In Summoners War Guild Siege, bringing a dedicated Speed Buff support is one of the most consistent ways to defeat defensive towers. In the 3v3 Siege format, Speed Buff grants a flat 33% boost to total combat speed, calculating from a monster's base speed alongside runes, glory towers, and leader skills. This boost widens the Attack Bar generation gap, allowing your offense to lap opposing units, cycle defensive cooldowns, and neutralize defense-side Violent rune streaks.
How Speed Buff Controls Siege Battles
Because Guild Siege teams consist of only three monsters, losing a single unit immediately eliminates a third of your combat power. Gaining a speed advantage prevents enemy defenses from seizing initiative:
- Turn Advantage: An unbuffed defense unit at 220 Speed is easily out-paced by an equal-speed offense unit boosted to roughly 290 Speed under the buff. Over several turns, this creates extra turns where your team can heal, strip buffs, or apply crowd control before the defense attacks.
- Mitigating Violent Procs: Defensive AI often relies on Violent rune procs to burst down offensive units. Faster cycling narrows the window between your turns, minimizing the relative gain an enemy receives from an extra turn.
- Cooldown and Debuff Recovery: Accelerated turn frequency reduces downtime on vital defensive buffs like Shields, Immunity, and Invincibility. It also allows stunned, frozen, or slept units to fill their Attack Bar and shed status effects faster.
- Scaling Damage: Monsters with skills that scale with Attack Speed—such as Beast Riders, Chimeras, Theomars, and Assassins—receive both turn cycling and direct damage increases while Speed Buff is active.
Recommended Speed Buff Supports for Siege
To sustain success across multiple Siege attacks, build accessible secondary awakenings (2A) and support monsters that provide Speed Buff alongside secondary utility:
| Monster | Element | Key Skills | Role in Siege Offense |
|---|---|---|---|
| Vigor (2A) | Water | Heal, Speed Buff, Defense Break, Anti-Crit | Frontline support that prevents burst damage with Anti-Crit while setting up kills. |
| Eshir (2A) | Light | Attack Bar Boost, Speed Buff, Strip, Heal Block | High base speed initiator that removes enemy Will runes and pushes the team forward. |
| Wayne (2A) | Water | Attack Bar Boost, Speed Buff, Stun, Ignore Defense | Attack Bar booster with turn disruption and random burst damage. |
| Adrian | Fire | Speed Buff, Critical Rate Buff, Heal Block | Multi-hit support tailored for 4-star restricted bases and bruiser setups. |
Vigor (2A) is the most flexible choice across both 4-star and 5-star bases because his kit combines team sustain, a 2-turn Speed Buff, and Defense Break into a single monster slot.
Turn Order and Rune Requirements
To make Speed Buff effective, your team must be strictly speed-tuned so your buffer acts before your main damage dealer:
- Opener or Stripper: Moves first to clear enemy Will runes or disrupt priority threats.
- Speed Buffer: Moves second to apply the 33% Speed Buff and secondary setup (such as Attack Bar manipulation or Defense Break).
- Damage Dealer: Moves immediately after the buffer to secure an elimination before the defense can act.
Equip your speed buffers on Swift sets to contest the opening turn, or on high-speed Violent sets with a Will offset to maintain momentum throughout longer fights. For 4-star Siege bases, target at least +120 to +140 bonus Speed on Violent builds, while investing heavily in HP and Resistance to survive opening attacks.
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Player Comments
96 players commented on this guide.
Good guide for Summoners War players. The strategy part was useful.
Nice guide. I am checking the other Summoners War articles next.
The explanation is clear, especially for beginners.
This helped me understand strategy much better.