Accuracy

A Pokémon’s or Trainer’s Accuracy is normally 0. However, like Stats, Accuracy can be affected by Combat Stages. Instead of a multiplier, Accuracy’s Combat Stages apply directly; Accuracy at -2 simply modifies all Accuracy Rolls by -2. Like Combat Stages, Accuracy also has limits at -6 and +6. Changes to Accuracy do not count as Combat Stage but any time Combat Stages would be cleared, Accuracy Stages are cleared as well.   Whenever you attempt to make an attack, you must make an Accuracy Roll, and to hit, this roll must meet or exceed the Accuracy Check.   An Accuracy Roll is always simply 1d20, but is modified by the user’s Accuracy and by certain Moves and other effects. Note that modifiers to Accuracy Rolls do not influence effects from Moves that occur upon specific dice results, or that increase Critical Hit range. For example, if you use Flamethrower with an Accuracy Bonus of +4 and roll a 16 on d20 before adding 4, this would neither be a Critical Hit, nor inflict a Burn.   Note that a roll of 1 is always a miss, even if Accuracy modifiers would cause the total roll to hit. Similarly, a roll of 20 is always a hit.   An Accuracy Check is the number an Accuracy Roll needs to meet or exceed to hit. It’s determined first by taking the Move’s base AC and adding the target’s Evasion, if the target is conscious.   For example, if using Earthquake, which has an Accuracy Check of 2, against an opponent with a Physical Evasion of +4, you would need to roll a 6 or higher on your Accuracy Roll to hit the target.   A target can willingly choose to be hit by a Move that would hit when their Evasion is not applied – the user of the Move must still meet the Move’s base AC.   Accuracy changes cap at -6/+6 from all sources.   Note that Flanking provides a -2 to Evasion and not a +2 to Accuracy.