What it does
Jet Punch is a Water-type physical move with +1 priority — it moves before any normal-priority (0) move, regardless of the user's Speed stat. In the +1 bracket, Speed determines who goes first among users of +1 priority moves. Against standard attacks, it always goes first.
Water-type hits Fire, Rock, and Ground super-effectively. Halved by Water and Grass. Dragons take neutral damage.
It's a contact move that can be blocked by Protect. In doubles, single-target moves deal full damage without the ×0.75 spread reduction.
The value is simple: when there's a fast, low-HP threat on the field that would move first and KO your partner or finish the job before you get to act, Jet Punch jumps the queue. Priority bypasses the Speed comparison entirely. You hit first, threat is gone.
Who runs it
Palafin (Hero Form) at 93% usage is the exclusive carrier — this is its signature move. Hero Form Palafin has enormous physical Attack, and Jet Punch under Water STAB deals damage in the range that threatens OHKOs on many targets, not just pick-offs. The combination of massive raw power and +1 priority makes it one of the most threatening finishers in the format.
Hero Form activates when Palafin uses Flip Turn to switch itself out of battle. Once it comes back in, the Attack spike makes the difference. Jet Punch on ordinary Palafin is noticeably weaker — the hero form transformation is load-bearing.
Palafin usually runs Wave Crash or Liquidation as the heavy-hitting Water move for full-HP targets, with Jet Punch specifically to close out weakened fast threats. The two moves split labor.
How to use it
Two key scenarios: First, the opponent has a fast threat at low HP that would move before a normal-priority attack — Jet Punch finishes it before it acts. Second, you've done the math and know the priority hit KOs cleanly — no need to risk the slower-attack route when the outcome is guaranteed.
In doubles, note that other +1 priority moves from the opponent's side will trade on Speed within the same bracket. If the opponent runs a +1 priority move and is faster than Palafin, they go first within the priority tier — but this is uncommon since Palafin Hero Form has solid Speed.
Choice Band pushes Jet Punch damage into OHKO range for a much wider portion of the meta. The tradeoff is being locked into a single move — misread the target and you might be pointing the priority move at the wrong thing.
Tips & strategy
Grass and Water resist. Against Grass-types especially, Jet Punch is noticeably weaker — switch to a coverage move instead.
Contact means Rocky Helmet, Rough Skin, and Iron Barbs chip back on every hit. Doesn't come up constantly, but Palafin is often running at low HP after setup; factor that in.
One common misunderstanding: priority +1 isn't beaten by high Speed. If the opponent has +0 priority and 999 Speed, Jet Punch still goes first. Only another +1 priority user can match the bracket, and then Speed breaks the tie. Don't second-guess the priority when you don't need to.