Mechanics — foundational13 min de lecturaActualizado: Abril 2026
Mechanics — Foundational reference

Speed & Priority Mechanics — Complete Reference

Move priority runs from -7 to +7 in 15 brackets. Higher priority always moves first; within a bracket, Speed determines order. Speed ties resolve by 50/50 random roll. This page covers every Speed-modifying mechanic in detail.

Priority brackets

15 (-7 to +7)

Speed tie

50/50 random roll

Trick Room

Reverses Speed within bracket

Tailwind

× 2 Speed for 4 turns

Speed isn't about who's fastest. It's about whose Speed counts in the right priority bracket, with the right modifiers, after the right item activations. Out-Speeding the opponent is a multi-layer puzzle.
The Speed mechanics fact

At a glance

Move ordering in Pokémon resolves through three nested mechanisms: priority bracket, Speed within bracket, and tie-breaking on equal Speed. The system has been stable since Gen 4; the only major change since has been the Gen 7 paralysis Speed adjustment.

Speed dynamics are central to Doubles especially — Tailwind, Trick Room, Icy Wind, and redirection moves all rely on Speed math more directly than Singles. Singles relies more heavily on Choice Scarf and priority moves.

  • Priority range-7 to +7 (15 distinct brackets)
  • Speed tie50/50 random roll, recomputed per turn
  • Speed-reversing mechanicTrick Room (5 turns) and paralysis (sub-Gen 7 quartered Speed)
  • Speed-doubling mechanicsTailwind (4 turns), Choice Scarf (permanent +50%), Sticky Web (-1 stage on switch-in)
  • Speed-tying threats (Gen 9)Booster Energy Paradox (Iron Bundle, Flutter Mane), Speed Boost (Sharpedo, Blaziken until ban)

Priority brackets

Each move has a priority value from -7 to +7. Higher priority always executes before lower priority — regardless of the user's Speed.

The 15 priority brackets

PriorityCommon moves
+7Pursuit (when target switches), Helping Hand (in some calculations)
+6Protect, Detect, Endure, Wide Guard, Quick Guard (variable per gen)
+5Magic Coat, Snatch, Quick Guard (some calculations)
+4Helping Hand
+3Fake Out, Extreme Speed, Feint
+2Follow Me, Rage Powder, Ally Switch
+1Bullet Punch, Aqua Jet, Mach Punch, Sucker Punch, Vacuum Wave, Shadow Sneak, Quick Attack, Ice Shard, Accelerock
0Default — all standard damaging and status moves
-1Vital Throw
-3Focus Punch, Beak Blast, Shell Trap
-4Avalanche, Revenge (move-priority modifiers when hit first)
-5Counter, Mirror Coat
-6Roar, Whirlwind, Dragon Tail, Circle Throw (forced switches)
-7Trick Room

Priority-modifying abilities

  • Prankster — non-damaging moves used by the holder gain +1 priority. Defining ability for Tornadus, Whimsicott Tailwind sets, Klefki, Sableye support.
  • Gale Wings — Flying-type moves used by the holder gain +1 priority. Gen 7 nerfed this to require full HP.
  • Triage — healing moves used by the holder gain +3 priority. Niche on Comfey.
  • Quick Draw — 30% chance per turn for the holder to act first regardless of Speed. Random, niche.
  • Stall — user always acts last in their priority bracket (typically -7 within their bracket, before -7 priority moves). Single Pokémon (Sableye line) carry this; rarely useful.

Speed tiers

Within a priority bracket, the Pokémon with higher Speed acts first. Speed is computed from base Speed, Speed EVs, IVs, nature, and runtime modifiers.

Speed calculation

Standard Speed at level 50 (VGC standard):

Speed (level 50, max-invest) =

⌊ ( ⌊ ( ( 2 × Base Speed + IV + ⌊ EV ÷ 4 ⌋ ) × Level ÷ 100 ⌋ + 5 ) × Nature ⌋ × Modifiers ⌋

For Speed-investing competitive Pokémon: 31 IV, 252 EVs, +Speed nature (× 1.1). The result is the "max-invest" Speed reported in damage calculators.

Common Speed thresholds (level 50, +Speed nature, 252 EVs, 31 IV)

Base SpeedFinal Speed (level 50, max)Notable Pokémon
120183 SpeTornadus, Mienshao, Aerodactyl, Crobat (Gen 9 OU staples often run +Speed)
121184 SpeNaganadel
125189 SpeTapu Koko, Manectric
130194 SpeAerodactyl-Mega, Tapu Koko-Mega-equivalent, Garchomp-Mega
135200 SpeChien-Pao (banned)
137202 SpePheromosa (banned), Iron Bundle (banned)
150216 SpeCalyrex-Shadow
180251 SpeDeoxys-Speed (Ubers-only)

Trick Room

Trick Room reverses the action order WITHIN a priority bracket for 5 turns. The slowest Pokémon (within their priority bracket) move first. Priority brackets themselves are unchanged.

Mechanics

  • Duration: 5 turns from setup. Cannot be extended by Trick Room user's Speed (it's a fixed counter, regardless of Speed).
  • Trick Room itself has -7 priority — it sets up at the END of the turn, then takes effect from the next turn for 5 turns total (or 4 active turns after setup).
  • Doubles up: a second Trick Room used while one is already active CANCELS the existing Trick Room (returns to normal Speed order).
  • Priority brackets unchanged: a +1 priority move still acts before a 0 priority move under Trick Room.

Common Trick Room setters

  • Slow + bulky: Hatterene, Cresselia, Indeedee-Female, Slowking variants, Bronzong, Reuniclus.
  • Self-sacrificing: Smeargle, Klefki Prankster (sets faster than expected via priority).
  • Item-supported: Mental Herb protects setters from Taunt; Focus Sash ensures the setup turn lands.

Tailwind & team Speed boosts

Tailwind doubles the Speed of every Pokémon on the user's side for 4 turns. Defining Doubles speed-control move; less central in Singles where Choice Scarf is more flexible.

Tailwind

  • Effect: × 2 Speed for the user's entire team.
  • Duration: 4 turns from setup. The setup turn counts as turn 1.
  • Common setters: Tornadus (Prankster, +1 priority), Whimsicott (Prankster), Crobat, Mienshao, Pelipper.
  • Stacks: Tailwind plus Choice Scarf gives × 3 effective Speed (× 2 from Tailwind, × 1.5 from Scarf).

Other team-Speed boosts

  • Sticky Web — entry hazard. Lowers Speed of grounded Pokémon switching in by one stage. Single layer (no stacking like Spikes).
  • Icy Wind — 55 BP Ice-type spread special move that lowers Speed of every opposing Pokémon hit by one stage.
  • Bulldoze — 60 BP Ground-type physical spread that lowers Speed of every Pokémon hit (including allies).
  • Electroweb — Electric-type Icy Wind equivalent.
  • Thunder Wave — paralyzes target, halving Speed (Gen 7+) or quartering Speed (pre-Gen 7).

Speed-modifying abilities

Several abilities double or boost the user's Speed under specific triggering conditions. The combination of these abilities with their triggers produces format-defining offensive engines (weather teams, Booster Energy Paradox, etc.).

Speed BoostStage-by-stage Speed gain

User's Speed is raised by one stage at the END of each turn the user is active. Defining ability for Sharpedo, Blaziken (banned in OU). Compounds across turns — 6 turns active = +6 stages, capped.

Swift Swim× 2 Speed in Rain

Doubles user's Speed during Rain weather. Defining ability for Kingdra, Barraskewda, Ludicolo. Banned-paired with Drizzle Politoed in BW1 OU.

Chlorophyll× 2 Speed in Sun

Doubles user's Speed during Sun weather. Defining ability for Venusaur Sun teams. Banned-paired with Drought Ninetales in BW1 OU.

Sand Rush× 2 Speed in Sand

Doubles user's Speed during Sand. Defining ability for Excadrill — banned in BW1 OU paired with Sand Stream Tyranitar.

Slush Rush× 2 Speed in Snow / Hail

Doubles user's Speed during Snow (Gen 9) or Hail (pre-Gen 9). Defining ability for Beartic, Cetitan.

Surge Surfer× 2 Speed in Electric Terrain

Doubles user's Speed during Electric Terrain. Alolan Raichu signature.

Quick Feet× 1.5 Speed when statused

Boosts user's Speed by 50% when affected by ANY status condition. Bypasses paralysis Speed reduction. Niche but unique.

Unburden× 2 Speed after item consumed

Doubles user's Speed when the holder's item is consumed (used, knocked off, eaten Berry). Niche on specific Pokémon (Hawlucha, Drifblim).

Quark Drive / Protosynthesis× 1.5 Speed (or × 1.3 other stat)

On Electric Terrain (Quark Drive) or Sun (Protosynthesis), the user's highest stat is boosted — by × 1.5 if it's Speed, by × 1.3 if it's any other stat. Booster Energy triggers the ability without the field condition.

Scrappy / Wind RiderType-specific Speed niche

Wind Rider grants +1 Speed on switch-in to a wind-using ally (Doubles), and immunity to wind moves. Brambleghast Wind Rider is the canonical example.

Speed-modifying items

Several items modify Speed directly or change priority interactions.

Choice Scarf× 1.5 Speed permanent

Boosts holder's Speed by 50% but locks the holder into one move. The single most-used offensive item across all formats. Defining revenge-killer item.

Booster EnergyParadox Speed activation

Activates Quark Drive or Protosynthesis once when held — boosting the highest stat by × 1.3 (or × 1.5 if Speed). Consumed on activation. Defining for Gen 9 Paradox Pokémon.

Quick ClawRandom first-strike

~20% chance per turn to give the holder priority on their attack regardless of Speed. Niche but powerful when active.

Custap BerryHP-pinch first strike

Single-use. Gives the holder priority on their next attack when HP is below 25%. Combined with Sturdy or Endeavor for FEAR strategies.

Iron Ball / Macho Brace / Power Items× 0.5 Speed

Reduce Speed by 50%. Used on Trick Room Pokémon to ensure they're slowest in the bracket. Niche.

Lagging Tail / Full IncenseAlways last in bracket

Holder always acts LAST in their priority bracket, regardless of Speed. Used on Trick Room setters and revenge-trap strategies.

Speed ties

When two Pokémon have IDENTICAL Speed values within the same priority bracket, the engine resolves the order via a 50/50 random roll, recomputed each turn.

  • Random per turn — the speed-tie roll is independent each turn. A Pokémon that won the tie last turn has 50% chance of winning it next turn.
  • Most common in mirror matches — Tornadus vs Tornadus, Garchomp vs Garchomp. Speed creep (running 1 more Speed EV) avoids ties.
  • Speed Boost applies before the tie — a Speed Boost user that's active for 1 turn is faster than the same Pokémon switching in fresh; ties resolve based on current Speed.
  • Trick Room reverses ties — under Trick Room, the slower Pokémon wins the tie 50% of the time vs the faster one always winning otherwise. The roll itself is unaffected.

Common misconceptions

Several Speed-related claims are wrong. The corrections are based on engine behaviour.

  • "Choice Scarf doubles Speed" — wrong. Choice Scarf boosts Speed by × 1.5, not × 2. Tailwind doubles Speed; Scarf is +50%.
  • "Trick Room reverses priority" — wrong. Trick Room reverses Speed order WITHIN priority brackets. A Fake Out (+3 priority) still acts before a Quiver Dance (0 priority) under Trick Room.
  • "Paralysis reduces Speed by 75%" — true in Gen 1-6, FALSE in Gen 7+. Modern paralysis halves Speed (× 0.5).
  • "Sticky Web stacks like Spikes" — wrong. Sticky Web has no stacking layer; only a single layer applies Speed -1 stage on switch-in.
  • "Icy Wind always lowers Speed" — true. The 100% Speed-drop chance is part of Icy Wind's base effect, not a secondary effect that can fail.
  • "Booster Energy Paradox always boost Speed" — wrong. Booster Energy boosts the user's HIGHEST stat. Iron Bundle has 124 Speed and 91 SpA; its highest stat is Speed, so Booster Energy boosts Speed. But Iron Hands has 154 Atk and 50 Speed — Booster Energy boosts Atk, not Speed.
  • "Speed ties resolve by team-preview order" — wrong. Speed ties are random per turn; team order doesn't influence the roll.
  • "Tailwind cannot be removed early" — partially correct. Tailwind has a 4-turn duration. Defog removes Tailwind in Gen 6+; Whirlwind/Roar do not. Court Change swaps Tailwind to the opposing side.

Where to go from here

Speed mechanics interact with status, damage, and field state. The pages below cover those layers.

  • Status conditionsStatus Conditions covers paralysis Speed reduction in detail.
  • Damage formulaDamage Formula covers how the move-ordering interacts with damage calculations.
  • Type chartType Chart covers Ground immunity (Levitate) and other type-based interactions.
  • Live dataMoves Index filterable by priority. Abilities Index for Speed-modifying abilities.
  • Glossary — every term used above is defined in the Competitive Glossary.