Movement speed
Movement Speed
To create distance quickly, turn and run forward instead of walking backward. On land, only forward movement benefits from speed increases. Entering combat reduces your base forward speed. Having Swiftness and Superspeed together applies only the stronger increase.
Why does movement speed feel inconsistent?
Why do several speed buffs fail to make you faster? Why do you slow down in combat? Why does Superspeed say “+100%” but feel much like Swiftness outside combat? These differences follow a few basic rules.
The four rules below explain how your speed changes in different situations.
Base movement speed
These are base running speeds on land, measured in units per second (u/s). Forward speed changes when you enter combat. Strafing and backpedaling are unaffected by combat slowdown or movement speed increases.
| Direction | Out of combat | In combat | Notes |
|---|---|---|---|
| Forward | 294 u/s | 210 u/s | Affected by speed increases and combat slowdown |
| Strafing (sideways) | 180 u/s | 180 u/s | Fixed · no benefit from speed buffs |
| Backpedaling (backward) | 105 u/s | 105 u/s | Fixed · no benefit from speed buffs |
| Walk (no default key) | 80 u/s | 80 u/s | For roleplay or precise positioning |
Out-of-combat forward speed (294) is about 40% faster than in-combat forward speed (210). Entering combat immediately reduces your base speed, changing how Swiftness and Superspeed feel.
When am I in combat?
Look for the yellow outline and glow around the skill bar at the bottom of the screen. In combat, natural health regeneration stops, and waypoint travel and changes to equipment or skills are restricted.
Entering combat
Attacking an enemy or taking damage from one puts you in combat.
Leaving combat
Combat ends when the enemies you engaged die or are far enough away. Do not rely on a fixed five-second timer. Damaging conditions such as Bleeding or Poison can keep you in combat even after enemies die.
Why it matters
Swiftness gives +33% in either state, but a lower base speed means a lower final speed in combat. Avoid unnecessary attacks when you are only passing through.
Four key rules
1️⃣ Base speed differs in and out of combat
Your forward speed is already 40% higher out of combat (294 u/s). Entering combat reduces it to 210 u/s. This helps explain why speed effects feel different in combat.
2️⃣ Most movement speed increases do not add together
When several ordinary speed increases are active, only the highest applies. Swiftness (+33%) plus a signet passive (+25%) gives +33%. Superspeed plus Swiftness gives Superspeed’s increase alone.
3️⃣ Movement speed has a cap
Movement speed is capped at 400 u/s. Your out-of-combat base is already 294 u/s, so Superspeed (+100%) hits the cap before doubling it. This is why Superspeed feels similar to Swiftness outside combat.
4️⃣ Strafing and backpedaling get no speed increase
Strafing is 180 u/s and backpedaling is 105 u/s, regardless of combat state. Swiftness and Superspeed do not increase these speeds.
Move forward for speed. Turn and run forward to escape a large attack area or create distance. Moving diagonally forward also uses forward speed. Strafing is still useful for small adjustments or continuing attacks while facing an enemy.
The About Face key: instantly turns your character 180 degrees. It has no default binding. Set a convenient key under Options → Control Options → Movement → About Face, and check that it does not conflict with a mount or another action.
Use it to retreat: turn with About Face, then move forward (W) to create distance faster than backpedaling. Swiftness and Superspeed apply to that forward movement.
How far can you travel in ten seconds?
Compare distances over ten seconds. The first six rows show forward movement; the last two show strafing and backpedaling. Values are rounded and assume a constant speed on level ground.
| Situation | Effective speed | Distance in 10 seconds | Compared with baseline |
|---|---|---|---|
| In combat · no buff | 210 u/s | 2,100 u | Baseline |
| In combat · Swiftness (+33%) | 279 u/s | 2,790 u | +33% |
| In combat · Superspeed (+100%, capped) | 400 u/s | 4,000 u | +90% |
| Out of combat · no buff | 294 u/s | 2,940 u | +40% vs. combat baseline |
| Out of combat · Swiftness (+33%) | 391 u/s | 3,910 u | +86% vs. combat baseline |
| Out of combat · Superspeed (capped) | 400 u/s | 4,000 u | +90% vs. combat baseline |
| Strafing (sideways) | 180 u/s | 1,800 u | −14% vs. forward in combat |
| Backpedaling (backward) | 105 u/s | 1,050 u | −50% vs. forward in combat |
What the numbers show:
- Out of combat, running without a buff is close to running with Swiftness in combat (294 vs. 279). Staying out of combat helps when you can pass enemies without fighting.
- Out of combat, Swiftness and Superspeed are very close: 391 vs. 400 u/s, a difference of about 2%. In combat, 279 vs. 400 is over 40% faster. Superspeed therefore provides a much larger advantage in combat.
- Backpedaling is half the speed of unbuffed forward movement in combat. Turn and run forward when you need to get away quickly.
Common misconceptions
❌ “Swiftness plus a signet makes me faster”
Only the strongest simultaneous speed increase applies. However, a second source can cover gaps in uptime, and a skill may also provide useful control or cleansing.
❌ “Superspeed should double my out-of-combat speed”
The 400 u/s cap prevents this. Starting from 294 u/s, you hit the cap before receiving the full +100%. In combat, your base is 210 u/s, so the increase comes much closer to doubling your speed.
❌ “Superspeed cancels out Chilled’s slowdown”
With Superspeed and Chilled active together, both effects enter the calculation. The speed modifier becomes 100 − 66 = +34%, giving about 281 u/s forward in combat. That is slower than Superspeed’s unimpeded 400 u/s, but faster than the unbuffed base of 210 u/s.
❌ “Strafing while facing the enemy is always the right way to evade”
Forward movement is better for covering a large distance quickly. Strafing is 180 u/s and receives no speed increase. It can still be useful for small adjustments while keeping your attacks facing the enemy.
❌ “Mounts follow these rules too”
Mounts use separate movement systems and are not sped up by Swiftness or Superspeed. Mounts such as the raptor or skyscale are much faster for long journeys.
Common sources of speed
These are common movement speed effects. Remember that ordinary speed increases use the highest value rather than adding together.
Superspeed +100% / ~+33%
Up to +100% in combat; close to Swiftness outside combat because of the speed cap. Does not combine with ordinary speed increases. Duration stacks up to 10 seconds. Useful for escaping or crossing danger in combat.
Swiftness (boon) +33%
A common movement boon with the same percentage increase in and out of combat. Duration stacks up to 60 seconds, and many skills can share it with allies.
Signet passives +25%
Ranger’s Signet of the Hunt and elementalist’s Signet of Air give +25% movement speed through their passive effects. Activating a signet normally disables its passive while it recharges, though traits can change this.
Traits and utilities +25–66%
Examples include Mist Form (+66%), Impossible Odds (+50%), Woven Air (+50%), and Blessing of Elements (+40%). Sources depend on your profession and specialization.
Relic · Rune +25%
Relic of the Wayfinder gives +25% in combat and +33% out of combat. Relic of Speed changes the increase while you have Swiftness to +66% in PvE and WvW, or +50% in PvP. Do not add Swiftness’s +33% again.
Exceptions and conditional speed effects
Some effects add to your highest movement speed increase. Their requirements depend on the trait or equipment. Keep the 400 u/s cap in mind when considering these examples.
🌊 Swim-speed infusions
A Swim-Speed Infusion goes in an infusion slot on an ascended aquatic headgear item. Its underwater forward-speed bonus adds to other increases, but the 400 u/s cap still applies.
⚔️ Rising Momentum (Berserker)
This is a revenant Herald trait. Each point of upkeep currently in use adds +5% movement speed to other increases. Swiftness’s +33% plus one point of upkeep gives +38%.
⚔️ Aggressive Onslaught
This is a warrior Strength trait. With it selected, having Quickness gives +33% movement speed that adds to other speed increases.
⚔️ Ferocious Symbiosis
This is a ranger Untamed trait. You and your pet grant each other the effect by striking enemies. It gives +5% movement speed per stack, up to five stacks.
Example: 100 (Superspeed) − 50 (Crippled) + 5 (Rising Momentum) = +55%. Multiply the in-combat forward base of 210 by 1.55 to get 325.5 u/s. The 55% is the increase over base speed.
🐠 Movement underwater
Swimming differs from movement on land: base speed does not depend on your direction.
The same base speed in every direction
On land, only forward movement receives speed increases. Underwater, forward, backward, and sideways movement share the same base speed, and buffs such as Swiftness also affect sideways and backward swimming.
Combat slowdown and the cap underwater
Combat slowdown and the 400 u/s cap also apply underwater. Swim-speed infusions add their bonus within these limits.
Practical tips
- Run forward to cover distance quickly. Turn by holding right-click and moving the mouse, or use About Face, then move forward. Strafing remains useful for a small adjustment while attacking an enemy.
- Avoid attacking passing enemies when moving with your group. Entering combat reduces forward speed and prevents remounting your warclaw in WvW, making it easier to fall behind. Traps or fields that hit later can also put you in combat; follow the commander’s movement and attack calls.
- Avoid attacks as you pass. Dodging or blocking with Aegis can sometimes keep you out of combat. Reflections or counterattacks that damage enemies, or lingering damaging conditions, can still put or keep you in combat. Prioritize a safe route and staying alive.
- Check your Swiftness supply if you travel on foot often. Look at your skills, traits, and allied support to see whether you can maintain it.
- Use Superspeed during combat. It offers little extra speed over Swiftness on a long out-of-combat run. Use it to escape mechanics, get out of danger, or reposition.
- Several ordinary speed effects at once still apply only the highest increase. Consider uptime and the skill’s other uses, such as survival or crowd control.
- Cleanse lingering Chilled or Crippled.
- Use a mount for long journeys where mounting is allowed. A raptor’s base run speed is about 600 u/s, roughly twice unbuffed out-of-combat movement on foot. Leaps let you travel faster.
Practical FAQ
❓ Why did my character suddenly slow down?
First check for the yellow combat glow around the skill bar. Combat may have lowered your base forward speed from 294 to 210 u/s. Also check for Chilled or Crippled, Walk mode, and whether you are strafing or backpedaling.
❓ What is the fastest way to rejoin my party after dying?
First look for an available waypoint near your group. Use a mount for the remaining distance if permitted; otherwise use Swiftness and movement skills. A raptor’s base run speed is about 600 u/s.
❓ Does my speed signet stack with a guildmate’s Swiftness?
No. A +25% signet passive and +33% Swiftness still give +33%. The signet can remain useful for gaps in Swiftness uptime or for its active effect.
❓ Do speed buffs increase jumping or dodging distance?
Movement speed affects the horizontal distance of a normal jump. Faster forward movement lets you jump farther; jump height stays the same. A standard dodge travels 300 units, unaffected by speed increases. Specializations that change dodging work differently.
How do I dodge-jump?
Jump, then press dodge a very short moment later. This can carry you higher and farther than a normal jump, making it useful in jumping puzzles. If the timing is off, you jump and dodge separately, so practice somewhere safe.
If the two inputs are difficult, they can be bound to one key. ArenaNet’s macro policy explicitly permits this combination. This permission does not extend to automatically chaining several combat skills.
❓ Do speed buffs help with jumping puzzles?
They help with wide gaps. On small platforms, however, you can overshoot and fall. Learn your landing distance with the effect active, or wait for it to expire when necessary.
❓ How do I tell whether I am in combat?
Look for the yellow outline and glow around the skill bar at the bottom of the screen. Natural health regeneration stops, and waypoint travel and equipment or skill changes are restricted.
❓ Are there faster ways to move underwater?
Underwater, base forward, backward, and sideways speeds are the same, as are effects such as Swiftness. Swim-speed infusions go in aquatic headgear and add forward speed. Start with your underwater weapon’s movement skills and Swiftness; consider infusions if you travel underwater often.