Speed is the one stat that enters the fight before anything else: whoever moves first sets the tone of the battle. Below is where a champion's speed actually comes from, how to calculate it before you spend silver, and how to build a team whose turn order works for you.
Why speed decides fights
RAID is turn-based, and the first turn goes to the faster side. Speed is not just another stat — it's the entry ticket: the buffer who puts up defence and attack, the debuffer who lands defence down, the nuker who finishes the job. All of them only work if they get there before the enemy does.
- In Arena, losing the first turn usually means losing the fight outright.
- In dungeons, wave enemies hit first and strip half your health bar before you press a button.
- Against Clan Boss and other bosses, speed decides how many of your turns fit between his attacks.
- In turn-limited content, more speed means more attempts, which means more damage.
The flip side: speed is the most expensive stat in the game. Every slot spent on it is a slot not spent on damage, Accuracy or survivability. Tuning is not about stacking the maximum — it's about hitting the right threshold.
Where a champion's speed comes from
The number in the champion window is a sum of several layers. Keep them in mind, because some add flat and others scale off the base.
| Source | How it works | What to watch |
|---|---|---|
| Base speed | Fixed per champion | The gap between “fast” and “slow” champions is dozens of points, and percentages scale off this base |
| Boots main stat | Flat bonus | The single biggest source of speed in the game |
| Artifact substats | Flat bonus | Stacks with boots and can roll on any piece |
| Glyphs | Flat bonus | A few points per piece, but it adds up |
| Speed set (2 pieces) | Percent of base speed | Cheap way to close a small gap |
| Team aura | Percent of base speed | Free for the whole team — pick the aura that fits the job |
| Great Hall and masteries | Extra bonuses | Always verify the total in the champion window |
The key point: percentage bonuses — Speed set, aura, some masteries — generally scale off base speed, not the final number. That's why the same set gives more to a fast champion than to a slow one, and why flat speed from boots and substats never gets multiplied.
How to calculate speed
The formula takes two steps: add up everything flat, then add the percentages off base.
Total = Base + flat bonuses + (Base × total percent / 100)
Example. Base speed is 100. Boots give 45, substats 25, glyphs 8 — that's 78 flat. The Speed set adds 12% of base and the aura adds 19% of base. So: 100 + 78 + 12 + 19 = 209.
In practice you usually work backwards: you have a target, say 220, and you need to know where the last ten points come from. The order is boots first, then substats, then the set, and only then glyphs and Great Hall. And remember: high-speed gear still has to fit your Accuracy, crit rate or damage requirements, otherwise you end up with a very fast champion who does nothing.
Speed thresholds to aim for
There is no universal number — it depends on content, league and team. Rough anchors:
- PvE waves and most dungeons: key champions often need around 170–220 to reliably move before the waves.
- Arena: the race is measured in hundreds; in high leagues 300+ on your lead buffer is normal, and nukers are often built with the question “will he survive going second?”
- Clan Boss and long fights: absolute speed matters less than a coordinated rhythm, so buffs and debuffs never lapse.
Verify thresholds in practice — the meta and the content shift, and comfortable numbers shift with them.
Turn order beats total speed
Speed is a tool for building a queue, not a score. The classic layout: speed aura, buffer first (defence, attack, increase SPD), debuffer second (defence down, shield break, sleep), nukers third and fourth.
- A gap of 10–20 speed usually holds the order, but the tighter the pack, the higher the risk it breaks.
- Any turn meter manipulation — decrease or increase TM — shifts the queue, especially when champions sit close together.
- An increase SPD buff is typically +30%: calculate the order with the buff active, not just from raw numbers.
- If you rely on a speed buff, the champion who provides it almost always has to move first.
Common mistakes
- Speed instead of Accuracy. 300 speed and low Accuracy on a debuffer means the debuff simply doesn't land.
- Speed on everyone. Tanks and nukers often get more from damage or survivability than from 20 extra points.
- Forgetting boots. The speed main stat is the cheapest source in the game — skipping it makes no sense.
- Ignoring glyphs. Three to six points across five pieces is a real gain.
- Building by eye. Turn order is verified in a real battle, not on paper.
Summary
Speed is not “as much as possible” — it's “exactly enough for your content”. Calculate it in two steps: base plus flat bonuses, then percentages off the base. Put speed boots on whoever sets the pace, leave a 10–20 point cushion between your buffer and your nuker, and remember that a fast champion without Accuracy or damage just loses faster.
15/10/2026
