystage multiplier of the user,
  • Evasiontarget is the evasion stage multiplier of the target, and
  • BrightPowder is 20 if the user isholdingBrightPowder (only applicable in Generation II), or 0 otherwise.

The random numberR is apseudorandomly generated integer between 0 and 255 (inclusive). In internationalPokémon Stadium only, ifR is 255, the number is re-generated one-time only; if this re-roll also generates 255, it is not re-rolled again.

In the Generation I handheld games and Pokémon Stadium, ifR is strictly less thanAccuracymodified, the move hits, otherwise it misses. In the Generation I handheld games, 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 ifR is 255, it will always be greater than or equal toAccuracymodified regardless of the value ofAccuracymodified. In international Pokémon Stadium, becauseR is re-rolled once if it would be equal to 255, every move instead has at least a 1 in 65,536 chance (256²) to miss.

In Generation II, ifAccuracymodified is equal to 255, the game never generates a random number at all and the move is guaranteed to hit. Otherwise, ifR is strictly less thanAccuracymodified, the move hits, otherwise it misses.

Nominal accuracy (%)Actual accuracy (X/256)
100255 (99.6%)
95242 (94.5%)
90229 (89.5%)
85216 (84.4%)
80204 (79.7%)
75191 (74.6%)
70178 (69.5%)
65165 (64.5%)
60153 (59.8%)
55140 (54.7%)
50127 (49.6%)
3076 (29.7%)
Special misses

In all Generation I and II games, except the Western versions ofPokémon Red, Blue, andYellow,HP-draining moves always miss when used on a Pokémon that is behind asubstitute.

Additionally, some moves used by AI opponents have an upfront 25% chance to fail before doing any other calculations (except in theBattle Tower, or whenLock-On orMind Reader are in effect). Specifically, this affects status moves that inducesleep,poison, orparalysis, as well as any attempts to lower any of the player's Pokémon'sstats other thanaccuracy (even when through theadditional effect of a damaging move, in which case the reduction merely applies to that additional effect's chance, not that of the move itself).

Moves generally miss a Pokémon that is in thesemi-invulnerable turn ofFly orDig. 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 and IV

Whether a move hits depends on the formula:

Accuracymodified=Accuracymove×AdjustedStages×Modifier

Where:

  • Accuracymodified 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.
  • AdjustedStages is the equivalent accuracystage 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 asSimple orForesight (to no less than -6 and no more than +6 after the subtraction).
  • Modifier encompasses all multipliers from other accuracy or evasion modifiers from Ability effects,fog, move effects, and item effects. FromGeneration V onward, modifiers stack multiplicatively, in the order below. It starts at 1 (if no modifiers apply), and each applicable modifier is applied, subject to standard rounding with rounding up at 0.5 if necessary. Furthermore, from Generation V onward, if multiple Abilities or items take effect, they are chained in the order of the out-of-battleSpeed stats of the Pokémon with them. The order for each Generation is:

Generation III:

EffectValueDetail
Compound Eyes1.3If the attacker's Ability is Compound Eyes
Sand Veil0.8If the target's Ability is Sand Veil and the weather issandstorm
Hustle0.8If the attacker's Ability is Hustle and it uses aphysical move
Bright Powder0.9If the target is holding a Bright Powder
Lax Incense0.95If the target is holding a Lax Incense

Generation IV:

EffectValueDetail
Compound Eyes1.3If the attacker's Ability is Compound Eyes
Sand Veil0.8If the target's Ability is Sand Veil and the weather issandstorm
Snow Cloak0.8If the target's Ability is Snow Cloak and the weather ishail
Fog0.6If the weather is fog
Hustle0.8If the attacker's Ability is Hustle and it uses aphysical move
Tangled Feet0.5If the target's Ability is Tangled Feet and it isconfused
Bright Powder0.9If the target is holding a Bright Powder
Lax Incense0.9If the target is holding a Lax Incense
Wide Lens1.1If the attacker is holding a Wide Lens
Zoom Lens1.2If the attacker is holding a Zoom Lens and the target has acted this turn
Micle Berry1.2If a Micle Berry is in effect
Gravity5/3If Gravity is in effect

The game then selects a random numberR from 1 to 100 and compares it toAccuracymodified to determine whether the move hits. IfR is less than or equal toAccuracymodified, the move hits.

Generation V onward

The formula for calculating accuracy is now:

Accuracymodified=Accuracymove×Modifier×AdjustedStages×MicleBerryAffection

Where:

  • Accuracymodified 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.
  • Modifier encompasses all multipliers from other accuracy or evasion modifiers from Ability effects,fog, move effects, and item effects. FromGeneration V onward, modifiers stack multiplicatively, in the order below. It starts at 4096 (if no modifiers apply), and each applicable modifier is applied, subject to standard rounding with rounding up at 0.5 if necessary. When the final value is obtained, it is multiplied by the base accuracy, and divided by 4096 and rounded half down. Furthermore, from Generation V onward, if multiple Abilities or items take effect, they are chained in the order of the out-of-battleSpeed stats of the Pokémon with them.
  • AdjustedStages is the equivalent accuracystage 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 asSimple orForesight (to no less than -6 and no more than +6 after the subtraction).
  • MicleBerry is 4915/4096 (~1.2) if aMicle Berry is in effect, and 1 otherwise. The result is subject to standard rounding, rounding down at 0.5.
  • Affection is applied fromGeneration VI onward, and is 10 if the target is the player's Pokémon, the battle is not a Link Battle or taking place in abattle facility, and the player's Pokémon has either four or more hearts ofAffectionGen VI-USUM/200 or higherfriendshipPE/255 friendshipSwShonward, and 0 otherwise.

The order of modifiers is:

EffectValueDetail
Gravity6840/4096 (~1.67)If Gravity is in effect
Tangled Feet0.5If the target's Ability is Tangled Feet and it isconfused
Hustle3277/4096 (~0.8)If the attacker's Ability is Hustle and it uses aphysical move
Sand Veil3277/4096 (~0.8)If the target's Ability is Sand Veil and the weather issandstorm
Snow Cloak3277/4096 (~0.8)If the target's Ability is Snow Cloak and the weather ishail orsnow
Victory Star4506/4096 (~1.1)If the attacker or its ally's Ability is Victory Star; if multiple apply, the multiplier is applied for each
Compound Eyes5325/4096 (~1.3)If the attacker's Ability is Compound Eyes
Bright Powder3686/4096 (~0.9)If the target is holding a Bright Powder
Lax Incense3686/4096 (~0.9)If the target is holding a Lax Incense
Wide Lens4505/4096 (~1.1)If the attacker is holding a Wide Lens
Zoom Lens4915/4096 (~1.2)If the attacker is holding a Zoom Lens and the target has acted this turn

In the spin-off games

Pokémon Mystery Dungeon series

Accuracy indicated by a blue bar in Pokémon Super Mystery Dungeon

Prior toPokémon Mystery Dungeon: Explorers of Sky, accuracy of the move was not displayed in-game (localized asHit Ratio). In that game, as well asPokémon Mystery Dungeon (WiiWare), it is 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 asScratch andCrunch 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.

StarsAccuracy
129.99% or lower
230-49.99%
350-69.99%
470-79.99%
580-84.99%
685-89.99%
790-94.99%
895% or higher


The term "accuracy" started to be used fromPokémon Mystery Dungeon: Gates to Infinity, and is represented by a blue gauge in game. The accuracy of a move can be increased by increasing the move's rank through repeated use or items. Many moves can reach a maximum accuracy of 98, though some increase to 99 or 100, or are otherwise sure shot moves and cannot be strengthened.

InPokémon Super Mystery Dungeon, theSpeed stat is used as an accuracy modifier; the higher speed a Pokémon has relative to the target's, 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 asCompound Eyes boost the accuracy of moves. Additionally, beginning from Gates to Infinity, moves can beranked 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 teammates with the same move. Items such asAccuracy ManualsGtI orAccuracy DrinksSMD can also permanently increase accuracy. Certainemeras can also increase accuracy when added tolooplets.

In other languages

LanguageTitle
ChineseCantonese命中Mihngjung
Mandarin命中Mìngzhòng
FrenchPrécision
GermanGenauigkeit
ItalianPrecisione
Korean명중Myeongjung
NorwegianPresisjon
Brazilian PortuguesePrecisão
SpanishPrecisión
SwedishTräffsäkerhet
VietnameseĐộ chính xác

Hit Ratio

LanguageTitle
FrenchTaux de réussite
GermanTrefferquote
ItalianPrecisione
SpanishPrecisión
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