Speed
Speed is Scope's single most strategic stat. In a CTB turn system, faster units act more often - which means more damage, more heals, more buffs dealt out over a fight. Speed is also what determines dodge chance.

What Speed Does
Speed splits into two distinct effects:
- Turn frequency. Faster units reach their next turn sooner. Over a long fight, a unit with twice the Speed of another acts roughly twice as often.
- Dodge chance. Each point of Speed adds a small percentage to your dodge chance, up to a cap.
Two effects, two different ceilings. Dodge has a hard cap. Turn frequency doesn't - Speed keeps paying off in turn order long after it stops paying off in dodge.
How Speed Translates to Turns
The CTB system gives every unit a countdown. Lower countdown acts first. After acting, the unit resets their countdown based on their current effective Speed - fast units reset to small numbers, slow units reset to big numbers.
The net effect: Speed is not a tiebreaker. It's an action economy. A Bard with high speed will act more times than a Knight with low speed over the same fight, and every one of those extra actions is extra output.
Speed in the Turn Preview
The battle UI shows a preview of the next several turns. Fast units appear multiple times in the preview; slow units might appear once or not at all. Applying a speed buff or debuff visibly shifts portraits on the strip right away.
Reading the timeline
The timeline is your most important in-battle readout. Glance at it before every action - are your soldiers bunched up before the enemy's next turn, or is the enemy about to go three times in a row? The answer changes which skill is worth casting.
Buffs and Debuffs That Shift Speed
Speed is uniquely satisfying to manipulate because modifiers take effect immediately. When you apply a speed buff, the target's countdown is rescaled on the spot - they slide forward on the timeline strip and act sooner. When you apply a speed debuff, they slide backward.
Some of the skills that move Speed around:
| Skill | Source | Effect |
|---|---|---|
| Rallying Anthem | Bard | +100% Speed to all allies for a short duration |
| Frost Spike | Mage | −50% Speed to a single enemy |
| Shadow Dive | Several Flying monsters | −20% Speed briefly |
| Frost Nova | Naga Sorcerer | −30% Speed to all players |
There's a hard stacking cap on both ends - no unit can fall below half their base Speed or rise above double it, regardless of how many effects stack.
See Status Effects for the fuller list.
Speed's Soft Asymmetry
When a speed buff or debuff expires, the countdown is not rescaled - the unit's restored Speed only affects their next countdown reset. This is deliberate: applications are loud and visible, expirations are quiet and organic.
Class Baselines on Speed
- Rogue - highest starting Speed by a huge margin. The Rogue's identity is built on going first and going often.
- Archer - high starting Speed. Pairs with the Archer's dodge floor to make ranged positioning feel natural.
- Bard (soldier) - high starting Speed. The Bard's whole kit is about tempo, so starting fast is essential.
- Knight, Wizard - low starting Speed. These classes rely on Armor or magic resistance rather than evasion or initiative.
The Bard Role
Because Speed translates directly into turn count, the Bard is positioned as a tempo controller. A Bard who never deals a point of damage can still single-handedly swing a fight by handing extra turns to allies (Rallying Anthem) and scrapping away at enemy Speed with debuffs.
Related Pages
- CTB Turn System - how Speed decides who acts when
- Turn Timeline - the preview strip
- Dodge & Parry - the other Speed effect
- Status Effects
- Identity Attributes
