Zwift power-ups explained: when and how to use them
Zwift power-ups are small, short bursts of advantage. Used well, they turn close races into wins. Used poorly, they vanish with no payoff. This guide explains what each power-up does, when to activate it, and how to make it count in real race scenarios.
How Zwift power-ups work
- You get power-ups by riding through banners: lap, sprint, or KOM/QOM. Event organizers can choose which power-ups are available and where they drop.
- You can hold one power-up at a time. If your slot is full, you must use or discard it to pick up a new one.
- Activate via your keyboard (spacebar), mouse click, or your companion app. The effect starts immediately and lasts for a fixed duration.
- Different banners tend to favor different power-ups. As a rule of thumb, sprint/lap banners often grant aero or draft; KOM banners often grant feather.
| Power-up | Icon | Effect | Typical duration | Best use |
|---|---|---|---|---|
| Aero boost | Helmet | Lower drag for higher speed at the same watts | ~15 s | Finish sprints, breakaways, fast flats |
| Draft boost | Van | Stronger draft effect behind riders | ~30 s | Pack surfing, mid-race saves, sprint wind-up |
| Feather | Feather | Lowers rider weight | ~15 s | Steep ramps and short climbs |
| Steamroller | Roller | Greatly improves rolling resistance on rough surfaces | ~30 s | Dirt, cobbles, or wooden sections |
| Ghost | Invisibility | Makes your avatar invisible to others | ~10 s | Surprise attacks, late flyers |
| Burrito | Burrito | Removes draft for riders behind you | ~10 s | String out the pack, stop wheelsuck |
| Anvil | Anvil | Increases weight for faster descending | ~30 s | Steep, straight descents |
Power-ups amplify good tactics. Position, timing, and solid watts still decide the race.
The power-ups and how to use them
Aero boost (helmet)
What it does: reduces your aerodynamic drag so you go faster for the same power. The effect is strongest at higher speeds.
- Best timing: initiate 3–5 seconds before your full sprint or when you hit ~50+ km/h in a lead-out.
- Use cases: finish-line sprints, bridging at high speed, driving a fast group to keep a gap.
- Pro tip: combine with good draft before launching. Coast briefly in the slipstream, then hit aero and kick.
- Avoid: using aero on slow climbs or early in a long sprint when you are still boxed in.
Draft boost (van)
What it does: increases the benefit you get from drafting other riders.
- Best timing: when sitting 2–10 wheels back in the pack, especially during surges.
- Use cases: saving watts before a sprint, surfing wheels over rollers, moving up smoothly without big spikes.
- Pro tip: pair the draft boost with micro-accelerations on wheels ahead to slingshot forward at a lower cost.
- Avoid: using it while on the front or off the back with no wheel to draft.
Feather (feather)
What it does: reduces your weight so you accelerate more easily uphill.
- Best timing: on the steepest section of a climb or ramp (think 6–12% ramps).
- Use cases: cresting attacks, punchy climbs, making selection on KOMs, responding to accelerations.
- Pro tip: start the feather 1–2 seconds before the gradient bites so you are already lighter when the speed drops.
- Avoid: wasting it on flats or shallow 1–2% grades where aero matters more.
Steamroller (roller)
What it does: dramatically improves rolling resistance on rough surfaces so dirt and cobbles feel like smooth tarmac.
- Best timing: activate just before hitting dirt, cobbles, or wooden bridges.
- Use cases: Makuri and Watopia dirt sectors, Roule Maurir cobbles, gravel connectors.
- Pro tip: attack as the surface changes. Others will slow; you will not. It is a free gap if you commit.
- Avoid: firing it on clean tarmac or after you have already exited the rough section.
Ghost (invisibility)
What it does: hides your avatar briefly, making your move harder to spot.
- Best timing: 2–3 seconds before you surge off the front, or just before a banner to slip away while others sit up.
- Use cases: late flyers, bridging across to a small break without pulling the whole pack.
- Pro tip: increase power before you hit ghost so your speed difference is already building.
- Avoid: ghosting when the pack is at threshold on a climb. Speed differentials are small and you will be seen on the list anyway.
Burrito (no-draft)
What it does: riders behind you cannot draft you. You still benefit from drafting if you are not on the front.
- Best timing: when you are on or near the front and want to stretch the bunch.
- Use cases: stringing out the pack before a technical section, discouraging passengers in small breaks.
- Pro tip: pair burrito with a short, hard pull into a corner, ramp, or dirt sector to force splits.
- Avoid: using it mid-pack where it has little effect.
Anvil (downhill weight)
What it does: increases your weight to accelerate faster on steeper descents.
- Best timing: over the crest and onto a straight, sustained downhill.
- Use cases: opening a gap right after summits, maintaining momentum to drop climbers who are on the limit.
- Pro tip: start the anvil just before you roll over the top to carry maximum speed into the descent.
- Avoid: activating on shallow grades, technical descents, or in tight packs where braking kills the benefit.
Race-day strategy and practice
Scenario-based deployment
- Finish sprint: surf wheels on draft boost, then switch to aero for the final 12–15 seconds. Launch from 3–6 wheels back to maximize speed through the line.
- Punchy climb selection: hit feather on the steepest ramp. If you crest with 1–2 seconds gap, keep 5–10 seconds at VO2 to make it stick.
- Breakaway on flats: use aero to establish the gap at high speed. If you have two riders, alternate short pulls while the aero is active.
- Rolling terrain: use draft boost to stay economical through surges so you can spend more when it matters.
- Dirt sector attack: trigger steamroller 1–2 seconds before the surface changes and lift power by 10–20% to create separation.
- Late flyer: at 1 km to go, ghost and surge to threshold-plus. If unnoticed for 5–7 seconds, commit. If caught, sit back and reset for the sprint.
- Defensive play: burrito on the front to stop a free ride when the pack hesitates, especially before narrow sections.
Common mistakes to avoid
- Using aero too early in the sprint and running out before the line. Know your sprint duration.
- Firing draft boost while riding on the front. It adds nothing there.
- Pressing feather on shallow gradients where aerodynamics dominate.
- Sitting on steamroller without increasing power. The advantage appears when you exploit the speed difference.
- Holding a mediocre power-up for too long and missing new pickups. Use it or lose it.
Simple practice session (45–60 minutes)
- Warm-up: 10–15 minutes easy with 3 x 15-second high-cadence spin-ups.
- Pack surfing: 10 minutes sitting mid-pack in a group ride. Practice timing a draft boost during surges while keeping power smooth.
- Sprint reps: 4–6 x 15 seconds all-out with full recovery. In two reps, trigger aero 3 seconds before the sprint; in two reps, sprint without it and compare speed and distance.
- Climb surges: find a 1–2 minute hill. Do 2 x ramps where you hit feather on the steepest section and focus on cresting fast.
- Surface change drill: roll into a short dirt sector, trigger steamroller just before entry, and accelerate. Note the gap created.
- Cool-down: 8–10 minutes easy spinning.
Dial in the timing, then layer it onto solid race craft. Power-ups will not replace watts, but used with intent they are the difference between almost and done.