- Sprint 7.59 m/s, walk 5.07 m/s
- Superglide: +10.3 m/s boost
- Tap-strafing: mouse and keyboard only
- No movement-tech changes in Season 31
Every metre you don't walk is a fight you choose.
Apex rewards squads that arrive first and leave first. These are the real speeds the Apex Legends Wiki measures — and the chain of inputs that turns a sprint into a superglide.
Speeds: Apex Legends Wiki, "Movement" (last edited 18 July 2025). Bars scaled to the 25.1 m/s skydive maximum. The path is an illustration, not to scale.
Movement is the skill that touches everything else in Apex Legends. It decides whether you reach the building before the other squad, whether a 1v1 lasts long enough for your teammate to arrive, and whether you survive the third party that always comes. This guide goes from the measured basics — how fast you actually walk, sprint and slide — through the techniques players argue about (bunny hops, wall bounces, tap-strafing and superglides), the traversal tools on Season 31's maps, and the legends whose kits change how you move after the 2026 balance changes. It ends with a Firing Range routine. The numbers come from the Apex Legends Wiki and EA's own patch notes; the practice advice is BoostPirate's.
- Sprint is 7.59 m/s, walking 5.07 m/s — and a drawn weapon slows both.
- A slide lasts about one second on flat ground but keeps accelerating down a steep slope.
- Jumping out of a slide keeps momentum longer than jumping from a sprint: it's the base of every advanced technique.
- Superglides give a ~10.3 m/s burst off the top of a mantle; tap-strafing needs a keyboard.
- Map tools changed in 2026: Tridents left Storm Point, most of Broken Moon's POI-to-POI Zip Rails are gone.
- Practise in the Firing Range ten minutes a day — one technique at a time.
The basics: how fast you really move
The Apex Legends Wiki has measured the base speeds every legend shares. They look small on paper, but they explain most movement habits good players have:
Holster to rotate
The wiki notes that holding a weapon or using some items cuts your speed by 13%, and holstered legends run faster. Over a long rotation, that's the difference between cover and the open.
Heal behind cover
Healing items stop you sprinting. Only class perks soften it: EA Help says Skirmishers move faster while using consumables and Supports while healing.
Drops are free
There's no fall damage — a long fall only costs a short slowdown on landing. Jumping off a roof is usually the quickest way down.
Those three rules decide more rotations than any advanced technique. Learn them first: a squad that holsters on long runs, heals only behind hard cover and drops off roofs instead of taking the stairs arrives earlier and safer than one that relies on superglides.
Wall climbing reaches about six metres on any vertical surface; Revenant climbs far higher. And skydiving tops out at 150 on the HUD, about 25.1 m/s, when you point your view almost straight down — the wiki puts the angle at under roughly 15°. That's the fastest any legend moves without an ability, which is why landing first matters so much on a contested drop. Our drop spots guide covers where to aim.
Slides and slide-jumps
Crouch while sprinting and you slide. On flat ground a slide lasts about a second before it slows; on a downhill slope it can keep speeding up, which is why experienced players route rotations over hills rather than around them. The slide also lowers your hitbox for a moment, so sliding across an open gap is safer than running it.
The slide-jump is the technique to learn first. Jump just before a slide slows down and you keep its momentum in the air for longer than a normal jump would. Chain them — sprint, slide, jump, land, slide again — and you cover open ground faster and with more unpredictable movement than by holding sprint. Hills, ramps and staircases all extend the slide, so the more uneven the terrain, the more a slide-jump pays off.
Bunny hops, wall bounces, tap-strafes and superglides
Advanced movement in Apex is mostly about keeping momentum you already have. Each technique below starts from a slide or a mantle. The inputs follow the Apex Legends Wiki's descriptions; the difficulty rating is our coaches'.
Lower profile and a short burst of speed; about one second on flat ground, longer downhill.
Jumping out of a slide keeps its momentum longer than jumping from a sprint.
Small, rapid jumps that keep horizontal speed by touching the ground as little as possible.
Slide-hop into a wall, tap jump on contact: redirects momentum away from the wall, higher.
Changes direction in mid-air. Needs a keyboard — the wiki notes it isn't possible on controller.
A ~10.3 m/s forward boost off the top of a mantle. Very tight timing window.
Bunny hopping is a run of small, quick jumps that keep horizontal speed by touching the ground as little as possible. It works best straight out of a slide-jump. The wiki notes you can't do it while using regen items.
Wall bouncing starts with a slide-hop into a wall; tap jump the moment you touch it and your momentum is redirected away from the wall with extra height. Use it to change direction in a tight corridor or to reach a ledge you couldn't climb in time.
Tap-strafing changes your direction in mid-air: hold a sideways key (A or D), tap forward (W) quickly and turn the mouse the same way. Because it depends on keyboard taps and mouse turns together, the wiki notes it isn't possible on a controller. Many players bind jump to the mouse wheel to make the timing easier; that's a personal choice, not a requirement.
Superglides are the hardest. Climb a ledge and, at the very peak of the mantle, press jump and crouch almost together: the wiki measures an initial forward boost of about 10.3 m/s — faster than sprinting — and calls the input window "very tight". When it works, you leave a window or a ledge already moving at speed, which is ideal for escaping a building or taking an enemy by surprise.
Respawn hasn't touched these techniques recently: the Season 29 (4 May 2026), Season 30 (3 August 2026) and Season 31 (2 November 2026) patch notes don't change jumping, mantling, tap-strafing, superglides or wall bounces. Season 31 only fixed a bug that let players bunny hop during a Deathbox respawn and one that picked the wrong zipline when several were in range.
Traversal tools on Season 31's maps
Ranked and public matches currently rotate Storm Point, E-District Night, Broken Moon. Each has different ways to cover distance, and two of them lost tools in 2026:
Storm Point
- Gravity Cannons launch you to fixed landing spots
- One Jump Tower (Highpoint)
- Command Center has the longest vertical ziplines in the game
- Tridents removed in Season 29
Largest map — about 15% bigger than World's Edge (wiki)
E-District Night
- Gravity Cannon and short-range Launchers
- Jump Towers
- Dense rooftops and interiors (released Season 22)
- The only battle royale map played at night (wiki)
Short sightlines — vertical routes matter more than open running
Broken Moon
- Zip Rails kept inside most POIs
- Most POI-to-POI Zip Rails removed in Season 29
- Two Redeploy Balloons added on the west side (Season 29)
- New routes north of Stasis Array and west of Terraformer
Since Season 29 you rotate on foot more often — plan cover between POIs
Sources: Apex Legends Wiki "Map Features" (edited 18 February 2025), "Storm Point" (edited 9 October 2024) and "E-District" (edited 25 August 2025); EA's Overclocked patch notes (4 May 2026) for the Tridents and Broken Moon's Zip Rails.
Ziplines and Zip Rails are fastest when you jump off before the end and slide on landing. Gravity Cannons on Storm Point and E-District throw you to fixed spots, so anyone watching the landing can predict you: use them early in a round, not into a fight. Jump Towers and Redeploy Balloons let your squad skydive again. The Evac Tower survival item builds a temporary one anywhere outdoors with nothing above it: the wiki says it rises after 5 seconds, loses 4% of its health every second and lasts 25 seconds at most, and enemies can shoot it down. The Storm Point, E-District and Broken Moon guides map the routes.
Movement legends after the 2026 changes
EA Help's class perks make Skirmishers the movement class: they "can get in and out of fights faster than other Legends" and move faster while using consumables. But several legends outside the class move well too, and 2026 changed a lot of their numbers:
The big story is Axle, the Season 29 Skirmisher. Season 30 cut her Nitro Gate slide boost from 5 to 3 seconds (her Long Haul upgrade restores five), and the 1 October 2026 hotfix listed in the Season 31 notes cut her passive slide control by 50%, gave other Nitro Gate users 25% less slide control, lowered the gate's initial push from 700 to 650 and switched off increased aim assist while you're boosted. The Cipher designer's notes say the Nitro Gate "carried less risk or tradeoffs than all other movement abilities". Fuse went the other way in Season 30's mid-season patch: he can Knuckle Jump at base, but the jump is weaker and no longer reduces his Tactical cooldown. Read the Skirmisher legends guide for the full kits, and legend classes explained for every class perk.
Movement inside a fight
Movement isn't only for rotating. In a fight, the goal is to be hard to hit while you shoot accurately, and to never be where the enemy expects. BoostPirate's coaches teach four habits:
- Strafe while you shoot
Move left and right while aiming down sights instead of standing still. A target that changes direction every half-second forces the enemy to correct their aim constantly. Season 30's Agile Standard Stock (a corrupted attachment) removes the weapon's move-speed penalty and speeds up ADS movement — a big upgrade for this.
- Use the slide to peek
A slide out of cover lowers your body and moves you faster than walking, so you can take a shot and get back before the enemy settles their aim.
- Climb to break line of sight
Mantling onto a container or through a window breaks the enemy's tracking. A superglide off the mantle turns it into an escape.
- Reset, don't run in the open
When you're cracked, slide-jump to the nearest hard cover rather than across open ground. Our third-partying guide covers how to reset before the next squad arrives.
A ten-minute Firing Range routine
Movement is muscle memory, and the Firing Range is the place to build it without losing RP. BoostPirate's routine takes ten minutes before you queue:
- 2 minutes: slide-jump chains across open ground and down the hills
- 2 minutes: bunny hops out of every slide — count how many you keep
- 2 minutes: wall bounces off the same wall from both sides
- 2 minutes: superglides off one low wall — aim for 3 in 10, then 5
- 1 minute: tap-strafes around a pillar (mouse and keyboard only)
- 1 minute: strafe while aiming at a dummy, then slide out of cover and back
Practise one technique until it works without thinking before you add the next. If a technique doesn't stick after a week, drop it: clean basics win more fights than a half-learned superglide. Season 29 added Firing Range options for infinite healing and self-revive, which make long practice sessions easier.
Common movement mistakes
Don't
- Rotate with your weapon out across long open ground
- Ride a zipline or a Gravity Cannon into a squad you know is there
- Jump in a fight just to jump — it makes your arc predictable
- Heal in the open because you're "almost" at cover
- Learn tap-strafing before you can slide-jump without thinking
Do
- Holster to rotate, draw before you round the corner
- Route over hills and stairs so slides last longer
- Strafe while aiming; slide to peek and to reset
- Use height and mantles to break line of sight
- Recheck your movement legend after every patch
Good movement only pays off if you're moving toward the right place: pair this guide with the rotations and endgame guide, and set up your controls first with the best settings guide.
Want someone to watch your movement? A Master+ coach can review your clips and run drills with you — book 1-on-1 coaching (from $16.90 an hour).
- EA — Cipher patch notes (2 November 2026: map pool, Axle hotfix of 1 October 2026, movement bug fixes) · Cipher designer's notes (30 October 2026: Nitro Gate)
- EA — Marked patch notes (3 August 2026: Axle slide boost, Agile Standard Stock) · Marked mid-season patch notes (14 September 2026: Fuse) · Overclocked patch notes (4 May 2026: Tridents, Broken Moon Zip Rails and Redeploy Balloons, Ash, Vantage, Firing Range options)
- EA Help — Legends guide: classes and abilities (class perks, Octane; read 8 November 2026)
- Apex Legends Wiki — Movement (edited 18 July 2025: speeds, slides, techniques) · Controls (edited 6 April 2024) · Map Features (edited 18 February 2025) · Evac Tower (edited 24 April 2024) · Storm Point (edited 9 October 2024) · E-District (edited 25 August 2025)
- Checked 8 November 2026, Season 31 "Cipher". Movement-legend numbers change with most patches — check the latest notes.
All free tools: calculators, percentiles & season countdowns →
Common questions
How fast do you move in Apex Legends?
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How do you superglide in Apex?
What is the best movement legend in Season 31?
Does movement matter more than aim in Apex?
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