Pokemon Champions priority moves guide — how to use Fake Out, Bullet Punch, Aqua Jet and more

Speed wins games — but sometimes the fastest play is skipping the Speed race entirely. Priority moves let you attack before your opponent no matter how slow your Pokemon is, and in Pokemon Champions they are the difference between a clean KO and getting outplayed by a fast sweeper. This guide covers how priority works, which moves matter in competitive play, and when to throw one versus when you’ll get punished for it.

What Is Priority and How Does It Work

Every move in Pokemon carries a priority bracket — an integer that determines when it fires relative to other moves in the same turn. Standard damaging and status moves sit at bracket 0. Moves with a positive bracket (like +1, +2, or +3) always move before bracket-0 moves, regardless of either Pokemon’s Speed stat.

Here is the full priority ladder as it exists in standard competitive Pokemon — Pokemon Champions uses the same underlying engine:

PriorityExamples
+5Helping Hand
+4Protect, Detect, Spiky Shield, King’s Shield
+3Fake Out, Quick Guard, Wide Guard
+2Ally Switch, Feint
+1Quick Attack, Extreme Speed, Bullet Punch, Mach Punch, Aqua Jet, Ice Shard, Shadow Sneak, Sucker Punch, First Impression, Grassy Glide (on Grassy Terrain), Accelerock
0All standard attacks and most status moves
-1Vital Throw
-3Whirlwind, Roar
-6Trick Room, Healing Wish

When two moves share the same bracket, Speed breaks the tie in the normal way (or reverse Speed order under Trick Room).

The Core Priority Moves You Need to Know

Not every priority move sees competitive play. Below are the ones that actually show up on teams and why each one earns its slot.

Fake Out (+3)

Fake Out is the most impactful priority move in doubles formats. It always lands a flinch on the first turn a Pokemon is in battle — locking the target out of acting for that turn. That one-turn freeze is massive: it lets your partner land a KO safely, set up Tailwind, or prevent a Protect from foiling your offense.

The catch: it only works on the user’s first turn out. Once that window is spent, Fake Out is just a weak Normal-type hit. This makes Fake Out users valuable as pivots — you often want to bring them back in via U-turn or Volt Switch to reset the turn-one window.

Based on community play reports as of June 2026, Fake Out appears to be as common a team slot in Pokemon Champions doubles as it has historically been in VGC formats.

Extreme Speed (+2)

Extreme Speed is Fake Out’s aggressive cousin. Priority +2 means it beats all other +1 priority moves, making it one of the most reliable finishers in the game. It deals Normal-type damage, so it does not get STAB unless the user is a Normal type — but at base 80 power with +2 priority, it is still a threatening last-hit move.

The Pokemon with access to Extreme Speed are limited (Arcanine, Dragonite, and a small pool of others), which keeps it from being universal. If your team has a slot that fits one of those, Extreme Speed is worth considering specifically as a revenge-kill and anti-setup tool.

Bullet Punch (+1)

Bullet Punch is the Steel-type priority move, and Steel hits Fairy, Ice, and Rock for super effective damage — three types that frequently appear on competitive threats. Scizor is the iconic carrier, but Metagross and other Steel-type physical attackers can also access it.

The typing matters more than the raw power. Bullet Punch is not a high-base-power move (40 base, 60 effective with STAB), but it threatens specific matchups hard enough to define team-building decisions. Fairy-type threats that lack priority counterplay are at real risk of being revenge-killed by Bullet Punch.

Aqua Jet (+1)

Water-type +1 priority. Azumarill, Crawdaunt, Barraskewda, and other Water-type physical attackers use it to clean up weakened Fire, Ground, and Rock types that would otherwise outspeed them. Aqua Jet pairs especially well with rain teams, where the base power is multiplied by the weather boost.

Check out the full weather teams guide for how Aqua Jet fits into rain cores specifically.

Mach Punch (+1)

The Fighting-type Bullet Punch equivalent. Conkeldurr, Infernape, Breloom, and other Fighting-type physical attackers use it to threaten Dark, Normal, and Steel types with priority. It covers some of the same revenge-kill role as Bullet Punch but in a different coverage lane.

Shadow Sneak (+1)

Ghost-type priority. The user pool is limited, but Shadow Sneak hits Pokemon that are immune to Normal-type moves (since Normal cannot hit Ghost). It is also useful for finishing Ghost-type opponents that have chipped HP remaining.

Sucker Punch (+1)

Dark-type priority with a conditional: Sucker Punch only works if the target uses a damaging move that turn. If the target uses a status move, Protects, or switches out, Sucker Punch fails completely.

This conditional makes Sucker Punch a read-dependent move rather than a safe play. Skilled players will bait Sucker Punch with Protect or a pivot move, then punish the failed turn. It is most reliable against aggressive opponents who are likely to attack into you.

Grassy Glide (+1 on Grassy Terrain)

Grassy Glide is a Grass-type move that becomes +1 priority when Grassy Terrain is active. This is a unique case: it is only a priority move inside a terrain field, so it requires terrain setup to unlock. Rillaboom is the primary user, and its Grassy Surge ability auto-sets the terrain when it enters. On Rillaboom, Grassy Glide becomes a consistent +1 priority STAB move.

First Impression (+1)

Bug-type, functions like Fake Out: only available on the first turn the Pokemon enters battle, then becomes a standard +0 move. It has higher base power than Fake Out but does not flinch. Golisopod is the classic user. As a first-turn burst move it is aggressive and useful but less disruptive than Fake Out.

Priority as a Win Condition

Priority moves serve distinct roles that go beyond just “going first.” Understanding which role you need helps you choose the right move.

Disruption: Fake Out and First Impression. These buy turns rather than deal the killing blow. You use them to let your partner act safely or prevent a critical Protect.

Revenge killing: Extreme Speed, Bullet Punch, Aqua Jet, Mach Punch, Shadow Sneak. These clean up opponents who have already taken chip damage. A sweeper at 40% HP that would otherwise outspeed and KO you gets picked off instead.

Read-dependent pressure: Sucker Punch. Forces the opponent to decide between attacking (and eating Sucker Punch) or playing defensively (and wasting the turn). Used correctly it is a huge threat; used incorrectly you lose a full turn.

Terrain-conditional: Grassy Glide. Unlocks a recurring +1 priority move for as long as the terrain is up, which is a significant advantage for Rillaboom-based teams.

For a broader look at how priority fits alongside Speed control options like Tailwind and Trick Room, see our speed tiers guide.

What Counters Priority Moves

Knowing how to use priority is half the game. Knowing how to stop it is the other half.

Psychic Terrain

Psychic Terrain blocks priority moves targeting grounded Pokemon (those not in the air or protected by an immunity ability). Any +1 priority move aimed at a grounded target is completely negated while Psychic Terrain is active. This makes Indeedee-F a popular doubles partner: it auto-sets Psychic Terrain on entry via Psychic Surge, blocking opposing Fake Out turns and negating priority revenge kills.

Ghost Types vs. Normal Priority

Quick Attack, Extreme Speed, and other Normal-type priority moves are completely blocked by Ghost-type Pokemon. If you rely heavily on Normal-type priority, a Ghost-type switch-in nullifies it.

Protect (+4)

Protect sits at priority +4, which is higher than any damaging priority move. If you predict a priority finisher is coming, Protect buys a free turn and wastes the attack. The challenge is that skilled players will predict Protect and switch or use a setup move instead.

Bulk

Priority moves are generally lower base power than standard moves (to offset the bracket advantage). Pokemon with high HP or Defense can sometimes simply survive a priority hit that would KO a frailer target. This is not a consistent counter, but it reduces the effectiveness of priority against bulky spreads.

For coverage on the threats currently appearing in the meta that either use or need to beat priority, check the broader matchup tier content linked from the homepage.

Priority in Singles vs. Doubles

Priority mechanics are the same across formats, but their impact is very different.

In singles, priority is mainly a revenge-kill tool. Faster opponents are dealt with by Speed investment; priority moves let slower attackers finish off weakened threats without needing to outspeed them. Sucker Punch is particularly common in singles because one-on-one reads are cleaner.

In doubles, priority is disruptive as well as offensive. Fake Out is almost mandatory on many doubles teams because Turn 1 tempo is everything — the team that controls Turn 1 often controls the game. Wide Guard and Quick Guard (both +3 priority) add a defensive layer that protects your whole team.

For a full breakdown of how singles and doubles differ strategically, see the singles vs doubles guide.

Building Around Priority Moves

Priority is a support tool for your team’s win condition rather than the win condition itself. Here is how to think about slotting it:

If your team is slow and hits hard (Trick Room team or bulky offense): Fake Out is your friend because you do not need to outspeed — you need to disrupt. Adding a Fake Out user helps your slow sweeper get a free turn of setup or a safe KO.

If your team is a fast offense team: Priority revenge kill moves (Bullet Punch, Aqua Jet) patch the one hole that fast teams have — they cannot always outspeed everything, especially after drops or in late-game situations with one Pokemon left.

If you run rain or Grassy Terrain: Aqua Jet and Grassy Glide become core parts of your speed control plan, not just backups. The terrain or weather buff makes them real damage threats, not just chip.

See the team builder guide for how to evaluate which priority slot your current team composition actually needs.

Priority Moves and Trick Room Interaction

One of the most common misconceptions is that Trick Room reverses priority. It does not. Under Trick Room, Speed order flips — but move priority brackets still resolve first. A +1 priority move still goes before all bracket-0 moves, even in Trick Room.

This matters in two ways:

  1. Trick Room teams are still vulnerable to Fake Out on the turn they try to set Trick Room. A Fake Out user can flinch your setter before the field reversal goes up. This is why many Trick Room teams pair their setter with a Fake Out user of their own, or use Pokemon with Inner Focus (immune to flinching).

  2. Your own priority moves still work normally under Trick Room. A Trick Room team running Fake Out gets both benefits: the room gives your slow physical attackers first move, and Fake Out still disrupts the opponent on Turn 1.

For a deeper look at how Trick Room changes the Speed equation, including priority edge cases, check the Trick Room teams guide.

Common Mistakes With Priority Moves

Wasting Fake Out on the wrong target. Fake Out’s flinch is most valuable when it stops something that would otherwise threaten your key attacker. Flinching a support Pokemon when the opponent’s sweeper is about to hit your team is a common Turn 1 misplay.

Relying on Sucker Punch without reading the matchup. Sucker Punch is a punishable move against players who know to Protect or status through it. Against unfamiliar opponents it can be devastating; against experienced players it needs to be used sparingly and with a read.

Not accounting for Psychic Terrain. If you see Indeedee, your priority moves may be blocked. Knowing which opponents run Psychic Surge and adjusting your Turn 1 plan is essential.

Using priority moves as your only speed control. Priority is a patch, not a plan. Teams that rely entirely on priority to handle speed threats are one immunity away from losing the tempo game. Pair priority with proper Speed investment, Tailwind, or Trick Room depending on your team’s archetype.

Forgetting that Extreme Speed beats other +1 priority. If your opponent has a +1 priority user and you have Extreme Speed, your +2 fires first. This matchup advantage is easy to forget in the heat of turn decisions.

Priority Move Damage Calculator Notes

When calculating priority move damage, the calculation is identical to any other move — priority does not add or subtract power. The brackets only affect turn order. What does affect damage:

  • Type matchups: Bullet Punch gets the Steel-type advantage; Aqua Jet hits Fire/Ground/Rock super effective.
  • STAB: A Steel-type using Bullet Punch gets 1.5x, a non-Steel type does not.
  • Terrain: Grassy Glide gains priority and gets a 1.3x Grassy Terrain damage boost.
  • Weather: Aqua Jet under rain gets the 1.5x Water boost.

EV spreads that let your priority finishers reach specific KO thresholds are worth planning in advance — consult a damage calculator or a Pokemon stats reference to confirm the numbers for your specific team.

Quick Reference: Priority Moves at a Glance

MoveTypePriorityBase PowerNotes
Extreme SpeedNormal+280Beats all +1 priority
Fake OutNormal+340Flinch; first turn only
First ImpressionBug+190First turn only; no flinch
Quick AttackNormal+140Universal; low power
Bullet PunchSteel+14060 with STAB
Mach PunchFighting+14060 with STAB
Aqua JetWater+14060 with STAB; great in rain
Ice ShardIce+14060 with STAB; hits Dragon
Shadow SneakGhost+14060 with STAB; hits other Ghost
Sucker PunchDark+170Fails vs status/Protect/switch
Grassy GlideGrass+1*60+1 only on Grassy Terrain
AccelerockRock+14060 with STAB
FeintNormal+230Breaks Protect that turn
ProtectNormal+4Blocks all; defensive priority
Wide GuardFighting+3Blocks spread moves; doubles
Quick GuardFighting+3Blocks +1 priority; doubles

*Grassy Glide is +1 only when Grassy Terrain is active; otherwise +0.

FAQ

What are priority moves in Pokemon Champions? Priority moves are moves that go first regardless of the user’s Speed stat. Every move has a priority bracket — most moves sit at 0, while priority moves have a positive bracket (like +1 or +2) that lets them strike before normal attacks.

What is the most commonly used priority move in competitive play? Fake Out has historically dominated VGC doubles, and early community reports from Pokemon Champions suggest the same — it flinches the target on Turn 1 for free, buying a safe turn to set up or KO with your partner. Quick Attack and Bullet Punch are also frequently seen.

Does Protect stop priority moves? Yes. Protect (priority +4) blocks all incoming attacks, including priority moves. Using Protect when you expect a priority hit is a core defensive play in competitive Pokemon.

Can priority moves bypass Trick Room? No. Under Trick Room, slower Pokemon move first, but priority brackets still override Speed order. A +1 priority move will still go before all Speed-0 moves even in Trick Room.

What counters priority moves? Psychic Terrain blocks priority moves targeting grounded Pokemon, shutting down Fake Out and most +1 priority attacks on the ground side. Bulky Pokemon that survive the hit, Ghost types immune to Normal-type priority, and Protect are the main counters.

Is Sucker Punch still reliable in Pokemon Champions? Sucker Punch has a priority of +1 but only works if the target uses a damaging move that same turn. It fails if the opponent uses a status move, switches, or uses Protect — making it a read-dependent rather than a guaranteed play.

What is the priority of Fake Out? Fake Out has a priority of +3 and can only be used on the first turn a Pokemon is on the field (or after it switches back in). It flinches the target and deals Normal-type damage.

Do priority moves work in Trick Room teams? Priority moves still function under Trick Room, but they are less impactful for Trick Room teams themselves since Trick Room already lets your slow Pokemon go first. Opposing priority moves are the main threat — your team should carry Protect to absorb them.

What typing is Aqua Jet? Aqua Jet is a Water-type priority move with +1 priority. It is commonly run on Water-type physical attackers to pick off weakened opponents or threaten Fire types and Ground types that would otherwise outspeed.

How do I know which priority move to use? Match the move to what you need: Fake Out for disruption on Turn 1, Extreme Speed for raw priority damage, Aqua Jet or Bullet Punch for type coverage on finishing blows, and Sucker Punch for a strong Dark-type hit if you can read the opponent’s move.