Overview
- Chosen during Character Creation, a character's Movement Mode affects the character's speed, movement style, and maneuvers in combat. It also determines if the character is a flyer, speedster or jumps from building to building as an acrobat.

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Character CreationSuper Speed
- See also: Super Speed
- Speedsters travel through the streets at an incredible velocity. Those with Super Speed movement reach such tremendous acceleration that they can run up the sides of buildings, up walls or across ceilings. Traveling long city blocks to get to the action becomes a cinch with this movement mode.
- In combat, speedsters become deadly whirlwinds using their quickness to move in and out of range with ease and special attacks to stun and disorient enemies.

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Super SpeedAcrobatics
- See also: Acrobatics
- Acrobats are master aerialists and climbers who use their skills to vault across the rooftops with seemingly effortless grace. Acrobats are able to climb and cling to any surface, giving them a unique way to approach both movement and combat. Using a Grapple Line, Acrobats can quickly ascend tall buildings and traverse the gap between skyscrapers. And for movement across the massive cityscapes, Acrobats can even glide across the sky after leaping from vast heights.
- In combat, the Acrobat's agility is unmatched, with special combat moves designed to draw enemies in close to deliver precision attacks.

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AcrobaticsFlight
- See also: Flight
- Flyers soar over the skyscrapers, swooping down to engage their enemies with devastating attacks. There is no place out of reach for flyers, who are able to traverse any environment with ease. Those with Flight movement have their own special combat moves designed to stun enemies or knock them senseless. Using the environment around them, flyers can turn almost anything into aerial projectiles to defend the innocent or destroy the city.

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FlightSkimming
- See also: Skimming
- Skimming is an aerial movement mode variant introduced in DC Universe Online. Inspired by Mister Miracle, skimming allows characters to glide through the air, supported by two discs. These discs’ color is based on your primary color selection.

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SkimmingSwimming
- Swimming is a limited movement mode introduced with the Atlantis episode. In underwater zones, players' native movement mode gets overridden to Swimming. That limitation can be bypassed by using movement-altering gear. Underwater zones include:
- Atlantean Royal Palace during the Atlantis: Royal Palace challenge;
- Atlantis open-world zone;
- Atlantis Bridge during the Wonderverse: Crypt of Penthesilea 4-player operation;
- Atlantis Frontline during the FP: The Royal War 4 player-operation;
- Atlantis Throne Room during the Atlantis: The Throne 8-player operation;
- Crown of Thorns during the Atlantis: Crown of Thorns raid;
- Silent School during the Metal Pt. II: Damage Control 4-player operation.
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Atlantis · movement-altering gear · Atlantean Royal Palace · Atlantis: Royal Palace · Atlantis · Atlantis Bridge · Wonderverse: Crypt of Penthesilea · Atlantis Frontline · FP: The Royal War · Atlantis: The Throne · Crown of Thorns · Atlantis: Crown of Thorns · Silent School · Metal Pt. II: Damage ControlCommon Movement Mode Functions
- Movement Innate Skills
- Each movement mode has passive Movement Skills that provide additional Resistance to Control Effects and Restore Power after a Breakout.
- Movement Active Skills
- Some Movement Powers have similar Utility Powers.
Common Movement Mode Functions
Edit table| Skill | Movement Trees | Description |
|---|---|---|
| Breakout Mastery | Acrobatics, Flight, Skimming, Super Speed | Allows you to recover a small amount of power over time when you use Breakout in addition to any other movement recovery effect. |
| Knockback Resistant | Acrobatics, Super Speed | Adds 10% Impulse Resistance. |
| Restraint Resistant | Flight, Skimming, Super Speed | Adds 10% Encase and Root Resistance. |
| Stun Resistant | Acrobatics, Flight, Skimming | Adds 10% Stun Resistance. |
| Knockback Recovery | Acrobatics, Super Speed | Allows you to instantly recover a small amount of power when you use Breakout on a knockdown, juggle or push effect. |
| Restraint Recovery | Flight, Super Speed | Allows you to instantly recover a small amount of power when you use Breakout on a root or encasement effect. |
| Stun Recovery | Acrobatics, Flight, Skimming | Allows you to instantly recover a small amount of power when you use Breakout on a stunning effect. |
Common Movement Mode Functions
Edit table| Function | Powers |
|---|---|
| Targeted Pull | Acrobatics : Grapple Line Attack; Flight : Low Pressure; Skimming : Low Pressure; Super Speed : Tornado Pull |
| Control Breakout | Flight : Air Burst; Skimming : Typhoon Flip |
| Control Breakout Supercharge | Acrobatics : Perfect Poise; Flight : Dustoff; Skimming : Dustoff ; Super Speed : Metabolic Boost |
| Damage Prevention | Acrobatics : Perfect Poise; Flight : Dustoff; Skimming : Dustoff; Super Speed : Dash Attack, Phase Dodge |
Trivia
- Jump pads, such as those found on Gorilla Grodd's aerial platforms and Doomed Metropolis, briefly turn your movement mode into Super Speed.
- List of items that allow temporary change to a different movement mode while equipped, but does not allow access to that mode's abilities. Equipping any of those items prevents participation in races even if the equipped item provides the same movement mode as the character already has.; Journeyman's Boots, Speed Force Ring (Super Speed); Monitor Propulsion Pack, Legion Flight Ring (Flight); Gloves of Clinging, Robin King's Acrobatics Ring (Acrobatics)
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Gorilla Grodd · Doomed Metropolis · races · Journeyman's Boots · Speed Force Ring · Monitor Propulsion Pack · Legion Flight Ring · Gloves of Clinging · Robin King's Acrobatics RingSee also
- Races
- Movement Styles
- Respec Token: Movement Mode
- Head Equipment Mod
