Speed tuning without a spreadsheet
The three breakpoints that actually change how a fight plays out.
Why speed beats damage
Every cycle gives your team a fixed number of turns. A character at 134 speed takes meaningfully more turns over a fight than one at 120, and every one of those turns is free damage you did not have to build for.
The breakpoints worth hitting
- 134 — the usual target for Cantors, so they act before the carry and the buff is live when the big hit lands.
- 160 — reachable on a dedicated speed build, and worth it for buffs with short durations.
- Match the buff to the carry — a buff lasting three turns is wasted on a carry who only acts twice inside it.
A practical method
Build supports for speed first and damage second. Their damage contribution is rounding error; their turn order is not.
Getting a Cantor from 120 to 134 speed is usually a bigger clear-time improvement than any relic upgrade on your carry.