Palworld Guide

How to Increase Movement Speed: Effigies, Mounts, Passives

Every way to move faster in Palworld — the Mimog Effigy track that pays +50% on foot across 92 ranks, the one-effigy swim, climb and glide tracks, the fastest mount at every technology level, and the speed passives worth implanting into a ride.

Updated 12 min read9 data tables
How to Increase Movement Speed: Effigies, Mounts, Passives — Palworld Database

Movement speed in Palworld is not one number. Your speed on foot, your mount's sprint, and your rates in water, on a cliff face and under a glider are four separate values, and each one is raised by something different. This guide covers the Statue of Power track that permanently speeds you up on foot, the fastest ride available at every technology level, the terrain partner skills that outrun everything on the right ground, and the passives worth implanting into a mount.

Every Way to Move Faster

Nine things in the game raise a movement number, and they do not compete with each other — an effigy track, a better saddle and a passive on the Pal you are riding all apply at once. What separates them is price. The four traversal tracks below max out for twenty effigies each, while the on-foot track wants 287, which is why almost nobody finishes it and almost everybody finishes the others without noticing.

UpgradeWhere it appliesMaximum gainWhat it costs
Mimog Effigy trackOn foot, permanently+50%287 effigies over 92 ranks
Pengullet Effigy trackSwimming+100%20 effigies over 20 ranks
Tanzee Effigy trackClimbing+100%20 effigies over 20 ranks
Herbil Effigy trackGliding+30%20 effigies over 20 ranks
Rooby Effigy trackJump height+50%20 effigies over 20 ranks
Cattiva Effigy trackStamina drain, so sprint lasts longer50% less drain20 effigies over 20 ranks
A better mountMounted800 to 3,300 sprintSaddle technology levels
Move speed passives on the mountMounted+30% from the best single passiveBreeding or implants
Terrain partner skillsMounted on one surface+240%Catching and condensing the Pal

Read that bottom row twice. Terrain skills are the largest movement numbers in the game by a wide margin, but they only pay on grass, sand, snow or after dark — the two rows above them are what you get everywhere else. If you are picking one thing to do today, it is the swim, climb and glide tracks: sixty effigies total buys +100% in water, +100% on cliffs and +30% under a glider, and those are the three places where being slow actually gets you killed.

Sprinting, Stamina and the Overweight Trap

Sprinting is the free speed increase you already have, and it costs stamina — hold it down and the bar drains until you drop back to a jog. That makes stamina a movement stat in disguise. You start at 100 and every status point adds 10, up to a rank cap of 50 and a ceiling of 600, but the Cattiva Effigy track is usually the better buy: twenty effigies cuts drain by half and costs you no status points at all. Our stamina guide has the full elixir and lotus picture, and the status point priority order covers where stamina sits against the other four stats.

The other half of this is the penalty nobody plans for. Cross 100% of your carrying capacity and your movement speed starts dropping, and it keeps dropping the further over you go until the slowdown bottoms out around 50 weight past your limit. No effigy track, mount or passive cancels that — you have to drop something. If you spend a lot of time walking home slowly, the weight stat guide and the Pals in best Pals for carrying more items fix more of your travel time than any speed upgrade on this page.

The Statue of Power Movement Speed Track

This is the only permanent boost to your own on-foot speed, and it runs on Mimog Effigies offered at a Statue of Power. It is by far the longest ladder in the game at 92 ranks, paying a flat +0.5% per rank until the final step, which jumps from +46% straight to the +50% cap. Rank 1 costs a single effigy, ranks 2 through 79 cost 3 each, and everything from rank 80 up costs 4 — 287 in total.

RankMovement speedMimog Effigies spent
1+0.5%1
10+5.0%28
20+10.0%58
40+20.0%118
60+30.0%178
80+40.0%239
92 (max)+50.0%287

The good news is that you do not farm these. Unlike the twelve effigy species scattered across the islands, Mimog Effigies arrive on their own as you capture Pals — the track quietly funds itself out of ordinary play, which is one more reason the catch-everything habit pays off. The curve is generous early, too: the first 58 effigies buy +10%, and half the total bonus is already yours by rank 46. Getting the last 20 percentage points is what costs 169 more. Misallocated something? Every track on the statue resets for one gold coin, so there is no wrong order to do them in.

The Cheap Tracks: Swim, Climb, Glide and Jump

These five tracks are the opposite deal — 20 ranks apiece at exactly one effigy per rank, so each maxes out for 20 collectibles. Swim and climb pay +5% every single rank up to a doubled rate, which is the best return on any collectible in the game. Glide is the weakest at +1.5% per rank, and jump power and stamina reduction both run +2.5%. The effigies live in the world, and our map carries 360 effigy pins across Palpagos plus another 47 in the World Tree.

TrackEffigyRanksEffigies for maxMax bonus
Swim SpeedPengullet Effigy2020+100%
Climb SpeedTanzee Effigy2020+100%
Jump PowerRooby Effigy2020+50%
Stamina ReductionCattiva Effigy202050% less drain
Glider SpeedHerbil Effigy2020+30%

Do swim first. Water is the medium with no mount for most of the early game and no way to sprint out of trouble, and doubling your speed in it turns a river crossing from a stamina gamble into a non-event. Climbing second, for the same reason — the full effigy upgrade guide lists the other eight tracks, including the tiny four-rank ones that pay +50% EXP. Open the effigy layer on the interactive map and clear whichever region you are already based in rather than hunting them one at a time.

The Fastest Mounts in the Game

Nothing you do on foot competes with a saddle. Jetragon is the fastest mount in Palworld at a sprint speed of 3,300, and the top of the list is dominated by flyers because flight has no terrain to slow it down. Every figure below is base sprint, and it only holds while the mount's own stamina lasts — when that bar empties you drop to its ordinary pace until it refills, which is why the stamina column matters as much as the speed one over a long crossing.

MountRidesSprint speedMount staminaSaddle tech level
JetragonFlying3,30011079
PanthalusFlying3,000100No saddle
ShaolongFlying2,80010077
EidrolonFlying2,75013068
Eidrolon IgnisFlying2,75013076
NeptiliusWater2,00041064
HartalisGround1,90040070
NecromusGround1,90035061
FrostallionFlying1,80030062
JormuntideWater1,80015040

Two entries here are strange in useful ways. Panthalus has no saddle to unlock at all and its walk, run and sprint are all the same 3,000, meaning it cruises at full speed without ever spending stamina — the only mount in the game that never slows down on you. Neptilius carries 410 stamina, the largest pool of any mount, so it holds its sprint far longer than the flyers above it despite the lower number. Frostallion Noct and Paladius both tie Frostallion at 1,800 and just miss this table. The full ranking of all 115 rides, including the nine whose partner skills scale their sprint off your party's elements, sits on our Palworld mount speed rankings.

The Ground Mount Upgrade Ladder

Flyers are covered in our best flying mounts guide; this is the land version. Each row is the fastest ground mount whose saddle you can actually craft at that technology level, so it is the shortest path from walking to Necromus. The early jump is the one that matters most — Direhowl at technology level 9 is a 31% bump over Melpaca and arrives before most players have a base worth the name, though its 70 stamina is the smallest pool on the ladder and it burns through a sprint fast.

Tech levelMountSprint speedMount stamina
6Rushoar800100
7Melpaca900100
9Direhowl1,05070
14Univolt1,100100
28Dazemu1,200100
29Pyrin1,300100
61Necromus1,900350

Notice the gap in the middle. Pyrin takes over at technology level 29 and nothing on land beats it for the next 32 levels — that is most of the mid-game spent on one horse, so it is worth building. Then Necromus arrives at 61 and adds 600 sprint and 250 stamina in a single step, which is the biggest jump on the ladder by far. Every saddle here needs its own technology point, and the full Palworld technology tree shows what else each level is competing with.

Terrain Specialists That Outrun Everything

Seven mounts hold a partner skill that pays raw movement speed, and four of them pay absurdly well on one surface. The ranges below are the skill's ladder as you condense the Pal, so the low number is what an ordinary catch gives you and the high one is a fully-ranked copy. The last column is that ceiling applied to the mount's base sprint — and Palumba is the headline: +240% turns a modest 1,000 into roughly 3,400 on grass, past every ground mount in the game and past Jetragon itself, on the one surface where it works.

PalPartner skillSpeed bonusConditionBase sprintFully ranked, on its surface
PalumbaSamba Step+155% to +240%Mounted on grass1,000~3,400
StarryonNight Dancer+50% to +100%, plus +25% jumpAt night1,250~2,500
DazemuSand Sprint+50% to +100%Mounted on sand1,200~2,400
PolapupRider of the Snowy Mountain+80% to +160%Mounted on snow375~975
DirehowlDirehowl Rider+10% to +20%Mounted, anywhere1,050~1,260
FenglopeWind and Clouds+10% to +20%Mounted, anywhere1,050~1,260
NitewingTravel Companion+10% to +20%Mounted, anywhere750~900

The big percentages are not all equal, because they multiply different base numbers. Polapup has the second-largest bonus on this list and still ends up slower than an ordinary Univolt, because it starts from a sprint of 375 — the multiplier is doing heroic work on a terrible number. Dazemu is the practical pick of the four specialists: its saddle unlocks at technology level 28, it is already the fastest ground mount available at that point before the skill applies, and the desert is where you will be doing your longest crossings. Every partner skill and its scaling is listed on our Palworld partner skills database.

Movement Speed Passives Worth Implanting

These are Pal passives rather than player buffs, which means they raise the movement of the Pal carrying them — and the Pal carrying them is the one you are sitting on. Swift is the one to chase at +30%, worth more on its own than Runner and Nimble put together. A Pal has four passive slots, so a serious travel mount can hold Swift, Runner, Nimble and Legend at the same time.

PassiveBonusTierHow to get it
Swift+30% movement speed4★Breeding, or Implant: Swift at a Pal Surgery Table
Runner+20% movement speed3★Implant: Runner50 Battle Tickets at the Arena Shop
Nimble+10% movement speed1★Breeding, or Implant: Nimble
Legend+20% movement speed, +20% attack, +20% defense4★Innate on six Pals, or Disposable Implant: Legend
Dimensional Leap+50% movement speed, +15% hunger drain5★Disposable Implant: Dimensional Leap from the Ancient Relic Recycler

Legend is the quiet one. It is innate on exactly six Pals — Paladius, Necromus, Frostallion, Frostallion Noct, Neptilius and Jetragon — and every one of those is a top-ten mount. The game's best rides already ship with a +20% speed passive in a slot before you touch them, which is part of why the gap between them and everything else is wider than the sprint table suggests. Dimensional Leap is the biggest single number here but the hunger cost is real on long flights, and it only exists as a disposable implant, so each one you use is gone. Our passives guide covers the surgery table route and the Ancient Relic Recycler guide covers where the rank 5 implants come from.

Speed in the Water

Water has its own passive family that does nothing on land: Sleek Stroke at +30%, Ace Swimmer at +40% and King of the Waves at +50% movement speed on water. Ace Swimmer is the easy one to guarantee — it sells as an implant for 50 Battle Tickets at the same Arena Shop as Runner, so a stretch of arena runs kits out your sea mount and your travel mount together. Stack that on the Pengullet Effigy track and a proper water mount and open ocean stops being the slow part of the map. The sprint figures below are swim-dash speed; the land column is what these Pals manage beached, which is why nobody rides them ashore.

Water mountSwim sprintOn landMount staminaSaddle tech level
Neptilius2,0001,12041064
Jormuntide1,8001,00015040
Surfent1,44080010016
Ghangler1,35080032031
Solmora1,30090022065

Surfent is the pick nobody expects: its saddle unlocks at technology level 16, decades of progression before the rest of this table, and 1,440 swim sprint is more than enough to cross anything on the map. Get it early and the only reason to upgrade is Neptilius. If you are fighting rather than travelling out there, attacking enemies on water covers which weapons and Pals actually function once you are swimming.

Gliding Faster

Gliders upgrade in four steps plus one outlier, and the game is unusually blunt about the ranking in its own item text — the Normal Parachute is described as cheaply made and not very fast, and the Hyper Glider as improved with increased speed and lift. The Wing Pack at technology level 80 is a different machine altogether: it burns Wing Cells to propel you rather than just slow your fall, and it is priced accordingly. Whatever you are flying, the Herbil Effigy track adds up to +30% on top of it.

The Mega Glider at technology level 18 is the one worth rushing — 5 Wooden Boards, 10 Bone and 20 Cloth is a trivial bill for the biggest relative jump in the sequence, and you will be on it for the next 22 levels. The Giga Glider is where the cost turns serious with 100 Hardwood and 15 Carbon Fiber, and the Hyper Glider needs Pal Metal Ingots, so both are gated by smelting rather than by the technology point. Every glider with its full recipe is on our Palworld glider list.

The Pals That Change How Your Glider Behaves

Seven Pals grant a pair of gloves that modify whatever glider you have equipped, and they work from your party without being summoned as a mount. Celaray is the standout for traversal: its gloves take fall damage out of the equation entirely at every rank, which changes how you approach a cliff more than any speed number does. Galeclaw, Hangyu and Killamari each change the glide differently, and all the gloves weigh nothing, so there is no cost to carrying a set. Keep one of these in the party permanently — the slot pays for itself the first time you drop off the Astral Mountains.

TipThe 60-effigy afternoon. Maxing swim, climb and glide costs 20 effigies each and nothing else — no gold, no technology points, no breeding. That is +100% in water, +100% on cliffs and +30% under a glider for 60 collectibles you walk past anyway. Do it before you spend a single point chasing the 287-effigy on-foot track, and reset anything you misallocate for one gold coin.

The Short Answer

On foot, the only permanent increase is the Mimog Effigy track at the Statue of Power — +50% at the top, 287 effigies to get there, and they accumulate from capturing Pals rather than from hunting. In water, on cliffs and under a glider, the Pengullet, Tanzee and Herbil tracks max out for 20 effigies each and are the best value in the game. Everywhere else, speed means a saddle: Pyrin on land from technology level 29, Necromus from 61, Jetragon at 3,300 sprint once you reach 79 — and Swift in a passive slot for another +30% on whichever of them you are riding.