Movement speed

Template:TOCright**Movement speed** is a champion statistic that represents the rate at which a champion travels across a map. One movement speed point translates to **one game distance unit traveled per second** (as a frame of reference, Template:Cis diameter is 100 units). For example, a champion with 300 movement speed will be able to walk three **Lua error in Module:ImageLink at line 134: attempt to call field 'champion' (a nil value).** in one second.

Each champion has a **collision radius** that determines their ability to path around units and for units to path around them. The smaller the collision radius, the easier it is for them for move through units without getting blocked. The **collision radius** is different from the radius for getting hit by skillshots.

Each champion begins the game with a base amount of movement speed that ranges from 315 (**Lua error in Module:ImageLink at line 134: attempt to call field 'champion' (a nil value).**) to 355 (e.g **Lua error in Module:ImageLink at line 134: attempt to call field 'champion' (a nil value).**). The base amount of movement speed a champion can have ranges from 285 (**Lua error in Module:ImageLink at line 134: attempt to call field 'champion' (a nil value).** while unmounted) to 400 (**Lua error in Module:ImageLink at line 134: attempt to call field 'champion' (a nil value).** at level 18). For a list of all champions' base movement speed, see base champion statistics.

This base movement speed can be increased by flat bonuses and percentage bonuses and reduced by slows. These effects can come from items, champion abilities, summoner spells, runes and environmental buffs.

## Calculations

A champion's movement speed is given by the following formula:

(Base MS + Flat MS bonuses)Template:Times(1 + Sum of all Additive Percent MS bonuses)Template:Times(1 - Highest Slow ratio)Template:TimesProduct of (1 + any Multiplicative Movement Speed bonus)
* "MS" is an abbreviation for Movement Speed

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 (Heal, Mercurial Scimitar, and certain champion abilities) 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 (600Template:Minus490)Template:TimesTemplate:FdTemplate:Plus(490Template:Minus415)Template:TimesTemplate:FdTemplate:Plus415Template:Equals530, which means an **Template:Fd 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 RawMSTemplate:TimesTemplate:FdTemplate:Plus83.
* If the raw speed is above 490, final speed is soft capped to RawMSTemplate:TimesTemplate:FdTemplate:Plus230.

When the raw movement speed is less than 220 another soft cap is used:

* If the raw speed is below 220, final speed is changed to RawMSTemplate:TimesTemplate:FdTemplate:Plus110.

*Example 1: If the calculated raw speed is 180 before soft caps kick in, it is increased to 180Template:TimesTemplate:FdTemplate:Plus110Template:Equals200.*
*Example 2: If the calculated raw speed is 0 before soft caps kick in, it is increased to 0Template:TimesTemplate:FdTemplate:Plus110Template:Equals110.*
Only the slow with the highest value is taken into movement speed calculations. All additional slows are ignored until the higher-valued slow wears off.

### Slow Resist

Main article: Slow resist
Slow Resist is a statistic that reduces the effectiveness of slows by a percentage.

## Movement speed as scaling

These use the champion's personal movement speed to increase the magnitude of the ability. By building movement speed items or casting spells you can receive more benefit and power from these abilities in most situations.

### Dash abilities

* Template:Cai (nudge speed is modified by movement speed, the time when the ability hits doesn't change)
* Template:Cai (dash distance increases with boots tier and dash speed with movement speed)
* Template:Cai
* Template:Cai
* Template:Cai
* Template:Cai
* Template:Cai

### Other abilities

* Template:Cai
* Template:Cai
* Template:Cai (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. Movement speed boosts from boots are unique passives, hence the bonuses from multiple pairs of boots do not stack. The bonus from boots is quite big compared to their cost and is essential for all champions.

Template:Gold value​​​

* **Flat movement speed** has a gold value of Template:G per point.

### Items

Template:Stat table headerTemplate:Do for every item
Template:Stat table footer

## 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.

Template:Gold value​​​

* **Percent movement speed** has a gold value of Template:G per point.

### Items

Template:Stat table headerTemplate:Do for every item
Template:Stat table footer

Template:Column

### Neutral Buffs

* Template:Ui
* Visiting the shop on Summoner's Rift starting at 20 minutes in game grants 75% bonus movement speed that decays over 7 seconds, scaling up to 150% at 40 minutes.
	+ With Template:Bi, the bonus becomes 125% and 200% respectively.
* The Speed Shrine buff on Dominion grants 30% bonus movement speed.

## 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 are multiplied 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).

## 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 here.

## 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 Template:Ii, Template:Ii, Template:Ii and Template:Ii, which stacked with other slowing items normally, because they were considered champion abilities for slow stacking purposes.

* Attacking a champion with the Template:Bi 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 holded true for the Template:Si 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 (1Template:MinusTemplate:Fd)Template:Times(1Template:MinusTemplate:FdTemplate:TimesTemplate:Fd)Template:EqualsTemplate:FdTemplate:TimesTemplate:FdTemplate:EqualsTemplate:Fd of his original movement speed (a Template:Fd effective slow). So he would have 400Template:TimesTemplate:FdTemplate:EqualsTemplate:Fd raw movement speed.

* For the following three seconds, the effective slow would be 20% and so he would have 400Template:TimesTemplate:FdTemplate:Equals320 movement speed.

* After that, he would return to his normal speed of 400.

File:LoL - Movement Speed & Slows
## Trivia

***Last updated:** June 18, 2018, patch V8.12*

* Without using Template:Ri, the highest **movement speed** attainable is about **57292** as **Lua error in Module:ImageLink at line 134: attempt to call field 'champion' (a nil value).** at level 18.

* Base stats: Template:As
* Runes:
	+ Template:Ri
	+ Template:Ri
	+ Template:Ri
	+ Template:Ri
* Items:
	+ 1 Template:Ii **activated**
	+ 1 Template:Ii **activated**
	+ 1 Template:Ii **activated**
	+ 1 Template:Ii
	+ 1 Template:Ii **within 550 units of an enemy champion**
	+ 1 Template:Ii **at 100 stacks of Momentum**
* **Buffs:**
	+ ***Lua error in Module:ImageLink at line 134: attempt to call field 'champion' (a nil value).** will need to have **Lua error in Module:ImageLink at line 134: attempt to call field 'champion' (a nil value).**, **Lua error in Module:ImageLink at line 134: attempt to call field 'champion' (a nil value).**, **Lua error in Module:ImageLink at line 134: attempt to call field 'champion' (a nil value).** and **Lua error in Module:ImageLink at line 134: attempt to call field 'champion' (a nil value).** alongside him.*
	+ Template:Cai
	+ Template:Cai to proc Template:Ai
	+ Template:Cai
	+ Template:Cai
	+ **Lua error in Module:ImageLink at line 134: attempt to call field 'champion' (a nil value).**:
		- Template:Ii active
		- Has to have impaired movement to proc Template:Ri.
		- Template:Ri
		- Template:Ai
	+ Template:Ii **empowered by** Template:Bi
	+ Template:Si
	+ Template:Si
	+ Three Template:Ui and Template:Ui buffs empowered with the Template:Bi buff.
* Must be out of combat for Template:Ii and Template:Ii passive.

* **Lua error in Module:ImageLink at line 134: attempt to call field 'champion' (a nil value).**, **Lua error in Module:ImageLink at line 134: attempt to call field 'champion' (a nil value).**, and **Lua error in Module:ImageLink at line 134: attempt to call field 'champion' (a nil value).**:
	+ Runes:
		- Template:Ri (it is assumed that no Template:Ii are obtained)
		- Template:Ri
		- Template:Ri
		- Template:Ri
	+ Items:
		- 3 Template:Ii
		- 1 Template:Ii **activated at 100 stacks**
		- 1 Template:Ii **at 25 stacks**
		- 1 Template:Ii

* **Relevant mathematics:**
* Template:Cis AP:
	+ **Items** = Template:Ii + Template:Ii + Template:Ii + Template:Ii = Template:As
		- Template:Iis AP = 50 + (**Lua error in Module:ImageLink at line 134: attempt to call field 'champion' (a nil value).** + Template:Ii + Template:Ri + Template:Ii)Template:TimesTemplate:Fd = Template:As
	+ **Runes** = Template:Ri + Template:Ri + Template:Ri + Template:Ii + Template:Ii = Template:As
	+ **Buffs** = Template:Bi + Template:Ii = Template:As
	+ **AP Multiplier** = 1 + Template:Ii + Template:Bi = Template:Fd
		- Template:Cis AP = (Template:Fd + 144 + 130)Template:TimesTemplate:Fd = **Template:As**
		- Template:Ais bonus MS = 120 + Template:FdTemplate:TimesTemplate:Fd = **Template:As**

* Template:Cis AP:
	+ **Items** = Template:Ii + Template:Ii + Template:Ii + Template:Ii = Template:As
		- Template:Iis AP = 50 + (**Lua error in Module:ImageLink at line 134: attempt to call field 'champion' (a nil value).** + Template:Ii + Template:Ri + Template:Ii)Template:TimesTemplate:Fd = Template:As
	+ **Runes** = Template:Ri + Template:Ri + Template:Ri + Template:Ii + Template:Ii = Template:As
	+ **Buffs** = Template:Bi + Template:Ii = Template:As
	+ **AP Multiplier** = 1 + Template:Ii + Template:Bi = Template:Fd
		- Template:Cis AP = (Template:Fd + 144 + 130)Template:TimesTemplate:Fd = **Template:As**
		- Template:Ais bonus MS = 40% + (Template:FdTemplate:Times8 / 100)% = **Template:As**

* Template:Cis AP:
	+ **Items** = Template:Ii + Template:Ii + Template:Ii + Template:Ii = Template:As
		- Template:Iis AP = 50 + (**Lua error in Module:ImageLink at line 134: attempt to call field 'champion' (a nil value).** + Template:Ii + Template:Ri + Template:Ii)Template:TimesTemplate:Fd = Template:As
	+ **Runes** = Template:Ri + Template:Ri + Template:Ri + Template:Ii + Template:Ii = Template:As
	+ **Buffs** = Template:Bi + Template:Ii = Template:As
	+ **AP Multiplier** = 1 + Template:Ii + Template:Bi = Template:Fd
		- Template:Cis AP = (Template:Fd + 144 + 130)Template:TimesTemplate:Fd = **Template:As**
		- Template:Ais bonus = 30% + (Template:FdTemplate:Times5 / 100)% = **Template:As**

* Template:Cis movement speed:
	+ **Base** = 335
	+ **Items** = Template:Ii + Template:Ii + Template:Ii + Template:Ii\* + Template:Ii = Template:As
	+ **Runes** = Template:Ri\* + Template:Ri + Template:Ri + Template:Ri = Template:As
	+ **Buffs** = Template:Ai + Template:Ai + Template:Ai + Template:Ii + Template:Ri + Template:Ai + Template:Ii + Template:Si + Template:Buff icon = Template:As
	+ **Total Movement Speed Multiplier** = Template:AiTemplate:TimesTemplate:IiTemplate:TimesTemplate:Si = Template:Fd
		- Template:Cis Movement Speed = (215 + 58 + Template:Fd + 335)Template:Times(1 + Template:Fd + Template:Fd + Template:Fd)Template:TimesTemplate:Fd = **Template:As** before soft caps

* Soft caps:
	+ Template:Cis Movement Speed = Template:FdTemplate:TimesTemplate:Fd + 230 = **Template:As**

### 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 **Lua error in Module:ImageLink at line 134: attempt to call field 'champion' (a nil value).** replacing the **Lua error in Module:ImageLink at line 134: attempt to call field 'champion' (a nil value).**. The theory is simple: Team 1 speeds up **Malphite 1**, and as soon as he reaches his highest amount **Malphite 2** steals **Malphite 1** movement speed with Template:Ai, and get speeds up by Team 2. Then as soon as he reaches his highest amount **Malphite 1** steals **Malphite 2** movement speed with Template:Ai 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.

## See also

Template:List of champions
Template:Stats

## References

cs:Movement speed
de:Lauftempo
es:Velocidad de movimiento
fr:Vitesse de déplacement
pl:Prędkość ruchu
pt-br:Velocidade de Movimento
ru:Скорость передвижения
zh:移动速度