Harry Potter: Quidditch Champions – The Best Brooms by the Numbers

Quick Guide to The Best Brooms

By FelixORiley.

So, I decided to make a spreadsheet that allowed me to weight each of the 9 broom stats on a scale from 1 to 10, then calculate each brooms total value for each role based on those weights.

After the initial results, I fussed around with the weightings some more to get a better sense of the broom differences. TL:DR at the bottom. First off, here are the weights I used (I’m sure everyone’s are different):

Seeker

  1. Max Speed 10/10 – needed to be closer to snitch
  2. Acceleration 9/10 – for rapid turns at end of field
  3. Boost Efficiency 8/10 – you can skip more rings and maintain max boosted speed
  4. Max Health 6/10 – to take more hits without being KO’d…
  5. Dodge Cooldown 6/10 – …or, you know, don’t get hit in the first place
  6. Maneuver Speed 5/10 – to turn tighter while boosting, but mitigated with skilled drift turns
  7. Health Regen 5/10 – ideally recover health before the next bludger
  8. Stun Duration 3/10 – once you’re stunned, you basically have to catch up when the snitch reverses direction anyways
  9. Drift Distance 1/10 – Seekers only need short drifts for turns

Chaser

  1. Acceleration 10/10 – to quickly get the quaffle and then get out of a furball as fast as possible
  2. Boost Efficiency 9/10 – to maintain top speed longer & stay out of reach; Chasers are constantly using boost for long periods
  3. Drift Distance 9/10 – both passing and shooting involve drifting, sometimes long drifts to line up your aim/find a teammate. Since you slow down as you drift, a longer drift gives you precious additional seconds before being tackled.
  4. Max Speed 8/10 – Ideally, once you’re gone up the field, you want to stay out of reach, but having an unpredictable, swerving path often does a better job of preventing tackles.
  5. Maneuver Speed 6/10 – more agility helps break tackles and surprise Keepers, but higher values here have marginal impact for a Chaser
  6. Max Health 5/10 – Chasers need to be a bit scrappy, but usually Beaters are more focused on the other positions. So, middle of the road weighting.
  7. Health Regen 4/10 – Same reasoning as max health, but I also feel like Chasers usually get decent downtime before their next punch in the face.
  8. Stun Duration 2/10 – Not a huge issue since the 2 other chasers can run after the quaffle if you get stunned.
  9. Dodge Cooldown 2/10 – Possibly controversial, but I usually only use one dodge per possession, and get it back before I have the quaffle again.

Beater

  1. Max Speed 10/10 – to catch up to seekers, and generally tackle anyone else
  2. Acceleration 7/10 – to catch up to seekers, and generally tackle anyone else. Lower than max speed because you have the advantage of cutting corners to your target.
  3. Max Health 6/10 – need to be beefier than opposing beater & take hits now
  4. Health Regen 5/10 – need to be beefier than opposing beater & take more hits later
  5. Boost Efficiency 4/10 – to make traveling around the pitch easier
  6. Stun Duration 3/10 – good to get flying faster when you take an inevitable hit from the other beater. I don’t believe this affects how much stun your bludgers apply, but if it does, then this would get weighted much higher
  7. Maneuver Speed 3/10 – tracking your opponents just doesn’t require super maneuverability
  8. Drift Distance 0/10 – don’t recall ever drifting as a beater
  9. Dodge Cooldown 0/10 – don’t dodge, just hit back

Keeper

  1. Acceleration 10/10 – faster dives are good dives
  2. Maneuver Speed 10/10 – faster tracking around without diving
  3. Max Health 8/10 – survive hits in critical moments
  4. Stun duration 7/10 – Recover faster when hit/tackled and save a follow-up shot
  5. Health Regen 5/10 – Get full health back in time for the next assault on your hoops
  6. Boost Efficiency 3/10 – Using less boost during dives is good, but realistically, if you miss your 1st dive, you’re probably not getting a 2nd
  7. Max Speed 1/10 – don’t think it affects diving. Helps moving around a bit maybe.
  8. Drift Distance 0/10 – you never drift, but if this ends up impacting dives, then clearly will have to be weighted higher
  9. Dodge Cooldown 0/10 – you kick bludgers, not dodge them

So with all that said, here are what the math says are the best brooms. Note that scores are normalized to the same scale that stats get (i.e. somewhere between 1 and 7). That means total scores around 4 are average. Above 5 is extremely good, and below 3 is extremely bad.

For Seeker:

No single broom stood head and shoulders above the rest, and the score spread between the top five was only 0.23. Still the clear top 3 were:

  • 1 – Nimbus (4.53)
  • 2 – Firebolt (4.49), close enouth that I’d say it comes down to preference
  • 3 – Shooting Star (4.45), a great early broom

These honorable mentions had a small gap to the top 3, but I wouldn’t recommend investing in their upgrades.

  • 4 – Legacy (4.34)
  • 5 – Cleansweep (4.30)

For Chaser:

  • 1 – Swiftstick (4.87), this came out of left field for me
  • 2 – Nimbus (4.71), okay, now this I expected
  • 3 – Firebolt (4.58), and more of what I expected

This surprising #1 result is absolutely due to the high weighting I put on drift distance and maneuver speed, but dropping those weightings to, say, 5 and 4 respectively still puts the Swiftstick in 3rd place. It’s wild that a keeper specific broom is in the mix here, but using it would result in a very different play style and feel for a Chaser – super high agility vs a more balanced, higher speed broom. I would still pick a Nimbus or Firebolt.

Honorable mention goes to the Cleansweep again (4.49 this time).

For Beater:

When these scores came out, I was surprised to find the Beater broom, the Oakshaft (unlocked with a Beater challenge) near the bottom. But, more on that after the scores.

  • 1 – Firebolt (5.16), its third podium!
  • 2 – Shooting Star (5.15), and IMO the best broom for beaters.

The Oakshaft was 6th overall with a score of 4.03. This score really came down to just how highly I weighted speed. And you really need speed to tackle opponents. If you’re not chasing down and tackling opponents (and lower the weights to, say, 3), then Oakshaft comes out on top and can help make your beater a tanky, bludger intercepting machine. But it’s only good for that play style. No other brooms scored high enough for an honorable mention.

For Keeper:

Another surprise here, but similar to the Beater results with a twist. Is the Beater’s Oakshaft the best Keeper broom?

  • 1 – Oakshaft (4.53), the math says yes
  • 2 – Shooting Star (4.49), its third podium!
  • 3 – Swiftstick (4.22), at least the game’s Keeper broom made the podium

So, this time the #1 broom got the spot for the high durability ratings I used. The problem with Oakshaft (and Shooting Star, too) is that it has poor maneuverability. So, it’s a choice between maneuverability and durability. Quick shout out to the Comet, which I know many players use for keeper. It didn’t really score that high simply because its acceleration is abysmal. If you halve the acceleration weighting (from 10 to 5), then it still only gets 2nd place to the Oakshaft.

Overall Takeaway:

When I average the scores across all four roles, three brooms are clearly on top:

  • 1 – Firebolt (4.60 avg): arguably the best Seeker, Chaser, and by math the best Beater broom
  • 2 – Shooting Star (4.51 avg): arguably the best Beater broom, and still top tier for Keeper and Seeker
  • 3 – Nimbus (4.42 avg): By math, the best broom for Seeker outright and Chaser, ignoring that Swiftstick debacle

Then you have two niche brooms for Keeper and Beater

  • 5 – Swiftstick (4.22 avg) – The best agile broom for Keeper (and maybe Chaser?!)
  • 7 – Oakshaft (4.15 avg) – Great for tanky Beater and Keeper builds

For the best of the rest, we have:

  • 4 – Legacy (4.24 avg) – Just off the podium for Chaser, Seeker, and Beater, so not a bad investment. Not good for Keeper, though.
  • 6 – Cleansweep (4.21 avg) – Basically the most average of brooms

And the dishonorable mentions… both are terrible brooms for Beater and Chaser, and there are better choices for Seeker and Keeper:

  • 8 – Stormrider (3.83 avg) – Literally nothing to recommend it. I guess it looks cool?
  • 9 – Comet (3.59 avg) – You can make a case for Keeper use (see above, and what I actually used before doing this)

TLDR

The Final Question: What Should I Upgrade and Use?

  • 1st – Upgrade Shooting Star when it unlocks at lvl 4. Use if for every position until you…
  • 2nd – Unlock the Nimbus by stealing 25 quaffles off opponents as a Chaser. Upgrade it for your Seeker and Chasers.
  • 3rd – I recommend knocking out the keeper challenge (use playcaller 100 times) to unlock the Swiftstick and upgrade it for your Keeper.
  • 4th – Save your moonstones for the Firebolt that is buried decently deep in the season pass. Then upgrade and use it for all your field players.
  • Or 4th – Knock out the beater challenge (cause 30 fumbles) and upgrade the Oakshaft. I like tackling people too much to give up the speed, though.
Volodymyr Azimoff
About Volodymyr Azimoff 523 Articles
Volodymyr Azimoff has been passionate about video games for many years, and over the past decades he has managed to turn his main hobby of life into a profession. It is important to note that this is not the first successful project for Volodymyr. Right now he is the owner of several other sites on gaming topics. Surprisingly, this workaholic finds free time for his family, playing games on his favorite consoles and watching TV series.

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