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Accuracy

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Revision as of 07:54, 4 October 2025 by Admin (talk | contribs) (Not done yet.)
If you were looking for the in-battle stat, see Stat → Accuracy.

Accuracy (French: Précision Precision) 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.

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 10 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).

Accuracy check

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Please feel free to edit this section to add the correct information or validate the current information.
Reason: Does the accuracy check happen once for each target or once for all targets? (Can the same move connect on 1 target and miss the other?)
This section is incomplete.
Please feel free to edit this section to add missing information and complete it.
Reason: Add an example of a tradeoff between powerful effect but lower accuracy

When a Pokehero uses a move that can target other Pokeheroes (whether an opponent or 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.

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's Accuracy is lowered or the target's Evasion is increased.

Formula

The formula for calculating accuracy is now:

<math>Accuracy_{modified} = Accuracy_{move} \times Modifier \times AdjustedStages \times MicleBerry - Affection</math>

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. From Generation 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-battle Speed stats of the Pokehero with them.
  • AdjustedStages 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 Template:A or pokehero-moves-foresight (missing key in category moves) (to no less than -6 and no more than +6 after the subtraction).
  • MicleBerry is 4915/4096 (~1.2) if a Micle Berry is in effect, and 1 otherwise. The result is subject to standard rounding, rounding down at 0.5.
  • Affection is applied from Generation VI onward, and is 10 if the target is the player's Pokehero, the battle is not a Link Battle or taking place in a battle facility, and the player's Pokehero has either four or more hearts of AffectionGen VI-Template:Sup/7/200 or higher friendshipTemplate:Sup/7/255 friendshipTemplate:Sup/8 onward, and 0 otherwise.

The order of modifiers is: