THE APEX LEGENDS SKILL TREE

MOVEMENT
SKILLS.

Move faster, take less damage, and reach better spots. Learn each technique on the Apex Movement Wiki, then check it off here.

  • Core The foundation. Worth learning for everyone.
  • Bonus Extra credit once the core feels solid.
  • Impact How much it changes your results. More bars and greener means a bigger payoff.
  • Difficulty How hard it is to learn and pull off in a real fight.
  1. Movement

    16 skills

    Move faster, take less damage, and reach better spots. Learn each technique on the Apex Movement Wiki, then check it off here.

Next branch: Gunfights

Every skill, explained

Movement

Slides and momentum

  • Core
  • Beginner
Impact
5/5 · HugeHow much it changes your results. More bars and greener means a bigger payoff.
Difficulty
Basic1/5How hard it is to learn and pull off in a real fight.

Holster, sprint, slide and jump out of slides to keep your speed, so you reach cover, fights and the ring faster.

Most of your speed in a match comes from a few basics you use all the time: running with your weapon holstered, sliding down slopes and off edges, and jumping out of a slide to carry the speed on. Every harder movement skill builds on these, so they matter more than any flashy tech.

How to practice
  • Run the same Firing Range route twice, once with your weapon out and once holstered with slide-jumps, and time both runs.
  • In a match recording, count the downhill stretches where you ran instead of sliding.
Watch
Thumbnail: Apex Legends ULTIMATE MOVEMENT GUIDE (Beginner To Advanced Complete With Tips)
By DazsApex Legends ULTIMATE MOVEMENT GUIDE (Beginner To Advanced Complete With Tips)Watch on YouTube (opens in new tab)
Learn more

Movement

Climbing and mantling

  • Core
  • Beginner
Impact
4/5 · HighHow much it changes your results. More bars and greener means a bigger payoff.
Difficulty
Basic1/5How hard it is to learn and pull off in a real fight.

Climb walls and pull yourself over ledges cleanly, and drop out of a mantle when you would rather stay behind cover.

Jumping into a wall starts a climb, and reaching a ledge starts a mantle. You can also cancel a mantle and drop back down, which keeps you behind cover. Mantle Boosts, superglides and wall bounces all start from here.

How to practice
  • In the Firing Range, climb the same wall from a walk, a sprint and a slide-jump, and compare how high each takes you.
  • Start a mantle onto a crate, then cancel it and drop back behind the crate.
Learn more

Movement / Climbing and mantling

Mantle Boost

  • Core
  • Beginner
Impact
4/5 · HighHow much it changes your results. More bars and greener means a bigger payoff.
Difficulty
Easy2/5How hard it is to learn and pull off in a real fight.

Press your Mantle Boost input at the end of a mantle for a burst of speed. Every legend has it.

Respawn gave every legend Mantle Boost in November 2025: a timed input at the end of a mantle sends you off with extra speed. You choose its input in your control settings (see Reachable controls in Setup). It is easy to try, but it still takes practice to time it and to know when a boost helps.

How to practice
  • Mantle the same ledge ten times and count how many boosts you land.
  • Boost out of a window toward the next roof or a piece of cover.
Learn more

Movement

Ziplines

  • Core
  • Beginner
Impact
3/5 · SolidHow much it changes your results. More bars and greener means a bigger payoff.
Difficulty
Basic1/5How hard it is to learn and pull off in a real fight.

Grab ziplines from the air and get off with a jump or a crouch at the right moment, without hanging in the open.

You can grab a zipline in mid-air and leave it with a jump or a crouch, so you spend less time as an easy target. Which ziplines exist depends on the map and the season.

How to practice
  • In the Firing Range, jump onto a zipline mid-air, then crouch off onto a ledge.
  • In your recordings, check how you entered fights from ziplines: how long were you hanging in the open?
Learn more

Movement

Skydiving

  • Core
  • Beginner
Impact
3/5 · SolidHow much it changes your results. More bars and greener means a bigger payoff.
Difficulty
Basic1/5How hard it is to learn and pull off in a real fight.

Dive fast after you leave the dropship and touch down when you planned. Where to land is in Game sense.

Holding forward dives you toward the ground, and diving at the right angle keeps your speed up so you land sooner. Choosing where to land is covered in Game sense; this skill is getting there fast.

How to practice
  • From the dropship, ping your landing spot and time how long it takes you to land there.
  • In your recordings, check whether you landed before or after the nearest team.
Learn more

Movement / Slides and momentum

Bunny hops and slide hops

  • Core
  • Intermediate
Impact
3/5 · SolidHow much it changes your results. More bars and greener means a bigger payoff.
Difficulty
Easy2/5How hard it is to learn and pull off in a real fight.

Jump again the moment you land, standing or out of a slide, to carry speed from a jump, a drop or a launch.

A bunny hop is a jump timed right as you land; a slide hop is the same jump out of a slide. Both stretch speed you already have rather than create new speed, so they work best after a slope, a drop or a launch.

How to practice
  • Hop off a high ledge and compare how far a standing hop and a slide hop carry you.
  • Chain two hops down a slope without dropping back to a run.
Learn more

Movement / Slides and momentum

Cancelling fall slowdown

  • Bonus
  • Intermediate
Impact
2/5 · SituationalHow much it changes your results. More bars and greener means a bigger payoff.
Difficulty
Easy2/5How hard it is to learn and pull off in a real fight.

Cancel the slowdown after a long fall by catching an edge, a ledge or a wall just before you land.

Landing from a height slows you for a moment. Sliding off an edge, grabbing a ledge or starting a climb just before you touch down can cancel it, so you keep moving into a fight or out of one.

How to practice
  • Drop off the same ledge ten times and count the landings where you keep running.
  • In a match recording, check your drops into fights: did you stall when you landed?
Learn more

Movement / Slides and momentum

Healing on the move

  • Bonus
  • Intermediate
Impact
3/5 · SolidHow much it changes your results. More bars and greener means a bigger payoff.
Difficulty
Medium3/5How hard it is to learn and pull off in a real fight.

Keep sliding and hopping while you heal, so you are not standing still in the open.

Healing slows you down, but speed you already have carries on. Start a heal during a slide or a hop to keep drifting toward cover. When to heal is covered in Gunfights; this skill is how to keep moving while you do it.

How to practice
  • In the Firing Range, start a shield cell mid-slide and keep hopping until it finishes.
  • In your recordings, count the heals you started while standing still in the open.
Learn more

Movement / Climbing and mantling

Wall bounces

  • Bonus
  • Intermediate
Impact
3/5 · SolidHow much it changes your results. More bars and greener means a bigger payoff.
Difficulty
Medium3/5How hard it is to learn and pull off in a real fight.

Jump out of a climb to bounce off the wall and change direction.

A wall bounce is a jump out of a climb that pushes you away from the wall, for surprise angles and escapes. Start with a basic bounce; bouncing after several jumps in a row needs more precise timing.

How to practice
  • In the Firing Range, climb a wall and bounce to a ledge behind you. Count clean bounces out of ten.
  • In your recordings, find climbs where a bounce would have got you to cover faster.
Learn more

Movement

Air strafing

  • Core
  • Intermediate
Impact
4/5 · HighHow much it changes your results. More bars and greener means a bigger payoff.
Difficulty
Easy2/5How hard it is to learn and pull off in a real fight.

Steer in mid-air by holding a strafe direction as you turn, to curve around cover or land where you want.

Holding a strafe direction while you turn curves your jump, so you can bend around cover or line up a landing. Mouse and keyboard and controller do it in different ways. The Apex Movement Wiki advises learning it before tap-strafing.

How to practice
  • In the Firing Range, slide-jump around a pillar and land behind it without touching it.
  • Jump through a doorway and curve in behind the wall beside it.
Learn more

Movement

Map objects and launches

  • Bonus
  • Intermediate
Impact
2/5 · SituationalHow much it changes your results. More bars and greener means a bigger payoff.
Difficulty
Easy2/5How hard it is to learn and pull off in a real fight.

Use doors, Evac Towers and map-specific objects to move faster or escape.

Some objects move you: doors can push you away or pull you in, Evac Towers launch you into the air, and some maps have objects that pull you or launch you. What is available changes with the map and the season, so learn the ones on the maps in rotation.

How to practice
  • Use an Evac Tower to reach a roof you picked before launching.
  • Use a door or a map object to get out of a doorway, and check whether it gained you distance.
Learn more

Movement

Movement in fights

  • Core
  • Intermediate
Impact
5/5 · HugeHow much it changes your results. More bars and greener means a bigger payoff.
Difficulty
Medium3/5How hard it is to learn and pull off in a real fight.

Be hard to hit while keeping your own aim steady.

Strafing, crouching, and changing direction while you shoot make you harder to hit. The goal is unpredictable movement with steady aim.

How to practice
  • In the Firing Range, strafe left and right while shooting a dummy, and keep your shots on target.
  • Watch your recordings: do you stand still when you shoot?
Learn more

Movement / Climbing and mantling

Superglides

  • Bonus
  • Advanced
Impact
2/5 · SituationalHow much it changes your results. More bars and greener means a bigger payoff.
Difficulty
Hard4/5How hard it is to learn and pull off in a real fight.

A jump and crouch pressed almost together at the very end of a mantle, for a burst of speed.

A superglide is a jump and a crouch pressed within about a frame of each other at the very end of a mantle. Mantle Boost now gives every player an official boost with a single timed input, but the Apex Movement Wiki says superglides still work with the right settings. The timing is tiny, so check it on a trainer before practicing on a ledge.

How to practice
  • Check your jump-to-crouch timing on the Superglide Trainer, then practice on one low ledge.
  • Land several superglides in a row on the same ledge before trying them in matches.
Watch
Thumbnail: How To SUPER GLIDE In Apex Legends (EASY) 2026
By GuideToEverythingHow To SUPER GLIDE In Apex Legends (EASY) 2026Watch on YouTube (opens in new tab)
Learn more

Movement / Air strafing

Tap-strafing

  • Bonus
  • Advanced
  • Mouse + keyboard
Impact
3/5 · SolidHow much it changes your results. More bars and greener means a bigger payoff.
Difficulty
Medium3/5How hard it is to learn and pull off in a real fight.

Sharp mid-air direction changes for mouse and keyboard, usually with a movement key bound to the mouse wheel.

Tap-strafing turns you sharply in mid-air, usually out of a slide or a jump. It relies on an input only keyboards have, so controllers can’t do it natively. Respawn has changed how it behaves before, so check the latest patch notes. Learn air strafing first.

How to practice
  • In the Firing Range, land a 90-degree turn off a slide-jump eight times out of ten.
  • Use it on quiet rotations first, before trying it in fights.
Learn more

Movement / Air strafing

Ghost strafing

  • Bonus
  • Advanced
Impact
2/5 · SituationalHow much it changes your results. More bars and greener means a bigger payoff.
Difficulty
Medium3/5How hard it is to learn and pull off in a real fight.

A slide-and-jump direction change that the Apex Movement Wiki presents as a tap-strafe alternative for controller.

Ghost strafing is a slide-based way to change direction that doesn’t need the keyboard-only input tap-strafing uses. The Apex Movement Wiki presents it as an option for controller players. Treat it as extra credit once air strafing feels solid.

How to practice
  • Learn the inputs from the wiki, then practice the turn on flat ground in the Firing Range.
  • Compare it with a plain air strafe through the same doorway, and keep whichever lands you where you want more often.
Learn more

Movement / Ziplines

Zipline super jumps

  • Bonus
  • Advanced
Impact
2/5 · SituationalHow much it changes your results. More bars and greener means a bigger payoff.
Difficulty
Medium3/5How hard it is to learn and pull off in a real fight.

A jump timed as you grab a zipline launches you off it.

A super jump is a jump timed right as you attach to a zipline, which launches you off the line. The input differs between mouse and keyboard and controller. The Apex Movement Wiki suggests learning zipline jumps first, then super jumps, then the harder mantle jumps.

How to practice
  • Land five super jumps in a row onto the same roof.
  • Once they are consistent, try a mantle jump.
Learn more

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