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Mechanic

Priority

Move priority brackets determine turn order before Speed is checked — +3 Fake Out always moves first, −7 Trick Room always moves last.

Normally, the faster Pokémon moves first. Priority overrides that. Every move sits in a priority bracket — and any move in a higher bracket resolves before any move in a lower bracket, regardless of Speed.

Only after all higher-priority moves are resolved does Speed matter — and only then to break ties between moves in the same bracket.

Priority brackets you’ll actually see

BracketMoves
+5Helping HandHelping HandmoveA +5 priority move that boosts the partner's next move by 1.5× — doubles-only support that amplifies damage without attacking.Click to read more →
+3Fake OutFake OutmoveA +3 priority Normal-type move that does small damage and forces the target to flinch — only usable on the user's first turn out.Click to read more →
+2Extreme Speed
+1Quick Attack, Aqua Jet, Mach Punch, Sucker Punch, Accelerock
0Everything else — the “normal” bracket
−3Roar, Whirlwind
−6Counter, Mirror Coat
−7Trick RoomTrick RoomstrategyFor 5 turns, slower Pokémon move first. Reverses the entire speed game — a strategy that builds teams around very slow attackers.Click to read more →

Why Fake Out is so powerful

Fake Out sits at +3 priority. It’s the fastest common move in the game. The only thing faster is Helping Hand (+5). This means Fake Out almost always resolves before the opponent can do anything — the flinch stops their turn before it begins.

Priority and Trick Room

Trick Room reverses Speed order within each priority bracket — it does not flatten the brackets. A Pokémon using Quick Attack (+1) still moves before a Pokémon using Tackle (0) even under Trick Room, because +1 is a higher bracket than 0.

This matters a lot in practice: Trick Room teams can still be disrupted by priority moves. An IncineroarIncineroarpokemonThe most-used Pokémon in Reg M-A. Defines doubles tempo with Fake Out, Intimidate on every switch, and Parting Shot pivots.Click to read more → using Fake Out (+3) will still flinch a Trick Room setter even when Trick Room is active — because flinching happens in the +3 bracket, which resolves before any 0-bracket move.

Psychic Terrain blocks priority

If Psychic TerrainTerrainmechanicField effects that last 5 turns and boost or protect grounded Pokémon — Grassy, Psychic, Electric, and Misty each do something different.Click to read more → is active, grounded Pokémon (those not Flying-type and not using Levitate) cannot be hit by moves with positive priority. This is one reason Indeedee-F, which sets Psychic Terrain on entry via Psychic Surge, is often paired with frail sweepers — it shields them from Fake Out and Quick Attack.