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Priority is a property of moves such that any move with a higher priority than another will always be performed first.

Mechanics[]

All moves have a hidden priority value, with values ranging from −7 to +6. The vast majority of moves have no special priority, having a priority value of 0. In battle, moves with a higher priority value will always go before moves with a lower priority value. If the priority values of both moves during a turn are equal, then the Loomian with a higher Speed stat will go first.

The priority of moves is shown below:

Priority Action
+6 Shell Bash
+5 Teamwork
+4 Barb Trap, Briar Block, Dodge, Magma Block, Ruffled Feathers, Tone Barrier
+3 Preemptive Strike
+2 Bait
+1 Counter Stance, Impersonate, Jolt, Light Dash, Lightspeed Ray, Quick Pounce, Quick Punch, Shadow Sprint, Trick Shot
0 All other moves.
−1 Return to Sender
−6 Bequeath, Dissipate, Driving Force, Horn-Dashi
−7 Bane of Haste

Special Cases[]

  • Switching, using an item, escaping or resting/waiting happens outside the priority system, and fundamentally always happens first.
    • The exception to this rule is the move Chase Down, which is used before the target switches out, but has normal priority if the target is not switching out on the turn it is used.
  • Having the Lazy Ability and/or holding the Heavy Shackles item causes the user to go last in their priority bracket – it does not cause the user to go last if another Loomian used a move with a lower priority.
  • Bane of Haste behaves similarly - it will only reverse the order of moves in each priority bracket, moves with higher priority will still go first.
  • A Loomian with the Ability Handy will make all of their Support Moves have +1 priority.
  • A Loomian with the Ability Foresight will make all of their Mind-type Moves have +1 priority if their Health is at or above 50%.
  • A Loomian with the Ability Wildfire will make all of their Fire-type Moves have +1 priority if their Health is at or above 50%.
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