Travian Troop Speeds by Tribe: Fields per Hour for Every Unit (Legends)
Travian troop speeds by tribe, with fields per hour and minutes per 10 fields for every Travian: Legends unit.
What are Travian troop speeds by tribe?
Travian troop speeds by tribe tell us how many fields a unit covers each hour, so they are the starting point for practical farm-list ranges and raid returns. Use the tables below as base values, then check the current in-game value because server speed, hero bonuses and Tournament Square bonuses change travel time.
How fast is every Travian: Legends unit?
These are base values for Travian: Legends units. Actual travel time depends on server speed plus hero and Tournament Square bonuses. Pilot Trav uses public static unit tables from kirilloid, cross-checked against live server pages.
Roman
| Unit | Fields/hour | Minutes per 10 fields |
|---|---|---|
| Legionnaire | 6 | 100 |
| Praetorian | 5 | 120 |
| Imperian | 7 | 85.7 |
| Equites Legati | 16 | 37.5 |
| Equites Imperatoris | 14 | 42.9 |
| Equites Caesaris | 10 | 60 |
| Ram | 4 | 150 |
| Fire Catapult | 3 | 200 |
Teuton
| Unit | Fields/hour | Minutes per 10 fields |
|---|---|---|
| Clubswinger | 7 | 85.7 |
| Spearman | 7 | 85.7 |
| Axeman | 6 | 100 |
| Scout | 9 | 66.7 |
| Paladin | 10 | 60 |
| Teutonic Knight | 9 | 66.7 |
| Ram | 4 | 150 |
| Catapult | 3 | 200 |
Gaul
| Unit | Fields/hour | Minutes per 10 fields |
|---|---|---|
| Phalanx | 7 | 85.7 |
| Swordsman | 6 | 100 |
| Pathfinder | 17 | 35.3 |
| Theutates Thunder | 19 | 31.6 |
| Druidrider | 16 | 37.5 |
| Haeduan | 13 | 46.2 |
| Ram | 4 | 150 |
| Trebuchet | 3 | 200 |
Egyptian
| Unit | Fields/hour | Minutes per 10 fields |
|---|---|---|
| Slave Militia | 7 | 85.7 |
| Ash Warden | 6 | 100 |
| Khopesh Warrior | 7 | 85.7 |
| Sopdu Explorer | 16 | 37.5 |
| Anhur Guard | 15 | 40 |
| Resheph Chariot | 10 | 60 |
| Ram | 4 | 150 |
| Catapult | 3 | 200 |
Hun
| Unit | Fields/hour | Minutes per 10 fields |
|---|---|---|
| Mercenary | 6 | 100 |
| Bowman | 6 | 100 |
| Spotter | 19 | 31.6 |
| Steppe Rider | 16 | 37.5 |
| Marksman | 15 | 40 |
| Marauder | 14 | 42.9 |
| Ram | 4 | 150 |
| Catapult | 3 | 200 |
Spartan
| Unit | Fields/hour | Minutes per 10 fields |
|---|---|---|
| Hoplite | 6 | 100 |
| Sentinel | 9 | 66.7 |
| Shieldsman | 8 | 75 |
| Twinsteel Therion | 6 | 100 |
| Elpida Rider | 16 | 37.5 |
| Corinthian Crusher | 9 | 66.7 |
| Ram | 4 | 150 |
| Ballista | 3 | 200 |
Viking
| Unit | Fields/hour | Minutes per 10 fields |
|---|---|---|
| Thrall | 7 | 85.7 |
| Shield Maiden | 7 | 85.7 |
| Berserker | 5 | 120 |
| Heimdall's Eye | 9 | 66.7 |
| Huskarl Rider | 12 | 50 |
| Valkyrie's Blessing | 9 | 66.7 |
| Ram | 4 | 150 |
| Catapult | 3 | 200 |
How should we use speed for farm-list ranges?
We start by grouping targets by distance and sending a unit whose one-way time fits the window we want. Short lists can turn around quickly, while distant lists need enough time for the outgoing raid and its return. A farming routine is more useful when its schedule accounts for that full cycle, rather than treating every target as equally close.
For three common raiding choices, the table shows one-way minutes at base speed. The first named unit is the slower option and the second is the faster option for that tribe in this comparison. It is a planning comparison, not a promise of a live-server arrival time.
| Distance | Roman (Imperian / Equites Imperatoris) | Teuton (Clubswinger / Paladin) | Gaul (Swordsman / Theutates Thunder) |
|---|---|---|---|
| 5 fields | 42.9 / 21.4 min | 42.9 / 30 min | 50 / 15.8 min |
| 10 fields | 85.7 / 42.9 min | 85.7 / 60 min | 100 / 31.6 min |
| 20 fields | 171.4 / 85.7 min | 171.4 / 120 min | 200 / 63.2 min |
| 30 fields | 257.1 / 128.6 min | 257.1 / 180 min | 300 / 94.7 min |
The practical next step is to make separate distance bands. For example, a nearby list can use a short interval after reports stay safe, while a far list can be spaced around its longer return. Our farm-list bot guide, farming walkthrough, and farm-list mistakes guide explain how to keep targets reviewed instead of blindly repeating sends.
When do raid returns arrive?
Return time is the outgoing time multiplied by two when the unit comes home by the same route. A 10-field trip that takes 60 minutes one way therefore keeps those troops away for about 120 minutes before any in-game modifiers. We use that simple rule when checking whether a village will have raiders available for the next list.
This matters for resources as much as timing. Troops on the road cannot defend the home village, cannot start another raid, and cannot carry a second load. If reports show losses or a target changes, pause that target instead of calculating a perfect cadence around unreliable returns.
Why do mixed-speed farm lists need separate lists?
Travian uses the slowest unit in a marching group for the group's travel speed. Mixing a quick cavalry raider with slower infantry can make the whole send arrive at the infantry pace. We separate compositions when speed is the reason for choosing a unit, then compare reports for each composition on its own terms.
The same caution applies to scouts, rams and catapults. Their speed may be useful for a particular job, but adding them casually to a resource raid changes the time for every unit in that march. Start from the task, choose the units, and calculate the complete group rather than reading a single unit row in isolation.
How does speed affect raid timing?
Speed should guide a range, not a fixed clock. Fixed patterns can be brittle when reports, queues, server speed, bonuses or real-life interruptions change. We prefer a distance-aware range, a cap on activity, and a review after losses. Pilot Trav's Travian farming bot can help organize farm-list work, but no automation tool is risk-free.
Speed also affects when we reserve troops for other work. Before starting a long list, check whether those units are needed for defense, settling support, or an attack window. If they are, a closer target or a smaller send may be the more useful choice even if a far target looks profitable on paper.
What should we check before sending?
Check the current target report, distance, composition, one-way time and round-trip time. Then check the server's current speed and any applicable bonuses in-game. This avoids treating base data as a live result. For a broader view of features and account safeguards, see our Travian bot overview and security information.
FAQ
Does the fastest unit always make the best raider?
No. Speed is only one part of a raid. Carry capacity, crop upkeep, target defenses and the troops needed at home also matter. Use speed to set a realistic return window, then compare the report and the resource load before choosing a composition.
Why is my in-game travel time different from this table?
The table is a base-value reference. Current server speed and hero or Tournament Square bonuses can change travel time. Check the current value in-game for the actual march, particularly before timing an attack or scheduling a repeated farm-list range.
Should scouts be mixed into every farm list?
Not automatically. A mixed march travels at its slowest unit's pace, so adding a scout can alter the timing. Send scouts when the information is worth the trip, and keep compositions separated when speed is important to your list.