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Art by LifeisDANK.
If you've been playing competitive Pokémon for quite some time, you've probably heard the term "priority" being tossed around. To keep it simple, it's a property of a move that determines move order. A move of higher priority will always go first versus a move of a lower priority. In a case where both priority numbers are equal, the Pokémon's Speed determines to see which move goes first. Extreme Speed will always outpace Bullet Punch, because it has a higher priority, but Scizor's Bullet Punch will go second after Greninja's Water Shuriken, because Scizor is slower.
From in-game adventures with Quick Attack Pikachu to the terrifying competitive force that is Extreme Speed Zygarde, priority has always been a relevant and important element in Pokémon. The appeal of being able to attack before or after the foe while usually not taking the Speed stat into account is a prospect that perplexes us to this day. Each generation also gives installments to priority one way or another. So let's take a look back and analyze every element of priority.
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Quick Attack
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Counter & Mirror Coat
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Roar & Whirlwind
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Endure
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Extreme Speed
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Mach Punch
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Protect & Detect
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Fake Out
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Focus Punch
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Follow Me & Rage Powder
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Helping Hand
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Snatch
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Aqua Jet
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Bullet Punch
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Feint
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Ice Shard
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Shadow Sneak
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Sucker Punch
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Trick Room
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Vacuum Wave
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Circle Throw & Dragon Tail
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Wide Guard
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King's Shield
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Spiky Shield
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Water Shuriken
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Accelerock
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Baneful Bunker
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First Impression
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The bread-and-butter attack of most in-game Pokémon at the time of RBY. Quick Attack is the first of the aforementioned priority moves and is definitely serviceable in-game. In competitive, it didn't really take off until quite a while. DPP's + BW's Choice Band Scizor ran it on occasion in order to panic check Kingdra, Infernape, and Volcarona. Generation 6 finally gave us the -ate abilities, which made it a mainstay staple on Mega Pinsir. Coupled with Aerilate and Swords Dance, Mega Pinsir can blitz through offensive teams or easily pick off weakened threats. Diggersby also made great use of the move with either Swords Dance or Choice Band. Lastly, Fake Out + Quick Attack Mega Lopunny was relevant in ORAS for heavily dismantling offensive cores. Regular Scizor in SM UU also uses it to the same degree as it did during past generations.
Counter has always been an oddball of an attack that has appeared occasionally to surprise physical attackers in competitive play. Some consider it a cheese strategy, while others see it as a legitimate move with several applications. However, it requires keen prediction to use effectively. In RBY, the most common user of this move was Chansey, using Counter to demolish threats such as Tauros and Snorlax, although this is taking to account that the move only reflected back Normal- and Fighting-type attacks in Generation 1, which meant Earthquake and the like easily nullified the move. Nidoking in GSC made use of Counter due to the move being able to reflect every type of Hidden Power in that generation. Snorlax itself in both RBY and ADV had the option to put the move to good use thanks to its great natural bulk. It rose in popularity with the advent of Shadow Tag Wobbuffet which was able to put physical attackers under deadlock. Across the generations, it remains as a niche move that you can occasionally see being sported by Magic Guard Focus Sash users such as Alakazam. Mirror Coat, on the other hand, was less common due to the lack of distribution, but it still found its place in sets like Mega Blastoise in 1v1, Alomomola in various tiers, and Ubers Shadow Tag Wobbuffet using it to trap special attackers.
Functionally useless upon inception in Link Battles because they weren't intended to work in RBY, the moves were improved in the second generation and were able to forcibly switch out a target. This gave the move a plethora of applications, such as forcing out boosted threats, getting information from your opponent (especially at the time, due to the lack of Team Preview), and racking up damage with entry hazards. It still remained useful all throughout competitive play from users like Skarmory to Drapion all across the several formats. It is notable that they no longer get blocked by Protect, something that Baton Pass chains of the old days used to scout for Roar and pass to Soundproof Mr. Mime to block it.
Endure is a peculiar move that has seen some relevant interactions across the generations. Around the early ADV metagame, the Endeavor + Reversal/Flail + pinch Berry sets were popularized, which aimed for a sweep provided the opponent lacked Tyranitar or any form of priority. It was a frightening prospect to face, and examples of users were Heracross and Dodrio. In addition to that, Endure + Salac Berry + Screech Magneton was used in certain team compositions in order to weaken walls so that the player's incoming Dugtrio could secure a KO. The move also found occasional use with Hitmonlee's Unburden set with Liechi Berry. A more recent example for the move was with ORAS's Endure Rocky Helmet Garchomp, which allowed the user to rack up incredible amounts of passive damage in order to panic check physically oriented attackers like Mega Pinsir.
Extreme Speed is one of the most iconic priority moves out there, packing great power and an impeccable priority of +2, though it wasn't always relevant. During GSC, Dragonite often favored Body Slam instead for the paralysis, and Arcanine was hardly common. ADV gave us Extreme Speed Linoone, which was a potential threat if left unchecked late-game in the lower tiers. Generation 4 brought back Extreme Speed for Dragonite, which was a tool that found home on its Dragon Dance or 4 Attacks Life Orb sets. Arcanine became physically oriented with the advent of Flare Blitz and also used this move, which made it a legitimate threat in the lower tiers. It also introduced one of the biggest monsters of the Ubers metagame for years to come, Extreme Killer Arceus, capable of ripping through teams with relative ease if given some support. Rayquaza and Deoxys-A were also seen using this move in Ubers, and Entei used it as well in the lower tiers. The most recent wielder of the move is Zygarde, which can utilize Choice Band, Dragon Dance, or Coil to augment its power and effectiveness.
Mach Punch was always a good move in a vacuum, though it always suffered from limited distribution. It finally took off in DPP, where Breloom with Swords Dance was able to use it to its fullest potential, allowing it to perform a sweep and pick off threats with relative ease. Infernape also gave it occasional use in order to check boosted Lucario. Generation 5 gave us the Timburr line, which are extremely competent users of Mach Punch across all tiers, with Timburr excelling in LC, Gurdurr making a splash in RU and NU, and Conkeldurr hanging around OU and UU. In SM, Conkeldurr was banned in UU and makes occasionally appearances on Aurora Veil offense, which sometimes packs Mach Punch.
While not exactly the most appealing in-game option, Protect has served its purpose in competitive metagames for quite some time. Gen 2 had it partnered with Gengar or Misdreavus in order to Perish trap. Generation 3 saw it with Speed Boost Ninjask, Protect + Toxic strategies, and the like. Generation 4 had notable Pokémon like Swampert utilizing Protect in order to scout or to prevent Gengar's Explosion from harming it. It had also seen use in Generation 5 with Ninetales and Politoed in order to keep them from harm's way. Poison Heal Gliscor and Tentacruel were also notable users in order to recover more HP via Poison Heal or Rain Dish. Generation 6 and 7 brought us VinCune (Scald / Calm Mind / Substitute / Protect) and SubTect Zygarde (Thousand Arrows / Substitute / Dragon Dance / Protect), two very prominent sweepers that take advantage of their natural bulk and defensive typing in order to stall out threats and slowly roll over the opponent, mostly paired with Toxic Spikes. Protect has been a staple move in every doubles format, as it allows a player to prevent a Pokémon from being focus-fired by both foes, and it allows players all sorts of flexibility with positioning. It's worth noting that Detect is functionally the same, albeit with less PP. It only has applications in doubles formats, where Imprison users may take advantage of the ubiquity of Protect.
Fake Out is another example of a move that took a while to take off. Originally, distribution was rather limited and ADV's metagame wasn't offensive enough to make great use of Fake Out. The focus on the lead metagame in DPP gave Fake Out users like Hariyama, Infernape, and Weavile a great tool for breaking Focus Sashes. It was also prominent in VGC, as the power of a free turn in a 2v2 setting, for example to enable a partner such as Belly Drum Azumarill to set up, cannot be overlooked. Support Pokémon like Raichu have been sighted using this move. More recently, we've seen Mega Kangaskhan make great use of it with Parental Bond, Mega Lopunny and Mega Medicham utilizing it for great chip damage plus a safe turn. Regular Kangaskhan has always been a staple user of this move in NU metagames, and it provided a frightening sight with Scrappy + Silk Scarf + Fake Out.
A popular move that has seen its heyday over the years; it was initially used on Pokémon like Choice Band Heracross and Medicham to obliterate would-be switch-ins like Skarmory. It also had seen use with Gengar and Alakazam attempting to take out Tyranitar, Snorlax, and Blissey. TyraniBoah was also a famous set created around this time period, which utilized Focus Punch + Thunderbolt to decimate defensive cores. Generation 4 had some brief usage with Breloom in OU, which used it in conjunction with Spore and Substitute, and Palkia in DPP Ubers, which had a "Blissey Boxer" SubPunch set dedicated to out special walls. While not as common anymore, it has occasionally popped up with sets like SubPunch Mega Mawile, and some players are attempting to use Z-Focus Punch for the raw damage output.
These moves are also exclusive to doubles, and redirectors have seen their fair share of time in the sun across VGC, Battle Spot Doubles, and Doubles OU. Jirachi, before its ban in Doubles OU, was one of the biggest users of the Follow Me, paired up with almost anything to allow setup sweepers to wreak havoc. At the moment, Pokémon like Volcarona, Amoonguss, Clefairy, and Togekiss frequently make use of it. Although it can no longer redirect Extreme Speed and Fake Out starting from XY, it still remains a great support move for those formats.
Helping Hand is a doubles-exclusive move that has remained relevant throughout all its metagames, except Generation 3 due to VGC not being a thing yet. It's found on several support Pokémon like Cresselia and Arcanine to give your main attacker a huge power boost, which can help secure KOs or compensate for the Base Power loss for spread damage moves.
A perfect way to describe this move is difficult to use, difficult to master. It requires keen prediction and metagame knowledge to get the most use out of it, which is why it isn't a common sight. In ADV, Pokémon like Alakazam could make use of Snatch to nullify Blissey's Soft-Boiled and steal its recovery. People have been utilizing Z-Snatch for Pokémon like Hoopa-U for the surprise factor, and Snatch Blissey has seen some play in Ubers to beat Refresh Arceus formes 1v1. Snatch Talonflame has also been used to steal opposing Tailwind in VGC.
Aqua Jet is one of the many products of Generation 4's priority renaissance, where a multitude of types received a Quick Attack variant of their own. It started as a competent move and remains used to this day; Gen 4 saw it being used by Azumarill and Feraligatr, and even Blastoise had a niche in OU as an anti-lead with Fake Out + Aqua Jet. The users remained roughly the same across generations, but XY finally allowed Azumarill to run both Aqua Jet + Belly Drum, making it a frightening force mid-game. Other users like Sharpedo have also been seen occasionally giving the move a shot.
Bullet Punch has been another iconic priority move since its inception, and its users have also remained rather the same throughout the years. DPP brought us a plethora of contenders with the move. Lead Metagross was able to dispatch of other leads thanks to its monstrous 135 Attack in tandem with STAB Bullet Punch after smacking the foe with Meteor Mash. Hariyama and Medicham often combine Fake Out + Bullet Punch to pick off frail offensive threats. Lucario occasionally used Bullet Punch paired with Swords Dance, and the mascot of the move, Technician Scizor, has used it to revenge kill or to sweep with either Choice Band or Swords Dance. Coincidentally, the new users of the move were mostly the Mega Evolutions of some of the aforementioned Pokémon. Mega Scizor uses it in all of its sets, be it utility Defogger, bulky Swords Dance, or offensive Swords Dance. Mega Medicham uses it to decimate threats like Mega Gardevoir and Mega Diancie. In SM Ubers, Mega Metagross uses Meteor Mash + Bullet Punch in order to dismantle Xerneas, and Mega Lucario uses it as a powerful, spammable priority attack that threatens Pokémon like Mega Gengar and Deoxys-A. In SM RU, Pangoro uses Bullet Punch to muscle past regular Gardevoir and Whimsicott with slight chip damage. Other Fighting-types like Toxicroak also have used it before.
Feint is an interesting case where a move in doubles can also find use in singles. However, it suffers from massive lack of distribution and being overshadowed by other supportive moves in said metagames. While Pokémon like Hariyama can use it, it requires keen prediction and risk versus reward similar to Snatch. However in ORAS, Mega Pinsir had been seen utilizing Feint to outpace and dismantle Talonflame after a Swords Dance boost and some chip damage. It does require it to run Adamant due to the loss of power compared to Quick Attack.
Ice Shard, while rather lacking in distribution, was definitely a handy asset for the Pokémon that did get it. Weavile, Mamoswine, and Abomasnow appreciate a STAB-boosted priority attack that is able to dismantle faster threats with ease, especially thanks to Ice's great offensive coverage and the metagame being full off with threats weak to the type. Donphan also made decent use out of it to try picking off Rapid Spin users in Generation 4. Sneasel, in the same vein as Weavile, also did this for the lower tiers. Cloyster has also made use of it in either its suicide hazard lead set or Shell Smash. Pokémon like Vanilluxe have used, it despite not investing in Attack, due to its utility.
Shadow Sneak has been popping up here and there, though it didn't have the strongest start. Gallade has used it on its attacking lead set, Dusknoir has made use of it with SubPunch, and Pokémon like Muk and Spiritomb have also used it. Shedinja uses Swords Dance with Shadow Sneak as its main attacking move. DPP Ubers brought us Giratina-O, which is one of the more prominent users of the move, giving teams ability to pick off Mewtwo, Deoxys formes, and the Eon duo with a Griseous Orb-boosted Shadow Sneak. XY introduced us to Aegislash, which was a very centralizing Pokémon that used this move in its physically oriented sets. Doublade, its pre-evolution, also used the move in the lower tiers. In SM, Protean Greninja briefly used Shadow Sneak as a way to answer Pheromosa. Mimikyu, thanks to Swords Dance and Disguise, has the potential to rip through teams and start sweeping with Shadow Sneak and is currently in OU. Alolan Muk can use it and it also works nicely with Poison Touch. Marshadow in Ubers makes use of a Technician-boosted Shadow Sneak in a similar vein to Giratina-O.
Sucker Punch is one of the more powerful priority options, with equal power to Extreme Speed upon release. Since then, it has been used by a multitude of Dark-types such as Honchkrow, Absol and Skuntank, and even non-STAB users like Hitmonlee have made use of this. Generation 5 brought us Zoroark, which heavily used it, as well as Bisharp, which remains a solid OU contender to this day. XY handed us Mega Absol, which has Sucker Punch as its primary attacking option, as well as Yveltal, which boosts it to dangerous levels with Dark Aura. It has received a slight Base Power nerf in SM but remains relatively relevant throughout all tiers and will continue to be in the future.
Trick Room has been a powerful move able to change the tide of battle ever since its inception, and it has always managed to be relevant throughout the metagames, be it singles or doubles. In DPP, Cresselia, Bronzong, Porygon2, and Uxie used the move in both formats in order to exert a great deal of pressure versus fast-paced offensive teams. BW introduced Reuniclus, a Pokémon built to take advantage of Trick Room with its good natural bulk and high Special Attack stat as well as its lacking Speed. Porygon2 received Eviolite, which gave it additional bulk in order to set the move multiple times in a match. Cofagrigus and Audino were also introduced; the former acted as a bulky Trick Room sweeper, and the latter was a utility setter. While unconventional, Victini can also use the combination of V-create + Trick Room to take advantage of the move's Speed drop. XY had Carbink using Trick Room in the lower tiers, and Hoopa-U also made great use of the move in Doubles. SM has greatly increased the effectiveness of Trick Room teams due to the new setters and attackers. It introduced Mimikyu, which can reliably set the move at least once thanks to Disguise, and Oranguru, which in VGC 2017 can give great support with Trick Room and its signature move Instruct. Magearna can also use it and become a dangerous sweeper under the field condition. With more powerful users like Alolan Marowak and Mega Mawile, Trick Room is now a legitimate team archetype in singles similar to its status in doubles.
Vacuum Wave, unlike most of the moves here, is a special priority move. However, it suffers from extremely limited distribution and usage. The explanation for this is that a majority of the receivers of Vacuum Wave are physically oriented and often have very low Special Attack. Regardless, a main user is Nasty Plot Infernape, which uses the move to sweep. Regular Blaziken in DPP has used it in its 4 Attacks set, and recently special Poliwrath in ORAS NU uses its STAB Vacuum Wave to exert pressure upon threats like Pyroar, Tauros, Rock Polish Rhydon, and Swellow, among others. Croagunk also makes good use of the move in Little Cup, nailing threats such as Pawniard and Carvanha.
The damaging variants of Roar and Whirlwind suffer from limited distribution, but they do find a niche in the lower tiers nonetheless. Dragon Tail in particular has been used by Druddigon and Steelix since its inception and Slowking and Goodra in the later generations. Circle Throw has been used by Throh and Poliwrath, both using Rest + Sleep Talk in order to increase longevity and phazing prowess. Being able to bypass Taunt and inflict a solid deal of damage is a great asset, though their less than perfect accuracy and immunities can be a downside at times.
Wide Guard is a powerful utility move in doubles due to its ability to shield Pokémon from the omnipresent spread moves such as Earthquake and Rock Slide. It has been present in various VGC metagames, with users such as Gigalith and Smeargle, which handily blocked moves like Origin Pulse and Precipice Blades as well as Dazzling Gleam. Conkeldurr was a prominent user of the move XY DOU as well. Current users in SM DOU are Hitmontop, Aegislash, and Celesteela due to their defensive typing and natural bulk. It is also worth noting that Wide Guard can now block status moves in SM.
Aegislash's signature move, King's Shield, is instrumental and plays a vital role in how it shifts formes due to Stance Change. During its limited time in XY OU and SM OU, King's Shield alongside its monstrous bulk and offenses made Aegislash extremely difficult to handle. In Ubers, Aegislash uses King's Shield in tandem with Toxic to stall out foes and stack passive damage. In Battle Spot Singles and in DOU, King's Shield is a mainstay option that improves its longevity and causes mind games. Smeargle can also use it as a Protect alternative over Spiky Shield if the Attack reduction is preferred.
While it's technically Chesnaught's signature move, Cacturne and Maractus also have access to this it, but they aren't very notable and don't use it for the most part. Chesnaught has always used this through out XY, ORAS, and SM, using it to scout, increase recovery with Leech Seed, and punish physical attackers. Togedemaru uses it in doubles formats as well as in NU, and Smeargle also uses it in doubles over Protect due to the chip damage it can provide.
In the same vein as Spiky Shield, this is Greninja's signature move, but Accelgor also has access to it (not that it ever uses it though). Initially physical and unused, SM had changed it into a special move and introduced Ash-Greninja, which is an extremely potent user of the move. Thanks to Battle Bond, Water Shuriken becomes a 20-Base Power move that hits thrice, so an effective 60 BP priority move. Coupled with Choice Specs and the boosted Special Attack, Ash-Greninja is fully capable of tearing through offensive teams.
SM brings us a new Rock-type variant for Quick Attack, and it's Lycanroc's signature move. Lycanroc handily uses it in conjunction with Swords Dance as a somewhat formidable sweeper in PU, though it suffers from lack of setup opportunities and its general fraility.
Toxapex's signature move is a good move in a vacuum, though it generally doesn't run it due to the fact it prefers to run other options like Haze in its fourth slot. Toxapex is often prone to being setup bait for the likes of Magearna and Volcarona, and Haze alleviates this issue, so it usually cannot afford to run this move.
First Impression's high Base Power coupled with Golisopod's high Attack stat lets it be a threatening lead in Battle Spot Singles backed with Life Orb or Choice Band, and it also fulfills a similar role in RU. Thanks to the immense power of First Impression, Golisopod can set up Spikes on a forced switch, giving it great utility and pressure.
While this Pokémon is active, allies are protected from opposing priority moves.
Both of these abilities bring great utility, though Bruxish often prefers Strong Jaw in RU, which gives its Psychic Fangs immense power coupled with Swords Dance. Tsareena has great utility in the lower tiers and does use Queenly Majesty to better check threats like Zygarde-10%, running utility moves such as Trop Kick, U-turn, Synthesis, and Rapid Spin.
If this Pokémon is at full HP, its Flying-type moves have their priority increased by 1.
An important thing to address is that during Generation 6, Gale Wings would work regardless of the user's HP. Fletchling and its evolutions were relevant threats in the various metagames they've inhabited. Fletchling was popular in LC and made great use of Acrobatics, Fletchinder comfortably resided in RU with Swords Dance. Talonflame was a top-tier threat in OU, being able to utilize Choice Band, Swords Dance, or even a specially defensive bulky stallbreaker set thanks to priority Roost and high Speed with Will-O-Wisp and Taunt. The Generation 7 nerfs have made the trio fall out of relevance, but Talonflame still sees occasional play with a Swords Dance + Flyinium Z set.
On switch-in, this Pokémon summons Psychic Terrain.
Tapu Lele is a notable force in the SM OU metagame, and Psychic Terrain is one of the main reasons for that. The boost to Psychic-type attacks allows it to heavily dent through offensive and defensive teams alike. The priority protection allows it to comfortably tackle Pokémon like Bisharp, Ash-Greninja Choice-locked into Water Shuriken, and Mega Scizor, and if Tapu Lele is holding a Choice Scarf, it handily answers Mega Pinsir. It also heavily aids Pokémon like Mega Diancie and Mega Alakazam that are quite vulnerable to powerful priority attacks. In DOU and in Ubers, it supports allies in the same way but this time Deoxys-A.
This Pokémon's status moves have priority raised by 1, but Dark types are immune.
It is worth noting that Dark-types weren't immune to Prankster-boosted moves during Generations 5 and 6. This ability is infamous for the tilt-inducing strategies that it has caused over the years. Sableye was a mediocre Pokémon that got a major calling thanks to Prankster and its expansive support movepool of Taunt, Will-O-Wisp, and Quash for doubles just to name a few. Thundurus was fearsome for its Prankster Thunder Wave in both BW Ubers and XY / ORAS OU, which acted as an emergency panic button to cripple threats, and it ensured that offensive Pokémon would be hard pressed to deal with Thundurus. Pokémon like Murkrow and Liepard have also gained notoriety in the lower tiers due to this ability. The infamous DiveCats/FlyCats as well as SwagPlay, (with Sableye, Liepard, Klefki, and Thundurus being the main users) have been born due to the existence of Prankster. The former has been neutered, as Assist mechanics were changed in future generations, while the latter has been nerfed with Swagger and Thunder Wave's accuracy nerf, Prankster nerf, and the confusion rate being toned down to 33%. Klefki also had access to SwagPlay, but its main draw was its access to Reflect, Light Screen, Spikes, and even on occasion Fairy Lock. While the Generation 7 nerfs do give some breathing room for Pokémon like Tyranitar and Mega Gyarados, the ability is still extremely powerful. Whimsicott is present in both singles and doubles, having great utility with moves such as Encore, Memento, Sunny Day, Taunt, and Tailwind. It also has access to priority Nature Power, which turns into Tri Attack. In Doubles, Whimsicott can make use of Normalium Z + Nature Power with the presence of the Island Guardians' Terrains, firing off surprise Z-Moves that can change the tide of the battle instantly. Underestimate at your own peril.
This Pokémon's healing moves have their priority increased by 3
Comfey comfortably resides in RU and makes great use of Triage, allowing it to keep itself alive with Synthesis and have an unmatched priority move with Draining Kiss. It also uses Calm Mind and Taunt to stallbreak and attempt a sweep mid-game, though it often suffers from its average Special Attack and Draining Kiss's low Base Power.
A pretty useful item in-game, albeit frowned upon on in the eyes of the competitive community. It simply is not reliable enough to warrant usage, but a lot of newer players still flock to it.
Despite being unreleased in SM, Custap Berry is an extremely handy item that has been used throughout various metagames. It functions as a one-time Quick Claw that's guaranteed to work, and several Pokémon sets have been made with that focus in mind. Destiny Bond Wobbuffet after taking a near-lethal blow has the potential to rack up two KOs in DPP and BW Ubers, Sturdy Explosion Custap Golem allows it to fire off a devastating attack after getting Stealth Rock up, Aggron in the lower tiers has used the combination of Sturdy + Metal Burst + Head Smash + Custap Berry to the same effect. And lastly, Skarmory has used it with Sturdy to guarantee at least two layers of hazards as a suicide lead for offensive team.
We can rightfully say that priority has been a key aspect of Pokémon ever since it was created, both casually and competitively. Thank you for giving priority to reading this article!
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