Table of Contents

Agility (AGL)

Agility (AGL) is a derived stat in Dark Souls II. Agility increases the speed that a character performs certain actions, though the full extent of these changes are not yet known.
It increases how long the character is invincible during a roll and decreases how long it takes to use consumables.

Increasing Agility


To calculate Agility up to 110, use the following formula:

  • When ATN + (3 * ADP) is less than or equal to 120: ((ATN + (3 * ADP)) / 4) + 80.


To calculate Agility over 110, use this formula instead:

  • When ATN + (3 * ADP) is greater than 120: (((ATN + (3 * ADP)) - 120) / 28) + 110.

(ATN=Attunement, ADP=Adaptability)

Effects of Agility

Agility increases how long the character is invincible during a roll and decreases how long it takes to use consumables.

iFrames during rolling (begins on the first frame of the roll animation):

Agility iFrames Seconds
85 5 0.1667
86 8 0.2667
88 9 0.3
92 10 0.3333
96 11 0.3667
99 12 0.4
105 13 0.4333
111 14 0.4667
114 15 0.5
116 16 0.5333


iFrames during backstep (begins on the fifth frame of the backstep animation):

Agility iFrames Seconds
85 3 0.1
87 5 0.1667
91 6 0.2
100 7 0.2333
108 8 0.2667
113 9 0.3



iFrame is short for “invincibility frame,” which is 1/30 of a second. This duration comes from the console versions of the game running at 30 frames per second. Running at a higher framerate doesn’t change the total invincibility duration, but the duration itself is measured in these exact increments.

These values have been updated after more thorough testing. The source for the original values can be found here. The source for the updated values can be found .

For reference, the iFrames of Dark Souls 1 are 9 for slow rolls, 11 for medium, 13 for fast, and 15 with the Dark Wood Grain Ring.

Effects on Item Use

Higher agility allows characters to use consumable items (like life gems and the estus flask) with greater speed, meaning the player is exposed for less time while using such items. At 90 Agility and lower, an Estus Flask takes 68 frames (2.267 seconds) to use. At 95 Agility, it takes 63 frames (2.1 seconds), and at 100 Agility and higher, it takes 58 frames (1.933 seconds). The total decrease is 1/3 of a second, which may seem small, but will often make the difference between death and narrow survival.

Frame-Rate Data For Rolling

Agility increases iFrames drastically, as shown in these videos.

 



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    • Anonymous

      06 Apr 2021 18:23  

      just started a new game after a year or two of staying away, running a Greatsword build w/ no shield, so i was wondering what would be a good level of ADP to have without dumping way too much into it?

      • 31 Mar 2021 23:12  

        After reading all these comments... I'm getting the impression that this one stat might be responsible for the majority of the divide - playstyles, opinions, toxicity, you name it - in the player base regarding this game.

        If my observation is correct, all I have to say is... why argue about this? If you don't like it, don't play the game, and don't drag others down; if you do like it, then play and have all the fun you like, and don't let others drag you down.

        • Anonymous

          23 Mar 2021 04:29  

          It's good that they decided to take risks with stuff like this, sad it was just so... bad. The game itself is a good game, even if the learning curve is worse. The DLC's are some of the best in the series, only beaten by the Artorias DLC in my opinion. Yeah, it doesn't have automatically ds3 level rolls, but you don't need much ADP to remedy that. It's been a constant argument in the community about whether this game is good or not, and I say... Yeah, but not as good as 1 or 3. The bosses in this game are pretty good, and Creighton's story holds a special place in my heart. The only problem is the "Get Good" community. Toxic players with no respect for people who want to enjoy the game, or ARE actively trying to get good. I don't understand why it's more prevalent in ds2, but... just a warning for any new players, don't let these shitty people make you quit, just block 'em and ignore 'em. There's my two cents on this game, I suppose.

          • Anonymous

            02 Mar 2021 23:55  

            Adaptability is a stupid stat just get used to the slow dodging and slow healing and be untouchable with low agility so you can put more points into strength or int or faith

            • Anonymous

              10 Feb 2021 15:27  

              >be me
              >500+ hours on xbox, ~273 in PC
              >long time without playing
              >"hmmm what was agility?"
              >search
              >see war
              I played nicely without it, even with shieldless builds... why? why do y'all care so much about it? too much dks/dks3 OP rolling? no seriously, I wanna know the deal with the iframes, you can always learn when to roll, no?

              • Anonymous

                10 Jan 2021 22:02  

                Using the formula above, if you just want agility (and don't care about the other effects of Attunement or Adaptability), just dump points into Attunement (formula only uses 75% of Adaptability).

                • Anonymous

                  10 Dec 2020 19:14  

                  this whole page is full of cry babies. there is nothing wrong with the agility stat. this is going to sound cliche but get good.

                  • Anonymous

                    12 Nov 2020 05:50  

                    since the i-frame data given here is in 30fps, does that mean the i-frame count jumps by 2 at every breakpoint listed here in 60fps? or are there intermediaries where you get i-frames in single frame increments?

                    • Anonymous

                      13 Oct 2020 17:23  

                      DS2 is BS when it comes to agility affecting healing, this is why it's the crappiest game in the Dark Souls series, healing should be almost instant not wait however amount of seconds based on your ADP, utterly BS. DS3 and DS1 never had problems with healing and using items, hell you could upgrade your health and endurance/agility and you can kick butt, here it's upgrade your ADP and then hopefully you can roll right or parry right and you have to upgrade your ADP to level kajillion to be able to heal properly and not be a sitting duck during a fight while you back away. Hell your roll also sucks cause your ADP is too low and you get caught for no reason. DS2 is so crappy, thank god From Soft put Hidetaka Miyazaki back in the master seat. Please never have the B team and Naotoshi Zin make another game again.

                      • Anonymous

                        04 Oct 2020 06:56  

                        Just finished the game with a Great-shield tank and zero stat investment in adaptability. Difficulty wise, game felt the same as when I was playing my agile max-iframes build but still, playing a true tank was tricky at first as I had to rewire my brain to rely heavily on proper positioning instead of reaction rolling. Especially after spending 1200 hours in DS3 witch is the most rolly game in the series.

                        I like how DS2 took a core survival mechanic of DS1(rolling) and made it a roleplay/build choice.

                        • Anonymous

                          21 Sep 2020 09:19  

                          ADP is a good stat and DS2 is a great game that took big chances. I'm not sure why everyone thinks every character should have the same roll, PvP is better in DS2 than 1 and 2 because of this stat. It reduces 1 shots at metalevel(still possible; just nowhere near as likely) and it punishes one shot builds by forcing them to trade dodge reliability for the damage.

                          Soul Memory is a fantastic play field leveling mechanic, and makes twinking significantly harder to do effectively. Not to mention that the game has the greatest weapon and armor variety in the franchise. Is the game the best in the franchise? Depends on what you like most in DS games, but if you're here for PvP than the game delivers in big ways.

                          To anyone that complains that the stat is a crutch. Do you run meta rings? Do you run Meta builds? Are you an IronPineapple or Sunlight Blade build slave? Because there are way to many meta players running around complaining about a Crutch stat for me to take them seriously.

                          • Anonymous

                            08 Sep 2020 14:49  

                            I am very new to firsthand experiencing DS2 haters and people being incredibly toxic and illogical about some of the game mechanics. While subjectively, I think the ADP/Agility stat added both interest and depth that wasn't not in DS1 and was lost in DS3, I also think it is difficult to dispute that it helped balance out build styles. This, for me, increases the game's replayability and general playability. When people are whining about the stat they tend to neglect to acknowledge that ATN also increases agility at a reduced rate. The ATN stat that not only increases slots now, but also cast speed and number of casts. Attunement was also cleverly emphasized to be a stat to lean into as a pure pyromancer, as pyromancies have low total casts, slow cast speeds, and no innate cast speed on pyro catalysts, even moreso than other casters. Attunement also literally means tapping into people's energy which is a neat correlation as well.

                            Why is this relevant? Someone said in a rather ignorant comment below that agility and ADP forces people to build tanky or level adp. But that is a false dichotomy. And it is one experienced players can see through so clearly that I think they struggle to say a logical and respectful disproval of it. You can level attunement and achieve good agility and access 3 different styles of caster. Imagine a character that ignores ADP entirely and level vig/end/vit/strength. That character would have crap magic defense and poor rolling. But DS2 levels are very cheap and there being more stats makes levels less impactful (see how it balances out...see how a higher level meta is irrelevant...). So that character I just mentioned can invest into ADP to up their resistances, and levelling up int and faith just a bit will give you all the innate elemental defense you need. That character could go 40 vig/end/vit 50 str and still have approximately 45 levels to go before 150--a commonly cited soul level, which as mentioned before, does not directly correspond to the SL metas of DS or DS3 because 1) there are a different number of stats in each game, 2) levels cost significantly more in DS3 than DS1 or DS3, and 3) Absorption works differently in each game, and PERSONALLY I think Int/Faith rewarded players who didn't intend to spellcast much with good defenses for levelling them up AND strong pyromancies (and even stronger BKHs which was unnecessary but I am here for it). 45 levels that can be invested into magic defenses and enough attunement for two slots. You can specialize a bit however you want, and accentuate your build.

                            For those reasons, battle mages and paladins feel the best in DS2, as do magic ninjas and templar assassin style buids...specifically because of the inclusion of ADP, agility, and the adjustments made to weight load, stamina, endurance, vitality, and attunement. And since we're fanboying to shut up the detractors can we just repeat, that so many of these changes were bitterly tossed out in DS3 as if Fromsoft saw the backlash and said oh pls Miyazaki put it back to your way (the way that isn't new or innovative anymore...now it's conservative--not judging anything else but souls). Resilience was a completely useless stat in DS1, remember? Somehow it is more comfortable for players to see a stat everyone can ignore, than one that can influence status effects, and evasiveness... Where is the role-playing and adventure with that attitude ffs?! I don't understand why RPG fans would get upset at giving it a purpose. IF NOT for any other reason than to whine that something (in this case, i-frames?) was taken away or "nerfed". I think people just got a grudge because they had to look up how ADP works online to figure out the i-frame stuff. Even though it clearly says makes you more evasive in game.

                            • Anonymous

                              15 Aug 2020 01:01  

                              While I dont think the execution was Ideal agility did bring the greatest parity between caster builds and quality builds. Caster builds are always gimped in 1 and 3 because of the need for atunement while quality builds could ignore it. It is probably one reason why build diversity is the greatest and most balanced in 2 because non caster builds had to invest in adaptability in the same way caster builds had to invest in atunement.

                              • Anonymous

                                08 Aug 2020 03:20  

                                Most stupid thing ever created in the series, it's even worse than soul memory, it's no wonder why most people think this game is the worst game in the franchise. If you don't spent dozens of levels on ADP it's nearly impossible dodge grabs for example, I remember playing this game for the first time and getting totally outraged by how the troll kept hitting me and grabbing me even when I perfectly rolled out of his range of attack

                                • Anonymous

                                  29 Jul 2020 06:03  

                                  so I need to spend souls to unlock the ability to be able to roll essentially I know you still have frames but there basically nonexistent

                                  • Anonymous

                                    16 Jul 2020 07:24  

                                    Alright this system might be a little bunk, but at least they added increased stamina use to consecutive rolls. Some people get by fine with 85 agility because they are good at the games. Others do not. At least I cant sit at 69.9% weight tier with no stat investments and still get the same iframes someone at 0 weight would have. If anything this stat is meant to separate the ones who actually know how to dodge and the ones who rely on iframes and spam dodging.
                                    There are a lot of attacks that are difficult to dodge into at 85 agility, but hey fromsoft has been trying to make the hug-the-boss-butt strategy less viable.
                                    This is definitely a crutch stat that people with perfect timing can ignore and have much higher damage numbers than others at their current SM

                                    • Anonymous

                                      10 Jul 2020 11:33  

                                      This isnt even the most important stat just saying. People love to make a big fuss about i-frames when actually early game is more important that you are able to carry your preferred weapons then in my opinion getting VIG & END to 20 (the softcaps). Then ADP for the Agility. 92 or 96 should be fine.

                                      • Anonymous

                                        10 Jul 2020 11:09  

                                        Is it wrong that I like this? I mean they forces people to level up and push away meta cesspool like Sl120.

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