Description
Movement Speed is how quickly a champion walks across the board while a fight is running.
Read moreShow less about Movement Speed
Champions move on their own toward whatever they are trying to attack. So the stat decides how soon a unit starts hitting:
- More movement speed: the unit spends less of the fight walking and starts hitting sooner.
- Less: the unit spends longer crossing the board before it does anything.
It is a different stat from Attack Speed. Attack Speed is how fast a unit swings once it is already in range.
Very few things change it:
- One champion gets a burst of it after a takedown.
- One artifact raises it.
- One artifact drops it sharply in exchange for a large Health bonus.
Note: It is not what Slow reduces. Slow lowers Attack Speed and leaves walking speed alone.
What benefits from Movement Speed (3)
Champions that benefit from Movement Speed (1)
1 champion · paste in the game's Team Planner
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Wuju Style Passive: Every third attack is a Double Strike. On takedown, gain a burst of movement speed. Adaptor : Double Strikes grant 15% stacking Attack Speed. Adaptor : Double Strikes deal bonus damage and heal.
Artifacts that benefit from Movement Speed (2)
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- +65% AS
- +15% Damage Amp
Shrinks the holder, granting them increased movement speed and immunity to Slow, Burn, and Wound.
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- +500 HP
- +20 Armor
- +20 MR
The holder's Move Speed is drastically reduced. Gain 15% max Health, Unstoppable, and pull the current target into melee range.
See also
Frequently asked questions
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What is Movement Speed, and how much of it does a unit have?
Movement Speed is how fast a unit walks across the board once a fight is running.
Units move on their own toward what they are trying to hit. So a faster walker starts attacking sooner.
Every champion has the same 550 base Movement Speed. So it is never a point of difference between units. That is unlike Health, Attack Damage, Attack Speed, range, Armor and Magic Resist.
Note: Melee units start moving slightly earlier at the opening than ranged ones.
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Does more Movement Speed make a unit attack faster?
No. They are two separate stats.
Attack Speed is how many times a unit swings per second once it is in range.
- Increases are percentages of that unit's own base.
- It is capped at 5.0 attacks per second. Only buffs from other champions push past that ceiling.
Walking speed just shortens the trip. A faster walker fits more attacks into a fight because it starts sooner. But each swing lands at the same rate, so walking speed does not raise damage per second.
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What can actually lower a unit's walking speed?
Almost nothing.
The keyword shown as Slow reduces Attack Speed, not walking. The rules text spells that out. So Slow leaves a unit's walking untouched.
Only one artifact lowers walking speed. It is self-imposed, and it is paid for with a large Health bonus.
Hard crowd control is not a slow either:
- A stunned unit cannot move, attack or cast at all for the duration.
- A knock-up disables it the same way, then it resumes normally.
Note: A unit that looks stuck is disabled, not slowed.
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If two things give Movement Speed, do they add up — and is there a cap?
No published rule documents how walking-speed bonuses combine. None documents a cap, threshold or diminishing-returns curve. So treat any confident answer as unproven.
The question is close to theoretical anyway:
- Every champion starts from the same 550 base.
- Only a handful of effects touch walking speed.
- The walk is short, since each player's half of the board is just four rows deep.
Note: The largest effect is a self-imposed cut bought with a big Health bonus.
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Does Movement Speed make a dash, leap or blink faster?
For forced movement, no.
A knock-up moves the target in a set direction or to a set point. For that duration it cannot move, attack or cast at all. Its own walking speed changes neither where it lands nor how long it takes.
Ability movement such as a dash, leap or blink is driven by the ability itself. No published rule ties its distance or duration to the walking stat.
Note: Walking speed governs ordinary walking between targets.
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Does a Movement Speed buff carry into the next round?
No. Nothing about walking speed is banked from one round into the next.
Every champion begins from the same 550 base Movement Speed. Each fight starts from that baseline.
- An equipped artifact's change is a plain passive with no trigger or timer. So it applies from the opening of every fight while the item stays on the unit.
- A burst earned mid-fight runs on a duration and ends with that combat.
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Does a fast unit dodge attacks or take less damage by moving?
No. Movement speed is travel speed, meaning how fast a unit crosses the board.
You arrange units before the round. Once it starts, they walk to an enemy, stop, and attack on their own. Nothing links walking speed to whether an attack lands or how much damage is taken.
Note: Speed can even cost you. If a target leaves range, the attacker follows it only one hex, then switches to the closest enemy. So a unit that outruns your line becomes the closest target.
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Is more Movement Speed always better?
No. It depends on who is walking.
- Ranged units attack from two or more hexes away. So they walk little and gain almost nothing from extra speed.
- It pays off on melee units. They have 1 attack range and must reach an adjacent hex before they can act at all.
A heavy walking-speed cut can even be a fair trade. That is when the same effect hands back a large Health bonus, crowd-control immunity, and pulls the target into range.
Note: Positioning decides how far anyone walks.
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Does getting there sooner mean casting sooner?
Yes, indirectly.
Mana is generated by basic attacking, and walking generates none. A unit still crossing the board is not filling its bar. So cutting the walk short moves the first cast earlier. That matters most for a melee unit starting far from anything.
Note: Two caveats. Some units, notably tanks, also gain mana from damage they take, so one walking under fire is not idle. And each player's half of the board is only four rows deep, so the saving is small.