Tools

Epic Seven Speed Tuning

A Combat Readiness checklist: lock your own turn order, then decide whether the fight is a Hunt push or an RTA contest.

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Speed Tuning Checklist

Speed in Epic Seven is not “who has the biggest number.” It is Combat Readiness (CR): the turn bar that fills as time passes, jumps when a skill pushes, and stalls when a skill strips. This page is a checklist, not a calculator. Write the intended order on paper, then make the Speed column match. For how those Speed rolls get onto a piece, use gear score and the gear guide. For where the team is used, use Hunt or Arena.

What CR actually is

Every unit sits on a 100% bar. When the bar hits 100, they act. Speed is how fast the bar fills between actions. A 200 Speed unit fills about 10% faster than a 182 Speed unit; after a few cycles the gap is visible. Skills that increase ally CR always land. Skills that decrease enemy CR can be resisted, and bosses (Wyvern) are often immune to the strip. That single sentence is why Hunt teams and RTA teams are built with opposite instincts.

Opening-turn placement is not a pure Speed sort. The client applies a small Speed RNG on initial CR (community rule of thumb: about ±5%). Two units that are within 5 Speed of each other can swap opening order. Units 5–10 Speed apart usually keep the order you wanted. Your own team should not be clustered. A 221 / 220 / 219 cleave is a coin flip, not a tune.

CR push after the first turn is deterministic relative to current Speed. If your opener is 280 and the enemy is at 95% when you act, they were close. If they already acted and you are still at 80%, you lost the contest by a lot. You do not need a solver to see that. You need a notebook.

Checklist (do this in order)

  1. Name the job of each slot. Opener, breaker, cleaner, tank / soul weaver. If two units share a job, you do not have a tune, you have a pile.
  2. Write the legal order. Example Hunt: tank (or dual-attack enabler) → defense break → main hit → follow-up. Example RTA: opener (CR push or strip) → extra turn / hold → win condition.
  3. Put Speed main-stat boots on anyone who must move first. Attack boots on an opener is how people lose to 240s they “should have outsped.”
  4. Gap your own units by 5+ Speed, 10+ if the second skill is a soulburn you cannot afford to waste. Imprints, banners, and Blessings count. A +4 Speed imprint on the slower unit deletes a 4-point gap.
  5. Pick the content rule: Hunt CR push or RTA contest. Do not mix them on one set of gear without retuning.
  6. Cap or floor against the boss, not against your feelings. Wyvern’s own Speed (classic W13 talk is ~196 before buffs and phases) decides whether you want to go before it, between its actions, or never let it act. Otherworldly Hunt uses the same CR laws with different HP.
  7. Lock effectiveness on the breaker before you chase more Speed. A 230 breaker who misses defense break is slower than a 210 who lands it.
  8. Screenshot the in-game Speed column after imprints. Fribbel’s and epic7db averages are other people’s accounts. Your Furious is the one in the lobby.
  9. Retune after every gear swap. Moving a 20 Speed boot from the opener to a new Moonlight is how Call of Chaos 3v3 turns into a wipe.
  10. Do not auto-sell Speed boots because the Equipment Score looked average. A 4-Speed sub on the right set is the tune. See gear score.

Wyvern and Hunt: CR push, not a drag race

Hunt fails when the boss takes a turn you did not budget. Classic Ice cores (Furious, Sigret, Muwi, Angelica / Angelic Montmorancy) win by controlling when Wyvern acts, not by stacking 300 Speed on everyone.

Typical pattern:

  • One unit is fast enough to plant defense break or CR push before the damage dealers.
  • Damage dealers sit under the boss’s Speed so the boss walks into dual attacks / extra hits instead of skipping your CR plan.
  • The tank is built to survive the hits you chose to take, not to outspeed the opener.

A common starter band people still quote is breaker around 200, secondary around 180, slow cleaner around 120 — relative to that team’s Wyvern, not as a 2026 law. One-shot comps invert it: everything goes before the boss, then the fight is over. If you are still learning, do not copy a 12-second YouTube one-shot’s Speeds onto a 60% clear. Get one reliable clear, then tighten.

CR decrease on Wyvern is a trap. The boss shrugs it. Bring ally CR increase (Furious, Rose variants, Roana-style pushes in other hunts) and dual-attack. The Hunt guide is the team list; this page is why those Speeds are not “as high as possible.”

RTA and Arena: speed contest first

Automatic Arena and World Arena open as a Speed contest. The first unit that acts often decides whether your strip, extra turn, or cleave exists. Speed set is still the default on openers. A 5-Speed gap versus a known enemy (your 270 into their last-week 265) is the difference between “I always go” and “I sometimes watch them soulburn first.”

After the first action, CR pushers (team-wide bars, extra turns, hold effects) rewrite the bar. That is why a 220 hold unit can beat a 280 who already spent the turn. Tuning here is opener Speed, then who receives the 20–30% bar, then win condition. Draft names change by week; the PvP tier list tracks names. Your notebook tracks 284 / 261 / 240.

Call of Chaos is still a CR bar. 3v3 and Fate do not remove Speed RNG. If two of your three units sit on 255, the Sentinel dies in the wrong order and you will blame Fate.

Imprints, banners, and “it worked in the lobby”

Lobby Speed is not battle Speed. Add:

  • Hero imprints (self and team).
  • Artifact Speed (Lisette’s Ring of Eternal Bond at Speed 20 is the anniversary example).
  • Team-wide Speed buffs that turn a “safe” Hunt gap into an overspeed.
  • Stat conversion and Otherworldly set bonuses that were not on the piece when you wrote 218.

If a unit sometimes opens and sometimes does not, you are inside the 5-Speed coin flip. Add 6–8 Speed to the one who must go first, or take 6–8 off the one who must not. Do not add 1 and pray.

When the tune is done, stop optimizing. Extra Speed that overcaps a Hunt DPS into the boss’s window is a failed clear, not a flex. Extra Speed on an RTA soul weaver who needed effectiveness is a missed strip. The gear guide tells you which substats to keep; this checklist tells you which unit is allowed to wear them.

Write the four numbers on the team screen. If you cannot recite them without opening Fribbel’s, you are not tuned — you are hoping. Hope is not Combat Readiness.

FAQ

Frequently Asked Questions

Quick answers Heirs search for every patch.

How much Speed do I need between my own units?

Use a 5+ gap as the floor so opening RNG does not swap them. Use 10+ when the second skill cannot fire early. Imprints count against the gap.

Why is my Hunt clearer slower even though everyone is 220 Speed?

Wyvern is a CR-push fight. Damage dealers often need to sit under the boss's Speed. Stacking the same Speed on four units deletes the tune. See Hunt.

Is RTA just whoever has 300 Speed?

The opener contest is a Speed contest. After the first turn, CR push and extra turns matter. Names change on the PvP tier list; the gap rules do not.

Do I need a speed calculator?

No. This page is the checklist. Unofficial solvers exist; they still need the floors you write down here.