What Are HSR Speed Breakpoints and Which SPD Values Matter?
By Sir Ayup
HSR speed breakpoints are the SPD values at which a character gains one more action within a set number of turn cycles in Honkai: Star Rail. Below a breakpoint, extra speed does little in endgame modes that count cycles; reaching it gives a support another buff or a DPS another hit before the cycle ends. That is why build guides keep naming exact numbers like 134 or 160 instead of "as fast as possible."
This guide from gamemarket.gg explains how speed turns into actions, how turn cycles are counted, which breakpoints matter most, why 133 SPD is not the same as 134, and how to plan speed across a team.
How Speed Turns Into Actions
Every unit in battle has an Action Value (AV), the "distance" it has to travel before it can act. It is calculated with one simple formula:
Action Value = 10,000 ÷ SPD
A character with 100 SPD acts every 100 AV, while one with 134 SPD acts every 74.6 AV. The action order bar on the left of the screen is simply every unit's AV counting down. Action advance effects move a character forward on that bar by a percentage of their AV, which is why some supports can make a DPS act almost immediately.
How Turn Cycles Are Counted
Memory of Chaos rates each stage by how many cycles you need, and the cycles are not equal in length:
- Cycle 0 lasts 150 AV.
- Every cycle after that lasts 100 AV.
The first seven cycles (Cycle 0 to Cycle 6) therefore add up to 750 AV. This longer first cycle is what makes speed tuning work: a fast enough character can fit two actions into Cycle 0 and still keep pace afterward. The other endgame modes also put limits on turns or cycles, so the same AV math helps there too.
The HSR Speed Breakpoints Worth Knowing
Across the first 750 AV, each extra action costs about 13.3 SPD, and that gives the standard breakpoint list. The decimals are the true thresholds, and the whole number is the practical target:
- 93.4 (aim for 94): one action in every cycle from Cycle 0 to Cycle 6. A 90 SPD character such as Clara skips an action in Cycle 4.
- 106.7 (aim for 107): eight actions across the first seven cycles.
- 120.1 (aim for 121): two actions in Cycle 1, for three actions in the first two cycles.
- 133.4 (aim for 134): two actions in Cycle 0, and ten actions across seven cycles. This is the most common target for supports.
- 146.7 (aim for 147): eleven actions across seven cycles.
- 160.1 (aim for 161): two actions in both Cycle 0 and Cycle 1, for twelve actions across seven cycles.
- 173.4 (aim for 174): thirteen actions across seven cycles.
- 186.7 (aim for 187): two actions in every one of the first seven cycles.
- 200.1 (aim for 201): three actions in Cycle 0.
For most accounts, 121, 134 and 161 are the three numbers worth planning around. The higher ones usually need speed buffs from teammates rather than relics alone.
Why 133 SPD Is Not 134
Two actions in a 150 AV cycle need each action to cost 75 AV or less, which means at least 133.34 SPD. The character screen hides decimals, so a character showing 133 could really sit at 133.2 and miss the breakpoint by a fraction. Aiming for the next whole number, 134 instead of 133 or 161 instead of 160, removes the guesswork.
The same logic works in reverse. If your SPD sits a few points above a breakpoint, those extra points add no new action within the counted cycles, and the substat rolls might do more as CRIT or Effect Hit Rate instead.
Where SPD Comes From
Base SPD differs from character to character, from Clara's 90 at the bottom to Seele's 115 near the top. Most of the rest comes from gear:
- Boots with a SPD main stat, worth 25 SPD on a fully upgraded 5-star piece. They do most of the work toward any breakpoint.
- SPD substats, which roll 2.0, 2.3 or 2.6 each time. A few good rolls are usually what separate 128 from 134.
- Relic sets such as Messenger Traversing Hackerspace (2-piece, +6% SPD) and Musketeer of Wild Wheat (4-piece, +6% SPD).
- Planar Ornaments that reward speed, such as Fleet of the Ageless at 120 SPD, Talia: Kingdom of Banditry at 145, and Firmament Frontline: Glamoth at 135 and 160.
The Relics guide covers which slots can roll each stat and when a piece is worth upgrading. To check a character's exact speed, open their stats page and view the detailed stats, which show base SPD and bonus SPD separately.
Planning Speed Across a Team
Breakpoints matter most for supports and sustains, because every extra action means another buff, heal or shield. Supports are usually built faster than the main DPS so that their buffs are already active when the DPS takes its first turn in Cycle 0. Teams built around action advance work differently: the support only needs to act right before the DPS, so the two speeds are tuned against each other rather than toward a fixed number.
Not every character wants to be fast. Counter-based units like Clara can skip speed entirely, and some relic sets reward staying below a certain SPD. How teams and roles fit together decides which breakpoint each slot should chase.
Speed Is a Team Stat
Speed tuning looks like math, but it comes down to a few targets: 134 for most supports, 161 when the team can afford it, and whatever keeps the DPS acting right after its buffers. The current HSR tier list shows which characters are worth that investment, and newer players can start with Warps, characters and Stellar Jade before chasing exact numbers.
If you would rather start with a strong roster already built, you can browse Honkai Star Rail Accounts, hand relic farming and dailies to a verified player through Honkai Star Rail Hourly Services, or clear endgame faster with Honkai Star Rail Boosting.
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