Movement speed (also Move speed), or MS, is a stat that represents the rate at which an entity travels across the map. One point of movement speed translates to one game-distance unit traveled per second (as a frame of reference, hat is circa 100 game-distance units in diameter). For example, a champion with 300 movement speed will be able to walk the distance of three standing hat-to-hat next to one another in one second.
Each champion begins the game with a base amount of movement speed that ranges strictly from 325 (e.g. List of champions/Movement speed.
) to 355 (e.g. ). Some effects innately decrease or increase certain champions' own movement speed, such as with 285 movement speed while or with 400 movement speed at level 18 due to her . For a list of all champions' base movement speed, seeThis base movement speed can be increased by flat bonuses and percentage bonuses, or reduced by slows. These increases or decreases can be sourced from champion abilities, items, summoner spells, runes, and environmental buffs.
Calculations[]
A champion's total movement speed is given by the following formula:
- (Base MS + Flat MS bonuses) × (1 + Sum of all Additive Percent MS bonuses) × (1 - Highest Slow ratio) × Product of (1 + each Multiplicative Movement Speed bonus)
Add any flat bonuses to the champion's base movement speed; the total flat movement speed will be the baseline for the percentage bonuses. Add all additive percentage bonuses together, add 100% to the result, and multiply it with the total flat movement speed. Then, if applicable, apply the slow reduction and any special multiplicative bonuses one at a time. If the result is over 415 or under 220 movement speed, apply soft caps as described below.
Movement speed caps[]
When the raw movement speed is greater than 415, there are two soft caps applied:
- The raw speed between 415 and 490 gets multiplied by 80%.
- The raw speed over 490 gets multiplied by 50%.
The two ranges have their reductions applied at the same time before being added back together.
- As an example, if the calculated raw speed is 600 before soft caps kick in, it is reduced to (600 − 490) × 0.5 + (490 − 415) × 0.8 + 415 = 530, which means an 11.7% reduction of the original movement speed.
These are the simplified formulas:
- If the raw speed is 415 or lower, no cap is applied.
- If the raw speed is between 415 and 490, final speed is soft capped to (Raw MS) × 0.8 + 83.
- If the raw speed is above 490, final speed is soft capped to (Raw MS) × 0.5 + 230.
When the raw movement speed is less than 220 another two soft caps are used:
- If the raw speed is below 220, final speed is increased to 110 + (Raw MS) × 0.5.
- If the raw speed is below 0, final speed is increased to 110 + (Raw MS) × 0.01.
- Example 1: If the calculated raw speed is 180 before soft caps kick in, it is increased to 180 × 0.5 + 110 = 200.
- Example 2: If the calculated raw speed is 0 before soft caps kick in, it is increased to 0 × 0.5 + 110 = 110.
- Example 3: If the calculated raw speed is -10000 before soft caps kick in, it is increased to -10000 × 0.01 + 110 = 10.
Only the slow with the highest value is taken into account within movement speed calculations. All additional slows are ignored until the higher-valued slow wears off.
Slow Resist[]
- Main article: Slow resistSlow Resist is a statistic that reduces the strength of slows by a percentage.
- Example: 50% Slow Resist reduces a 40% Slow to a 20% Slow. If it would normally reduce e.g. 400 raw speed to 400 − (1 − 0.4) = 240 raw speed, because of the Slow Resist it reduces 400 raw speed to 400 − (1 − 0.4 × (1 − 0.5)) = 320 raw speed. If the resulting raw values were beyond the soft cap thresholds, they would each be adjusted as usual.
Simple Example[]
Last updated: December 13th, 2021, patch V11.24.
Consider the following situation.
has , , , and . To calculate total movement speed when affected by all item actives, , and ,- Start with the base movement speed.
345
has 345 base movement speed. - Apply flat movement speed bonuses. +60 flat movement speed bonus from
345 +
= 405
. - Apply additive movement speed bonuses. +5% additive movement speed bonus from
405 × (1 + (
+ )) = 405 × 1.5 = 607.5
and +45% additive movement speed bonus from . - Apply multiplicative movement speed bonuses. +35% multiplicative movement speed bonus from
607.5 × (1 +
) × (1 + ) = 607.5 × 2.025 = 1230.1875
and +50% multiplicative movement speed bonus from . - Apply movement speed slows (affected by slow resists). +60% slow from
1230.1875 × (1 − (
× (1 − ))) = 1230.1875 × 0.55 = 676.603125
and +25% slow resist from . - Apply soft movement speed caps. 676.603125 is greater than 490.
676.603125 × 0.5 + 230 = 568.3015625
The resulting total movement speed is 568.3015625.
Movement speed as scaling[]
These use the champion's personal movement speed to increase the magnitude of the item or ability. By building movement speed items or casting spells you can receive more benefit and power from these items or abilities in most situations.
Items[]
Movement abilities[]
Note: This list is incomplete
- (nudge speed is modified by movement speed, the time when the ability hits doesn't change)
- (dash distance increases with boots tier and dash speed with movement speed)
- and
Other[]
- (movement speed increases with boots)
Increasing flat movement speed[]
The bonus given by these items or champion abilities are flat increases to the champion's base movement speed. These flat bonuses will increase the effectiveness of percentage bonuses.
Purchasing boots from the store grants a champion a flat increase in movement speed. The bonus from boots is quite big compared to their cost and is essential for all champions.
Gold Value
Items[]
This table is automatically generated based on the data from Module:ItemData/data.
Item passives[]
Champion abilities[]
- and
Runes[]
Increasing percentage movement speed[]
The bonus movement speed given by these items or champion abilities are based on a percentage of the bonus compared to your total flat movement speed (before all sources of percentage movement speed bonuses are factored in). Percentage movement speed will stack additively with other sources of percentage movement speed, unless the bonus movement speed is one of the few exceptions that stack multiplicatively.
All percentage bonuses from the items listed below stack additively with one another.
Gold Value
Items[]
This table is automatically generated based on the data from Module:ItemData/data.
Item actives and passives[]
- (allies only)
Champion abilities[]
Ally and/or User-targeted[]
- with
- and
- *
- with
User only[]
- and
- and
- and
- Brush and with an Element with
- and
- and
- and
- and
- and
Summoner spells[]
Runes[]
Neutral Buffs[]
- Spawn homeguard
Other[]
- speed zones
Multiplicative speed boosts[]
Most speed boosts stack additively, but a select few stack multiplicatively with other speed boosts. These do not stack additionally with other percentage movement speed bonus, but rather multiply the total movement speed after all other percentage movement speed have been calculated. Movement speed obtained thanks to the formula is still affected by movement speed caps (see above).
Items[]
Champions[]
- and
Runes[]
Summoner spells[]
Other[]
- (affects nearby and only)
Decreasing movement speed[]
There are many ways to decrease a champion's movement speed, with the most usual one being through champion abilities. For a full list of slows, see Types of Crowd Control/Sources#Slow.
Base movement speeds by champion[]
Movement Speed | Champion |
---|---|
400 |
|
355 |
|
350 | |
345 | |
340 | |
335 |
|
332 |
|
330 |
|
325 | |
285 |
Old slow stacking[]
Since patch V5.13 only slow with the highest value is affecting. All additional slows are ignored.
Prior to patch V5.13 slow stacked:
Slowing effects followed particular rules when stacking:
- If a champion was affected by multiple slows, the strongest one would be fully applied, while the others were applied sequentially with 65% reduced effectiveness down to 35% of its original strength.
- Slow effects derived from items with the same name or named item effect did NOT stack, even when coming from different champions. Only the strongest item slow was applied at any moment. The exception to this was the active effect of which stacked with other slowing items normally, because they were considered champion abilities for slow stacking purposes.
- Attacking a champion with the buff when the target was already affected by that slow would reapply the debuff, resetting its duration. It would NOT increase the slow amount. The same held true for the summoner spell.
Example[]
A champion with a raw movement speed of 400 was affected by a 2 second long 40% slow and a 5 second long 20% slow at the same time.
- For the first two seconds, they would have (1 − 0.4) × (1 − 0.2 × 0.35) = 0.6 × 0.93 = 55.8% of his original movement speed (a 44.2% effective slow). So he would have 400 × 0.558 = 223.2 raw movement speed.
- For the following three seconds, the effective slow would be 20% and so he would have 400 × 0.8 = 320 movement speed.
- After that, he would return to his normal speed of 400.
Trivia[]
Last updated: January 8th, 2020, patch V10.1
- Without using 47959 as at level 18. or , the highest movement speed attainable is about
- Base stats: 335 movement speed
- Runes:
- Items:
- 1 activated
- 1 activated
- 1 activated
- 1
- 1 activated
- 1 activated
- Buffs:
- will need to have , , and alongside him.
- to proc
- active
- Has to have impaired movement to proc .
:
- empowered by
- Four buffs.
- Must be out of combat for and passive.
- Runes:
- at 10 stacks
- at 500 mana
- Items:
- 3
- 1 activated at 100 stacks
- 1 at 25 stacks
- 1
, , and :
- Runes:
- Relevant mathematics:
- Items = 851.246 AP
- 146.246 AP AP = 50 + ( + + + ) × 0.03 =
+ + + = - Runes = 110 AP + + =
- Buffs = 130 AP + =
- AP Multiplier = 1 +
- 851.246 + 110 + 130) × 1.56 = 1702.24 AP AP = (
- 800.896 flat movement speed bonus MS = 120 + 0.4 × 1624.34 =
+ = 1.56
AP:
- Items = 851.246 AP
- Items = 842 AP
- 137 AP AP = 50 + ( + + + ) × 0.03 =
+ + + = - Runes = 110 AP + + =
- Buffs = 130 AP + =
- AP Multiplier = 1 +
- 842 + 110 + 130) × 1.56 = 1687.92 AP AP = (
- 175.034% bonus movement speed bonus MS = 40% + (1687.92 × 8 / 100)% =
+ = 1.56
AP:
- Items = 842 AP
- Items = 856.55 AP
- 151.55 AP AP = 50 + ( + + + ) × 0.03 =
+ + + = - Runes = 110 AP + + =
- Buffs = 130 AP + =
- AP Multiplier = 1 + + = 1.56
-
- 856.55 + 110 + 130) × 1.56 = 1710.62 AP AP = (
- 115.531% bonus movement speed bonus = 30% + (1710.62 × 5 / 100)% =
AP:
- Items = 856.55 AP
- Base = 335
- Items = 215 flat movement speed + 155% bonus movement speed + + + + =
- Runes = * + + + = 65 flat movement speed + 82.5% bonus movement speed
- Buffs = 800.896 flat movement speed + 694.565% bonus movement speed + + + + + + + =
- Total Movement Speed Multiplier =
- 215 + 65 + 800.896 + 335) × (1 + 1.55 + 0.825 + 6.94565) × 6.5325 = 95,459.2073 movement speed before soft caps Movement Speed = (
× × = 6.5325
movement speed:
- Soft caps:
- 95,459.2073 × 0.5 + 230 = 47,959.6034 movement speed Movement Speed =
Infinite MS Theory[]
There is a theory that allow 2 players, one from each team, to reach infinite amount of movement speed. It require the same set-up as seen just before, twice, each per team, but with a Team 1 speeds up Malphite 1, and as soon as he reaches his highest amount Malphite 2 steals Malphite 1 movement speed with , and get speeds up by Team 2. Then as soon as he reaches his highest amount Malphite 1 steals Malphite 2 movement speed with and get speeds up by Team 1. Repeat the operation an infinite amount of time and in the end Malphite 1 or Malphite 2 will have an infinite amount of movement speed. As seen in this video.
replacing the . The theory is simple: