Stamina, charges & sprint

Stamina is a tiny charge pool you spend on dashes and jumps — running is free — and stacking move-speed items now pays sharply diminishing returns.
Stamina is a small pool of charges (three for most heroes) that fuels every dash, air-jump and wall-kick and refills one bar at a time. Your actual running speed is separate, always on, and costs nothing — but since the December 2025 overhaul, piling on move-speed items helps less and less, so a couple of charges saved for the right moment matter more than raw speed.
Stamina: the charge pool
Stamina is its own resource, separate from ability cooldowns — you see it as the bars beside your health. Most heroes carry 3 charges; Ivy runs 4 and a handful of heroes sit at 2. Every stamina move spends one charge: a ground dash, an air dash, or an air-jump (double jump). The first wall-jump kick is now free (12-16-2025), and tech that chains moves costs more — a dash-jump burns two charges (one for the dash, one for the jump). One charge refills every 4.5 seconds (down from 5s in the December 2025 pass), and they regen one at a time, so blowing all three leaves you grounded for about 13 seconds. Items top the pool up: Extra Stamina adds +1 charge and speeds the refill; Stamina Mastery adds +2 charges, refills faster, and improves your air control (drift further while jumping).
Sprint and move speed — free, but capped
Your running speed costs no stamina; it is always on. Base sits around 7 m/s for most heroes (shaved 0.1 in the December 2025 overhaul). Layered on top is Sprint: spend roughly 3 seconds out of combat and moving and you accelerate to a faster cruise. The first +2.5 m/s of sprint applies instantly; anything above that ramps in at +0.6 m/s per second. Sprint is fragile — getting hit by an enemy hero kills it for 3 seconds, and zooming in (ADS), getting CC'd (stun, sleep, immobilize, displace), riding a zipline, or just letting go of movement also drops you back to base. The 05-22-2026 patch helped here: sliding no longer resets sprint, so you can slide-cancel and keep cruising. The bigger story is diminishing returns: since December 2025 move-speed bonuses stack multiplicatively, so +2 and +3 m/s combine to roughly +4.5, not +5 — your third and fourth speed items barely move the needle. And taking damage now applies a 20% slow only to the portion of your speed above base, so your bonus speed is exactly what gets shaved mid-fight.
How to play it
Treat stamina as your escape budget, not your travel budget — walk to lane and rotate on ziplines so you arrive with a full pool. In any fight keep at least one charge in reserve: the dash you save to break a stun or dodge an ult wins more games than the one you spent chasing a kill. Out of combat, let sprint build before you commit to a rotation — a few clean seconds of running gets you to top speed, and after the May patch you can slide through it without losing the cruise. Don't over-buy speed: because of diminishing returns, one good movement item plus your kit beats stacking three, so put the leftover souls into power. If you're the one being kited, remember slows bite your bonus speed hardest — slow resistance (Enduring Speed gives +2 move speed and 25% slow resist; Fleetfoot stacks even more) often does more than raw speed. And against slippery heroes, the answer is CC: a single stun strips their sprint and forces them to burn stamina to recover.
| Tech | Stam | How |
|---|---|---|
| Double jump | 1 | Jump again in the air |
| Dash | 1 | Double-tap a direction (or the dash bind) |
| Air dash | 1 | Dash while airborne |
| Dash jump | 2 | Jump inside the dash window (the blue stamina segment) |
| Slide | 0 | Crouch while moving ≥ 9.6 m/s (~378 u/s) |
| Down dash | 0.5 | Dash downward in the air |
| Wall jump | 1st free · 0.5 | Jump next to a wall |
| Mantle | 0 | Hold forward + look up + jump at a ledge |
| Zip dash | 1 (dash) | Crouch-exit a zipline, then dash |
Update history32
- No longer silences you while carrying. You are still disarmed and movement silenced.
- Bullets: Dash Distance slow reduced from -25% to -22%
- Shots: Dash Distance slow reduced from -25% to -22%
- Street Brawl: Bookwyrm, Flame Dash, Essence Bomb, Entangling Thorns, Lightning Ball, Pulse Grenade, Frost Grenade
- Slippers: Slide Fire Rate increased from 50% to 60%
- Wings: Additional air dash/jump increased from +1 to unlimited
- Can now jump during slide
- Dash jump grants a very brief period with increased air control (30% for 0.25s)
- Speed: Fixed slow resistance interaction with dash slows
- Death: No longer reduces movement speed by -2m during the death immunity phase
- Added Dash Speed to the Vitality stat screen
- Dash: Bonus ammo no longer scales with % increase
- Bullets: Dash Distance reduction increased from -20% to -25%
- Mastery: Air Dash distance reduced from 30% to 23%
- Getting hit while on Jump Pad during the window now deals 15% max hp damage
Raw dataidentity & API
identity
- id
- mechanic_movement_and_stamina
- slug
- movement-and-stamina
- category
- movement
- flowStage
- fighting
- aliases
- stamina, charges, stamina bars, stamina management, dash charges, stamina recharge, sprint, move speed, movement speed, run, стамина, заряды стамины, спринт, скорость передвижения
- sourcePath
- manual:mechanics/movement-and-stamina
- updatedAt
- 2026-06-06T00:00:00.000Z