How to get faster in Ride A Pet
Speed is the one stat that gates everything else, so it is worth understanding which lever moves it and which just feels like it should.

Why speed is the master stat here
A picked-up egg rides on your character's head with its name and clover value visible to the whole server. Press E to place it. Hatching happens in a nest on your plot, where hatch luck applies. Put those two facts together and speed stops being about comfort. It sets the radius of the map that is usable to you, because a carried egg has to get home, and every minute of travel is a minute not spent collecting.
The spawn ladder makes the same point from the other direction. The rarest tiers have only one or two spawn points alive at a time, and those points are not at the starting meadow. A slow mount cannot act on the best part of the map at all, no matter how well the player understands it. That is why speed sits above every other upgrade decision in this game.
Lever one: base speed
This is the ceiling, and it is the only lever that raises it. The gap between the top of the roster and the middle is enormous, which is deliberate: the game wants a fast mount to feel like a different game. Here are the four highest base speeds currently on the roster, alongside where the spawn tiers sit so you can see what each one actually unlocks.
| Pet | Index rarity | Base speed | Base income |
|---|---|---|---|
| Kitsune | 1 in 1Ql | 1B | 90,000,000% |
| Dragon | 1 in 5Ql | 300M | 300,000,000% |
| Cerberus | 1 in 70Qa | 100M | 30,000,000% |
| Phoenix | 1 in 30T | 1M | 100,000% |
Notice that the fastest pet is not the richest one. That swap is the only place at the top of the roster where speed and income disagree, and everywhere below it the faster pet is also the richer pet. Ranking this roster on either stat produces the same order for twenty three pets in a row, which is why a tier list sorted by speed is really a list sorted by both.
Lever two: jump, which is speed for terrain
Pets carry four stats and most guides publish two. The third one that matters is jump, and it solves a different problem from speed. Speed decides how far you can travel. Jump decides whether you can cross the ground in front of you at all, because ridges, steps and shortcuts each have a height the game will or will not let you clear. A spawn point behind a ledge is not a speed problem, it is a jump problem, and no multiplier on a fast pet fixes it.
The giveaway is that the jump rankings do not match the speed rankings. Spider sits in the lower half of the roster on speed and still carries a jump value higher than pets that comfortably outrun it, which is why it keeps a place in endgame loadouts despite being a mid-game hatch. That is the shape of a stat doing real work rather than decorating a table.
Jump does not live on the same scale as speed
This is the part that is easy to get wrong. Across every pet on the roster, jump only spans from 75 to 170, a range of about two and a quarter times. Speed spans from 15 to one billion. So a handful of jump points is a large share of everything that is possible, while a handful of speed points is nothing at all.
The practical version is that a jump gap which looks like a rounding error beside the speed column is a real change in which ledges you can clear. One of the clearest examples is on the Giraffe page, where a pet thousands of times faster than a Snail turns out to be five jump points better than one.
- Kitsune170 jump
- Dragon150 jump
- Phoenix146 jump
- Cerberus143 jump
Practically, this means the answer to “why can I not get there” is worth diagnosing before you spend anything. If you are running out of time, you need speed. If you are failing to arrive at all, you need jump, and buying speed to fix a jump problem is the most common way players waste a session on this map.
Lever three: mutations
Mutations are multipliers, which means they scale with whatever you already have. There are 3 confirmed multipliers between 2x and 4x, and a pet can only hold one at a time. That single constraint is what makes the decision easy: apply the best multiplier you own to the fastest pet you own, because a multiplier on a low base wastes the multiplier.
Where this gets interesting is the interaction with income. If your problem is reaching a biome, put the mutation on the fast pet. If your problem is affording the next radar tier, the same logic says put it on your highest income pet instead. Neither answer is universally right, and the choice depends on which half of the loop is currently failing for you.
Multipliers graded S4 Single source. Two further mutations are reported to exist and are not published, because no multiplier for them could be corroborated.
Lever four: route discipline
This is the lever that costs nothing and is skipped most often. It does not change your speed, it changes how much of your session is spent actually moving. Three habits do most of the work.
- Work the common tier between restocks. Common eggs have 30 live spawn points at once. That volume is not glamorous, but it is where the eggs per hour actually comes from, and it keeps the Index moving while you wait for something better to appear.
- Sprint out, stroll back. The risky half of a route is the empty-handed journey out. Once an egg is on your head, A break timer runs on carried eggs. DURATION IS NOT PUBLISHED ANYWHERE RELIABLE, so this site does not state a number.
- Never arrive with full nests. Hatching happens in a nest on your plot, where hatch luck applies. A route that ends with nowhere to put the egg is a route that produced nothing, and it is the most common way a good mount gets wasted.
The 999 MPH figure, and why we will not explain it
The developer’s own store artwork, the image at the top of this page, prints 999 MPH beside the Dragon Egg. That makes it an official source, which is why it appears here rather than being ignored. What it does not come with is any explanation. It could be a speed cap, a milestone a player reached, or a display value for one specific mutated pet.
Three plausible readings, zero evidence for any of them. A different site would pick the most exciting one and present it as the game’s speed limit. We are leaving it as a figure with no interpretation, and flagging that the moment a gameplay frame resolves it, this paragraph gets replaced with an answer.
Reported movement mechanics we have not confirmed
Several movement and pace mechanics are reported to exist: mount and dismount handling, a friend boost, a day and night cycle, and an auto collect function. Each one could plausibly affect how fast a session runs, and none of them has been documented in a way that could be published as a value.
They are listed here rather than described because describing them would mean inventing their behaviour. If you have seen one of them produce a measurable effect, that is exactly the kind of report this site wants, and the about page explains how to send it.
Common questions
- What is the fastest way to get faster in Ride A Pet?
- Get a pet with a higher base speed. Everything else is a multiplier on that number, so a mutation on a slow pet produces a smaller absolute gain than the same mutation on a fast one. Base speed is the only lever that changes the ceiling.
- Do faster pets make more money?
- Only indirectly. Income is a separate base stat, so a fast pet is not automatically a rich one. What speed does is let you reach egg tiers that a slower pet physically cannot, and the rarer tiers are worth more both in hatch value and in the cash the Index pays out for progress.
- What is the 999 MPH figure from the store artwork?
- It is a number the developer printed on their own store thumbnail next to the Dragon Egg. We quote it because official artwork is a real source, and we do not tell you what it means, because nobody outside the studio has said whether it is a cap, a milestone or a display value for one specific mutated pet.
- Are there movement mechanics beyond speed?
- Yes, one that matters: jump, which is a full stat on every pet and decides which terrain you can cross. Beyond that, several mechanics are reported to exist, including mount and dismount handling and a night cycle, but none has been confirmed in a way we could publish as a number. They are listed on this page as unverified rather than described as though they were documented.
The speed ranking this page is arguing about
Speed is one of the three stats this page covers, and it is the one everyone optimises first. Watching a speed-only ranking makes the argument here concrete: the pets at the top of it are not the pets that reach the awkward places, because reaching a place is a different stat.

TOP 10 FASTEST PETS in Ride A Pet! (1 BILLION SPEED?!) Roblox
SpaceQT · 2026-09-14 · 4:27 · 953 views at time of checking
What the captions add
A speed-only ranking. Treat the stats shown as the creator's own reading rather than a published table, since no source for them is given.
The page argues that speed alone does not solve a route, and the fastest way to make that concrete is to show the ranking it is arguing about.