The four speed benchmarks worth memorising
You do not need the full speed tier list. You need four numbers and the reason each one exists — everything else on a team is built relative to them.
Speed tier lists are two hundred rows long and nobody remembers them. In practice, teambuilding decisions cluster around a handful of thresholds, and the rest is arithmetic you can do at the builder.
The benchmarks
| Benchmark | Why it exists | What it costs |
|---|---|---|
| Outspeed base 100 neutral | The single most crowded band in the game | Minimal — most fast attackers clear it free |
| Outspeed Dragapult | The fastest common offensive threat | Full investment plus a positive nature |
| Under-speed the mirror | Slow pivots want to move second | Zero investment, gains bulk |
| Creep the creepers | Everyone runs +1 or +2 on key numbers | A few EVs, occasionally decisive |
The part people skip
Deciding to be slow is a decision, not a default. A bulky pivot that moves last takes the hit first and then pivots out with the information already gained — being slow is what makes the slot work, and dumping leftover EVs into speed quietly breaks it.
- Four thresholds cover most builds; the rest is checked case by case.
- Nature first, EVs second — the multiplier is cheaper than the investment.
- Intentionally slow is a real setting. Leftover EVs do not belong in speed by default.