Fundamentals

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

BenchmarkWhy it existsWhat it costs
Outspeed base 100 neutralThe single most crowded band in the gameMinimal — most fast attackers clear it free
Outspeed DragapultThe fastest common offensive threatFull investment plus a positive nature
Under-speed the mirrorSlow pivots want to move secondZero investment, gains bulk
Creep the creepersEveryone runs +1 or +2 on key numbersA 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.

Key takeaways
  • 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.
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