> For the complete documentation index, see [llms.txt](https://woo-2.gitbook.io/wrestling-organization-online/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://woo-2.gitbook.io/wrestling-organization-online/wrestling-organization-online/gameplay/wrestler-attributes/speed.md).

# Speed

Speed is essential for getting the upper hand in a [Match](/wrestling-organization-online/wrestling-organization-online/gameplay/shows/match-types.md). You don't have to worry about how much [Damage](/wrestling-organization-online/wrestling-organization-online/gameplay/wrestler-attributes/damage.md) your opponent can do if you [Evade](/wrestling-organization-online/wrestling-organization-online/gameplay/moves/evading-a-move.md) all of their [Moves](/wrestling-organization-online/wrestling-organization-online/gameplay/moves.md). With that being said, let's look at the different outcomes Speed changes.

1. Order of attack
2. Likelihood of [Evasion](/wrestling-organization-online/wrestling-organization-online/gameplay/moves/evading-a-move.md)

First, Speed is used to determine which player strikes first every round. In the case of a tie, a player will randomly be chosen to attack first in each round. This is crucial since you will be able to use your [Finishing Move](/wrestling-organization-online/wrestling-organization-online/gameplay/moves/finisher.md) earlier than your opponent, allowing the player to secure the win.

Second, Speed determines the likelihood of a [Wrestler](/wrestling-organization-online/wrestling-organization-online/gameplay/wrestler-attributes.md) [Evading](/wrestling-organization-online/wrestling-organization-online/gameplay/moves/evading-a-move.md) an attack.&#x20;
