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- YuYu Hakusho: Kaname Hagiri, codenamed "Sniper", whose territory allows him to throw any object to hit its mark with lethalnote force. Anything he throws becomes a homing missile until it either hits its target or is blocked or otherwise stopped. This effect even extends to trucks.
- Vander Decken in One Piece has the Devil Fruit ability to "mark" a person he's touched so that any object he throws, it will always propel itself to hit the mark, and a thrown object will follow its mark indefinitely until it hits something — either its target or something big enough to block it — however, he can only have two people marked at the same time (one for each hand).
- Fiamma of the Right from A Certain Magical Index has "The strike that reaches everything when swung". It reaches the target without any speed, meaning it cannot be dodged. It was even able to hit an Academy City Kill Sat, even though Fiamma had no idea where it was!
- In Kenichi: The Mightiest Disciple, Ryuuto Asamiya has an open palm strike he refers to as "Gungnir", as it always hits its target and cannot be blocked or dodged. The reason for this is that he has the eerie ability to almost perfectly predict the movements of his opponent, thereby ensuring this strike will always hit. It's why he got the nickname "Odin".
- The Sharingan from Naruto grants a special eye-based attack called Amaterasu, which engulfs whatever the user looks at in black flames. Even worse, the flames last 7 days and nights, and can only be stopped with a sealing technique. It's not perfect, as the flames seem to burn fairly slowly and most of the people hit with it in the series are able to counter it before being injured too badly. You can also still dodge it if you're so fast your opponent can't even keep their eyes on you.
- In Sunday Without God, this is Alice's special ability, "Buzzer Beater," which allows him to hit any target with perfect accuracy, no matter how improbable.
- Tou Sengyoku from Houshin Engi has a stone-shaped Paope called Gokoseki which will always hit its target, causing the victim to make a ridicolously dramatic face. Only Yozen was once able to redirect it using an attack-repelling Paope, Kongensan.
- In Kuroko no Basuke, Midorima's shots, if left unimpeded, will always reach the hoop with nothing but net. Even from the other side of the court. And due to the high arc of the shot and Midorima's own tall height, it's rather difficult to interfere with the shot even if you see it coming.
- Ripple from Magical Girl Raising Project has the ability to always hit her target with anything she throws. And unless the projectile is completely destroyed, the pieces will continue chasing the target.
- In Lunch Money, you can "grab" someone, which by itself does nothing. If they play an "avoid" card, they get out of it, but if they don't have it (or for whatever other reason decide not to play that), your next attack is unblockable.
- One of the stated properties of Darkseid's Omega Beams is that they track their targets unerringly across space and time, and always eventually hit what Darkseid intends to hit. Except when they don't.
- The Saint of Killers in Preacher wields supernatural six-guns that never miss, never run out of ammo, and always inflict a lethal wound. They were forged by Satan himself from the sword of the former Angel of Death, explaining their unusual properties.
- Minor villain Kid Twist from Runaways can hit any target he's seen and his bullets follow their victims like heat-seeking missiles.
- Parodied in Grindhouse Planet Terror; the hero guy never misses. As he lies dying, his girl is sobbing over him begging him not to leave her alone. He pats her belly and says she won't be; he never misses.
- The unnamed protagonist in Hero had an attack that could not miss its mark if he was within ten paces.
- Zorg demonstrated a variant in The Fifth Element with his special ZF-1 gun: After shooting a target once, a "replay" feature can cause every subsequent bullet to strike the same target, regardless of the direction in which it was fired.
- As long as you're within 10-15 of from the target, blunderbusses in Looper are this. Outside that range, they can't hit the broad side of a barn.
- How to Train Your Dragon: One of the main reasons why the Night Fury is The Dreaded among hardened, dragon-slaying Vikings is the fact that it's said to never miss with its Breath Weapon.
- Downplayed in The Lion, the Witch, and the Wardrobe, where Father Christmas remarks of the bow he gives to Susan that it "will not easily miss"; indeed, she does win an impromptu archery contest in a later book, though by that time her own experience may be a greater factor.
- In Fred Saberhagen's Book of Swords series, this is Farslayer's stated ability: Throw the sword with a target in mind and Farslayer will fly unerringly towards that target, no matter how far away, and strike him down. The drawback to this is that it's a one-way trip, leaving Farslayer there for anyone to pick up and use.
- The Arabian Nights/D&D-style fantasy novel Red Sands uses this with a twist when the protagonists acquire a magical bow from an efreeti. Arrows fired from the bow will "never miss and always slay"...somebody they're not pointed at, as it turns out. This quirk actually saves one of the heroes who happens to accidentally be right in the line of fire when one arrow is loosened, and is put to creative and this time deliberate good use in the climactic last fight scene of the story.
- The Huntsman in The 10th Kingdom has a crossbow that, when fired, will always pierce someone's heart. The queen gave it to him in a deal — all he had to do was close his eyes, turn around a few times, and fire once at random. (He killed his own son from several miles away.) In the final battle, he tries to shoot Wolf, but the crossbow is knocked upwards, and the shot goes through a skylight. He gains the advantage during the ensuing melee, meaning he's on top of Wolf when the bolt comes right back down...
- Dungeons & Dragons
- 1st Edition Deities and Demigods Cyclopedia.
- Celtic Mythos: Goibhnie, the god of blacksmithing, makes weapons that never miss. Morrigan has two spears that never miss.
- Central American mythos. The god Xochipilli's attacks don't miss.
- Chinese mythos. The goddess Tou Mu has a bow that never misses an opponent within 100 yards.
- Egyptian mythos. The god Apshai's bite never misses. Bes, the god of luck, never misses with his attacks.
- Greek mythos. The goddess Aphrodite can damage opponents just by waving her hand. The goddess Athena never misses her targets. While the goddess Tyche is looking at a creature with only her right eye, the creature will always hit any target it attacks.
- Hindu mythos. The goddess Ratri can give an angry look that does damage automatically. The god Tvashtri has a device that fires beams that always hit their targets up to 300 yards away.
- Melnibonean mythos: Arrows of Law will always hit a chaotic creature. The demigod Haaashastaak always hits with his bite.
- Nonhuman deities. Corellon Larethian has a bow that never misses.
- Norse mythos. The god Forseti's sword always hits any opponent who has lied in the last 7 days or is chaotic. Thor's hammer Mjölnir never misses when thrown. When firing his bow the god Uller's bow never misses targets less than 200 yards away.
- Sumerian mythos. The goddess Inanna can aid warriors by making sure they never miss an attempted hit.
- 3.X Edition Deities and Demigods: greater deities are treated as always rolling the maximum possible value on attack rolls: i.e. natural twenties every time. In D&D, if you get a natural twenty on an attack roll, you automatically hit, regardless of what your total attack roll actually is. In other words: greater deities always hit. Now throw in the fact that the "maximum roll" rule also applies to damage rolls...
- Some spells simply always hit (Magic Missile is the poster child for this in all editions, including the 4th post-errata), and many others will still have at least a reduced effect on the target even on a nominal miss (successful saving throw in 3.x and earlier). In addition, the True Strike spell grants a massive accuracy bonus to your next attack, enough that any attack which already had a chance of hitting becomes an automatic hit (unless you roll a 1).
- 1st Edition Deities and Demigods Cyclopedia.
- Flamethrowers in Warhammer 40,000: Everything under the template automatically takes a hit, the template doesn't scatter (unlike blast templates used for explosive shells) and no cover save is allowed.
- In Warhammer, the Blade of Darting Steel causes all attacks made with it to hit automatically. Of course, this is not the same as every attack wounding or penetrating the enemy's armor or magical defenses.
- Possible but very expensive in GURPS. "No Roll Required" causes the attack succeeds automatically (so long as doing so is logically possible) and "No Active Defense" causes any success to hit automatically. With "Ignores DR" you can just erase the targets HP.
- Powers with the Perception modifier in Mutants & Masterminds always connect, but still allow the target to make a Saving Throw. The inverse is the No Save modifier, which forgoes the save, but causes it to only do Scratch Damage, or the most minimal effect possible.note Of course, even if you have both of these modifiers on a power, your opponent can still negate your attack with a counter.
- Exalted: Perfect attacks automatically hit unless the enemy uses a perfect defence. The best known is the Solar Archery Charm "Accuracy Without Distance". (Of course, enemies use a lot of perfect defences in Exalted, but the option is still there anyway.)
- Streak missiles in BattleTech are guaranteed to score a hit with all missiles if they can lock on to a target. If they don't lock on, they don't fire at all — the weapon won't produce heat, won't expend ammo, and is considered unused that turn. Typical missiles may miss their entire salvo altogether, or only hit with part of their salvo count, so Streak launchers are extremely efficient. The downside is that they are more bulky and expensive. Like all missile weapons, Streak missiles can be shot down by an anti-missile system, potentially destroying all the missiles in a given salvo. Any unit without one, however, can do nothing but weather the damage and avoid being targeted next turn.
- Believe it or not, this isn't limited to RPGs. Some head-to-head fighting games like Backyard Wrestling feature this thanks to shoddy programming that makes projectiles impossible to dodge; they will actively steer themselves in midair toward characters. Try to run around it? It will follow in tight circles directly behind you until it connects!
- Smackdown vs. Raw 2008 did something very similar: Dirty wrestlers have the ability to shove the referee into their opponent, and while it is possible to dodge this, the ref will indeed run in the same direction as the opponent, as though he wants to smack into them.
- Pokémon: Moves such as Swift, Aerial Ace, Feint Attack, Magnet Bomb, Shadow Punch, Magical Leaf, and Shock Wave always strike the target, although they can also be negated by Elemental Rock-Paper-Scissors or the moves Protect and Detect. Since the second generation, attacks that involve moving out of range before striking (Fly, Dig, etc.) can also be used to avoid these attacks.
- "Lock-On" and "Mind Reader" ensure the next attack will hit, even if the target uses Fly or Dig, though the target can still defend itself.
- The move "Vital Throw" is always accurate with the trade-off of having decreased priority, executing slower than the opponent.
- The "No Guard" ability grants this status to any move its user performs ... and any move that gets used against them.
- In Generation VI, Poison got a buff that makes it so if a Poison-type Pokemon uses the move Toxic, it will always land regardless of the situation, even if the target is out of range.
- Roar and Whirlwind also got buffed in Generation VI, ignoring accuracy checks as well as Protect, Detect, and Spiky Shield.
- Thunder and Hurricane bypass accuracy checks in the rain; likewise, Blizzard bypasses accuracy in a hailstorm.
- Fire Emblem:
- Fire Emblem: The Sacred Stones: The Sniper class has the Sure Strike skill, which ensures a 100% accurate hit if it activates. Unfortunately, this skill tends to be unneeded, as your Sniper characters would have high hit chance anyways, and even worse if it activates when an enemy Sniper attacks your characters.
- Fire Emblem Awakening has the Hawkeye skill, which can stack with Luna+. Of course, those skills are exclusive to enemies on Lunatic+.
- Final Fantasy:
- In many games in the series, magic is always successful on targets with "Invisible" status — even Useless Useful Spells. For Final Fantasy VI in particular, even Contractual Boss Immunity cannot protect against this, making it a Game-Breaker of a Good Bad Bug.
- Rosa in Final Fantasy IV has Aim, which makes her bow and arrow attacks always hit.
- Final Fantasy V brings back "Aim" as a Ranger skill that can work with any weapon. Another Ranger skill, the Rapid Fire command, grants 4 always-accurate attacks per weapon on random targets for half damage, and it ignores the target's defense.
- There's also the recurring Blue Magic Cactrot spell 1000 Needles, which always hits for 1000 damage. Great for enemies with really high defense.
- Final Fantasy VI has the Sniper Scope artifact, which supposedly gives the Fight command 100% accuracy. However, a bug in the original SNES version causes the game to use Magic Evade in place of Physical Evade when calculating hit rate, meaning that it in fact does nothing. Fixed in subsequent rereleases.
- In Final Fantasy VII, Vincent's Sniper CR rifle has a hit rate of 255%. This can be combined with the Deathblow materia, which halves the hit rate in exchange for double damage, for a double-damage attack that always hits and can be combined with support materia that let it steal HP or MP, etc.
- In Final Fantasy VIII, the gunblade used by the hero Squall Leonhart has maximum (255%) accuracy even for its most basic model. This means that Squall never misses with it, even while affected by the Blind status effect. Selphie's final weapon upgrade also gains this property.
- Final Fantasy Tactics: the "Concentrate" support ability ignores enemy evasion, giving 100% accuracy for all attacks (including magic), though React abilities can still prevent them. If an enemy is asleep, petrified, or stopped, all attacks made against it have 100% hit rate (as the enemy can't dodge). And in one of the game's less fair moments, a pair of assassins have entirely unique instant kill moves with 100% accuracy and a long-ranged Stop move with 100% accuracy, during an escort mission.
- In Last Scenario, attack spells note cannot miss, but can't hit critically either. As well, there is the late-game spellcard "Slap". It executes a physical attack which cannot miss and always deals 1 damage. It's useful for snapping allies out of status effects like sleep without dealing too much damage to them.
- The default magical attack with mage staves in Dragon Age: Origins always hits the target, regardless of the defenses. The defenses do, however, affect how much damage is soaked. And the staves cannot score critical hits.
- In Breath of Fire IV, Scias's "Shining Blade" is a critical hit that never misses (but can be parried)note , while the "Target" skill is a half-powered strike that cannot be parried (or miss).
- Breath of Fire III features several teachable attacks that never miss, but do very little damage.
- In Runescape, Korasi's Sword and the Dark Bow have special attacks that always hit.
- Super Robot Wars: the "Strike" buff ensures 100% accuracy for the unit that uses it for the next attack or the rest of the turn, depending on the game. "Attune" does the same thing except one unit casts it on another. Though "Alert" can allow you to dodge anyway.
- In many Roguelikes, beam-like attacks will hit everything in their path, which often includes things like dragons breathing fire and poisonous gas.
- Dungeon Crawl has the level 1 spell Magic Dart, which Wizards and Conjurers start with. It has great range, but with an absolute maximum of 8 physical damage, it's a waste of time against enemies with armor.
- In World of Warcraft, the Glyph of Divine Accuracy increases the chance to hit with Smite by 18%, high enough for it to always hit under normal circumstances. Discipline priests attack with Smite to grant themselves the Evangelism and Archangel bonuses and Smiting an enemy will heal an ally for the same amount, but they can still be primary healers. Consequently they don't care about hitting with any other spell, and don't want to waste a lot of gear on improving their hit rating for one spell.
- As of Mists of Pandaria, a similar ability is automatically granted to all healing classes, limited to the couple damaging spells each specific class has. Since it is useful for the healer to attack in some situations, this finally allows them to do so reliably, without having to waste stats on +hit rating that is useless to healing.
- In the Pokémon-like pet battle system there are many attacks that are marked as having 100% accuracy, although this can be reduced by status effects and other modifiers. Some units therefore have a laser attack with 200% accuracy, ensuring that it should always hit in normal circumstances. Similarly, there are some pets with abilities that should allow their next attack to always hit. However, there are plenty of shenanigans that the opponent can pull to avoid these regardless.
- One of the SOS Cards in Toontown Online will make all of the other gags used in the same round as it hit. There's also an inversion, another SOS card which causes all of the Cogs' attacks for that round to miss.
- Battle for Wesnoth has attacks with the Marksmanship or Magical properties. Such attacks will always have a certain accuracy rating no matter what the target's evasion value is. Very useful for enemies entrenched in terrain favorable to them (like Elves in forest tiles).
- In Thunder Force V and VI, there is the Free Range. What it does is that it makes a green, wireframe conical shaped area from the character◊ (that can be aimed), and if anything steps into the green area, they are fried by an instant-hit laser that never misses. (Even better if your have three Attack Drones active, as all three will fire too).
- Sonic's homing attack that he has had in all of the 3D games and some of the more recent 2D games.
- Mega Man 4 has Toad Man's Rain Flush, which will hit you if he gets to use it. Emphasis on if, as one hit on him and the attack's cancelled. When you get his ability, it allows you to hit all enemies on the screen including shielded ones, making this an Always Accurate Unblockable Attack.
- Rockman 4 Minus Infinity has the Wish Star Adapter. The attack involves Mega Man and Rush attacking various parts of the screen in a lightning-fast pace. The downsides are the low damage and that Mega Man can only use it once.
- Disgaea 2 turned this trope into a character class, the Rifle Demon, commonly called the Baciel. Their attacks always hit, even against characters with high speed or critical HP Ninja (who get insane dodge rates when under 25% HP). Disgaea 3 possibly broke this wide open by turning this trope into an equippable item, the Naive Glasses (due to the fixed "Heat Seeker" specialist inside of it).
- Soul Nomad & the World Eaters had this as a room, but, like the Pokemon example up top, it came with the massive drawback of being unable to dodge enemy attacks.
- While virtually all spells in Kingdom of Loathing are guaranteed to hit, regular attacks and skills which amplify attacks can miss if the enemy has high enough defense. The exceptions to this rule are the Turtle Tamer skill Shieldbutt, which makes your attack unblockable, and the Seal Clubber skills Thrust-Smack and Lunging Thrust-Smack, which will always hit if a 2-handed club is equipped.
- In the classic Doom series, the Arch-Vile's flame attack will always hit you if it maintains line of sight to you for the duration of the attack sequence. You can only avoid it by breaking line of sight before the explosion with you in the middle of it or killing the Arch-Vile first.
- Heavy Weapon has your Nukes, which hit everything on the screen. However the enemy also has one: Atomic Bombers drop A-bombs that, if not destroyed before they hit the ground, are a One-Hit Kill on you regardless of where you are on the screen!
- Tales of the Abyss features "Mystic Cage", Jade's first Mystic Arte. All enemies, regardless of their position on the battlefield, is encased in a sphere of pure magical energy, which explodes and damages all of them.
- On a general note, the Mystic Artes throughout the Tales Series are with few exceptions, guaranteed to at least connect with the enemy that's the user's current target. Also, some spells strike the entire battlefield and/or freeze the action when they go off, which makes avoiding damage from them impossible outside of using invincibility or being immune to their element.
- The recurring spell Photon (and its darkness-based equivalent Dark Sphere) will always hit whatever it's aimed at.
- Many of the Navi chips and some program advances in the Mega Man Battle Network series will hit your opponent without fail and because they stop time, also require preemptive action to be defended against.
- The Resistance series has the Bullseye weapon, where after tagging an enemy, all subsequent bullets will always hit it, even if it is behind covernote .
- Take too long to defeat Hyperion in Einhänder and it will charge up and use a Wave Motion Gun so huge, it turns the whole screen white. Oh, and it destroys you no matter where you are on the screen.
- Playstation All Stars Battle Royale has characters with variants of this such as Heihachi, Spike and Parappa. Regardless of any circumstances, these Level 3 Super Moves will wipe out every other character in play. Of course the drawback to this is that characters like Kratos and Sackboy can get two kills per player if they are skilled enough with their Level 3 Super.
- In Star Wars: Knights Of The Old Republic, thrown lightsabers will always hit for full damage. When combined with their long range, fairly low Force cost, and good damage, the attack makes almost all boss fights pitifully easy - simply run in circles while constantly throwing the saber.
- Devil Survivor and Devil Survivor 2 have the auto skill Marksman, which turns all physical attacks for the user's team into this for a minimal MP cost.
- In Perfect World, magic-based attacks never misses, which makes the accuracy stat fairly useless to magic classes. This is somewhat balanced out by the presence of some monsters who are completely immune to a specific elemental magic, or even all magic.
- The Strike Badge effects in Mario & Luigi: Dream Team. Hit the touch screen icon, blast one or more enemies with an unavoidable bolt of lightning. There are also some enemy examples...
- Like the Robo Drilldigger's initial energy ball attack. Luigi doesn't raise his hammer in time regardless of what you do, so he gets hit anyway. It's set up so you then get taught how to heal, as well as how to block the attack correctly afterwards. Better not have less than about a fifth of your health at this point, otherwise it's an unavoidable death!
- Pi'illodium's self destruct sequence is this, if you fail to defeat it before the timer runs out. The explosion that occurs on his next turn is completely unavoidable for all characters.
- The Super Peach Castle boss in Mario & Luigi: Bowser's Inside Story has an 'unavoidable attack' that's called this by name. It's a giant laser blast that sends Bowser into a black hole behind him, and it's probably used so the player has to at least figure out how to escape said black hole at some point in the battle.
- In a similar fashion to the Doom example, the Shambler's lightning attack in Quake I will always hit unless the player can put something between it and them.
- Techs in Chrono Trigger always hit. Which is why the Metal Slime enemies will always go first and always lock all techs and items immediately: otherwise they would be far too easy to kill.
- Evil Islands: All offensive magic works that way (though it doesn't necessarily have to deal damage). That's why most enemies wielding it have less hp than other monsters in the area. It's also the reason why Kharad's spear is so powerful.
- Path of Exile has the Resolute Technique keystone skill, which gives you 100% accuracy, but sets your crit chance to 0%.
- Mass Effect: Charge-type attacks such as those used by the Vanguard can only be avoided by enemies who die or are thrown away by a force the attack lands. They cannot be dodged.
- Most spells in Dominions are projectiles with varying precision, but some have a precision of 100, meaning that they never miss. Some examples include:
- Soul Slay, which is instant death for characters that fail a saving roll.
- Incinerate, which has No Saving Throw, ignores armor, and deals enough damage to normally kill infantry in one shot unless they're fire resistant. However, it requires 3 levels in fire magic, which means any unit that can cast it is already a Person of Mass Destruction.
- Frozen Heart, which like Incinerate is an Armor-Piercing Attack with No Saving Throw, but only requires a single level in water magic to pull off (although the damage level is lower), making it a perfect candidate for a Spam Attack.
- In Telepath Tactics, Mind Blast cannot be dodged. This makes it useful for dealing with assassins.
- In Fallout 4, one can make Critical Hits occur by filling up the critical bar. When triggered, the player's attack WILL hit the enemy in the intended spot, even if the enemy ran behind cover that would otherwise block the attack.
- The MechWarrior series of simulators set in the BattleTech universe features the Streak short range missile, a guided missile launcher that are guaranteed to hit its target - and will perform some ridiculous maneuvers to do so - at the cost of requiring a lock and weighing more than standard SRM launchers. Mechwarrior Living Legends is the only game where they are not perfectly accurate due to more realistic missile tracking limitations, but they gain the ability to be dumbfired. Streaks were particularly ridiculous when first introduced in Mechwarrior Online, where they would always hit your center torso, the most vital part of your Humongous Mecha.
- Darkest Dungeon: The final form of the Final Boss has a very frustrating attack where it uses its tentacles to devour a character whole. This cannot be avoided, cannot be blocked, cannot be protected via Death's Door, and it's a One-Hit Kill. The good news? It only uses said attack twice- when it reaches 2/3 and 1/3 of its health, and you get to choose which hero to sacrifice to it.
- Magic and Soul Breaks in Rakenzarn Tales ignore evasion points. The trade-off is they can't score a Critical Hit and any resistances the foe might have still come into play. There are a few physical attacks that can ignore evasion to a degree or altogether, which will usually be specified in the attack's description.
- Overwatch: Solider: 76's ultimate, Tactical Visor, will always target enemies that are within line of sight. Enemies, however, can take cover behind obstacles or shields.
- Beam weapons in FTL: Faster Than Light never miss the target. The trade-off is that shields will absorb their damage without breaking, except for the Federation Cruiser's artillery beam, which pierces through all shields.
- In Paladins, Lex's ability, In Pursuit, fires a volley of shots at the closest enemy near him with perfect aim, but each shot does lower-than-normal damage.
- Every spell type in Nexus Clash includes at least one spell that cannot miss, those these are always balanced by being less powerful and more expensive than conventional spells.
- In XCOM 2, Psionic attacks always hit, though certain non-damage effects can be resisted, such as a mind-control attempt only making the target panic. Grenades and heavy weapons always hit the exact point you call out, which enemy ADVENT forces will exploit to no end; ADVENT Mini-Mecha mooks won't even touch their gun until they exhaust their micro-missile launcher.
- Fate/stay night:
- Gae Bolg has the ability to always pierce the heart of the enemy. "Always" meaning the result (heart pierced) is already set and the cause is created after that, even if it has to involve reality warping. It has the caveat that really lucky people can Screw Destiny and get away with merely getting hit somewhere non-fatally, which conveniently includes everyone the weapon is ever used against. The thrown version, meanwhile, is more powerful but also lacks the reversed cause and effect: It cannot be dodged because it's a seeking missile, but it can be blocked. Archer employs a shield proof against all missiles against it, which fails to block it completely but allows him to survive it.
- As seen in Fate/Grand Order, Sir Tristan of the Round Table wields the many-stringed magical bow Failnaught, which, true to its name, fires homing arrows that hit their target without fail. As a result, he rarely bothers aiming at the enemy or even firing the bow properly at all, instead playing the strings like a harp.
- The Feint attack in Fleuret Blanc will almost always hit; the exception is if it comes up against Parry, in which case its accuracy will be determined by a difficult Quick Time Event.