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Zwift PowerUps: When Each One Is Worth Spending

Published 12-11-2025Updated 18-08-202611 min readRacing

Introduction

Power-ups are the part of Zwift racing that most obviously comes from a video game, and they are also the part beginners waste most reliably. The usual mistake is not picking the wrong one. It is using it immediately, because it is there.

Every power-up is a short, fixed-duration modification to your weight, your drag or the draft you receive. That makes their value entirely situational: the same feather is worth a great deal on a steep ramp and almost nothing on the flat, for the same reason that drafting pays on the flat and not on a climb. Knowing what each one changes tells you when it is worth spending and, more often, when it is worth carrying.

How PowerUps Work

PowerUps are obtained randomly when you ride through certain archways in Zwift (start/finish banners, KOM arches, sprint points, etc.). You'll hear a roulette sound and an icon will appear. If you already have a powerup unused, you won't get a new one, so it's often "use it or lose it" by the next banner [1]. There are a few exceptions: sometimes in group events or races, powerups can be disabled or limited (organizers might choose only certain ones or none at all). But generally, in free rides and many events, you'll encounter these. You can activate a powerup by hitting the spacebar (PC) or tapping the icon on mobile, or using the Companion app button [2]. Most powerups have a duration (a little white timer bar will show). Two powerups (XP bonuses) activate instantly upon getting them.

1. Large XP Bonus (Star symbol with +)

Not exactly a "boost" for performance, this gives you +250 XP immediately [3]. It's essentially the game saying "Congrats, you won extra experience points." 250 XP is like 12.5 km worth of riding (since you normally get 20 XP per km) [3], so it's a nice bonus especially at lower levels. Some people actually hope for XP bonuses when they're just doing workouts or easy rides, to level up faster. Nothing to activate here - it applies instantly when you get it at an arch. Same with the Small XP Bonus (small star symbol) which gives +10 XP (equivalent to 0.5 km) [4]. That one is kind of meh, but hey, free XP.

2. Lightweight (Feather icon)

This is a favorite for climbers. The feather powerup reduces your weight by 10% for 30 seconds [5]. In Zwift physics, that's huge on a climb - your watts per kg effectively go up, meaning you'll climb faster for the same power. Use it on steep hills or any time weight really matters (slopes >6% are ideal). Best usage: If you're hitting a big climb segment or struggling to hang on uphill, trigger the feather at the base or during the steepest part. It lasts 30s, so time it for the section that hurts most. In races, people often feather in the last part of a KOM to attack or drop others. It's less useful on flats (weight doesn't matter much there), so don't waste it on a flat unless you just want to get rid of it before the next arch.

3. Aero Boost (Helmet icon)

Often considered the most valuable powerup in flat or sprint scenarios. The aero powerup makes you more aerodynamic, reducing drag (your CdA) by 25% for 15 seconds [6]. In simpler terms, you'll slice through the air faster, so at high speeds this is a big advantage. This is the one to save for sprint finishes or solo breakaways on flats/descents. Best usage: In a race sprint, hit the Aero at ~15s to go (it lasts 15s, obviously) to maximize your final surge. Even if you're already drafting, it helps - but it especially helps if you're in the wind (like a solo sprint or break). Some also use it to go faster in time trials or if trying to bridge a gap in a flat section. It's generally wasted if you use it at low speeds (like climbing slowly), because aero doesn't matter when going 10 km/h uphill - but it's gold when going 40+ km/h in a pack. Pro racers in Zwift will almost always hold Aero for the finish if they get one - it can absolutely decide a race.

4. Draft Boost (Van icon)

This one increases the draft effect you feel by 50% for 30 seconds [7]. Essentially, if you're behind someone, you'll get even more of a tow than usual. Best usage: Use the Draft boost when you're in a fast-moving pack to save energy, especially on flats or slight descents where draft matters most [7]. It won't make you faster on your own (you must be drafting someone for it to help), so don't waste it off the front or when no one's around. But if you're trying to hang on in a blob going 50 km/h, hitting the van can significantly lower your effort for that half minute. Another good time is if you drop back a bit and want to slingshot forward - combine with higher draft to move up in the group easier. Some racers use it right after a climb when the pack is single-file and hammering - that's a tough moment, and the van can help you not get dropped then.

5. Burrito (literally a burrito icon)

A bit of a wildcard, available only in event/race settings (not in free ride). The Burrito makes you undraftable - riders behind you get no draft from you for 10 seconds [8]. It doesn't directly make you faster, but it hinders others. Best usage: If you're attacking off the front, pop the burrito so anyone trying to catch your wheel gets no benefit - they have to work harder to follow [8]. Or use it in a pack if you're trying to make others suffer (like in a final sprint, though it's disabled within 400m of a finish line to prevent last-second unfairness) [9]. It's more of a tactical powerup. Some call it the "no draft" powerup. Say you launch a break on a flat, burrito up, and hopefully the chasers can't just sit on your wheel easily. In lower category races, burrito can confuse people ("why am I not getting any draft?!"). Just remember it only lasts 10s.

6. Ghost (Cloaking icon)

Another event-only powerup (not in free rides). The ghost makes you invisible to other riders for 15 seconds [10]. Your avatar literally vanishes from their view (and the minimap). You can't use it near the finish (disabled in last 200-400m typically to avoid invisible sprints). Best usage: attacks you would rather nobody saw coming. If you want to launch a surprise break on a short climb or just break line of sight, pop the Ghost, and riders might not realize you've attacked until you're already a few seconds up the road [11]. It's great in races where people watch each other - suddenly you're gone, and by the time they react, you've got a gap. Works best when the pack is kind of lulled or on rolling terrain where a small gap can stick. Keep in mind savvy racers might still notice a gap in the list of nearby riders or see your name floating, but it's definitely an advantage.

7. Steamroller (Steamroller icon)

A newer powerup introduced with the Crit City/Off-Road stuff. The steamroller reduces rolling resistance to that of a road tire on pavement for 30 seconds [12]. In practice, if you're on dirt or gravel, it makes you roll as if you're on smooth tarmac - huge speed boost on those surfaces. It also helps slightly on cobbles, etc. Best usage: Use it when hitting a dirt section or cobblestone section to get a major advantage. For example, on courses like Paris Roubaix Laps (cobbles), or Titan's Grove dirt, or Zwift gravel paths, a steamroller can let you fly past others slogging in dirt. If you're in a race that goes off-road, save it for that exact moment. It's mostly useless on pure pavement because you already roll like road tire on road (though ZwiftInsider notes it provides an advantage on a variety of rough surfaces including dirt, cobbles, wooden bridges, even ice/snow in Titans Grove) [12]. If there is dirt ahead, this is the one to spend.

8. Anvil (Weight icon)

Another relatively new one, events only. The anvil makes you heavier (adds weight) for 30 seconds, meaning you'll descend faster (and conversely climb slower, so do not spend it going up). It only kicks in on downhills of -3% or steeper [13] and auto-disables if slope isn't steep enough. Best usage: On a long descent, especially if you're alone or want to break away downhill, hit the anvil and you'll bomb down faster than others who are lightweight. You can even stop pedaling and do a "supertuck" (if > -5% grade and > 58 km/h) to maximize speed - the anvil will keep your weight up so you maintain that tuck longer [13]. If you're in a group and get anvil, some will use it on a descent to try to drop others or force them to chase. Just never use it right before a climb or you'll suddenly be hauling extra weight uphill - some have made that error to comedic effect.

PowerUp Strategy Tips

Know what's coming: Save the relevant powerup for where it helps. Climb ahead? Feather. Sprint finish? Aero. Off-road bit? Steamroller. Don't waste them out of impatience. They can make or break key moments. Don't double up (mostly): Using two powerups at once isn't possible since you can only hold one. But if you could, aero plus feather would be a strong combination, but Zwift does't let you store two. So time usage such that you ideally get another at the next arch you want. If you're approaching a banner and don't like your current powerup, you might burn it (even for no gain) so you can try for a new one. Clearing before the finish: If you're in the last part of a race and have a useless powerup (like you got a draft van but final km is uphill finish where aero or feather would be better), sometimes it's worth using it earlier in hopes the next banner (like KOM banner) gives you a more useful one for the finale. But that's a gamble. Awareness in races: Watch what others do. If you see everyone else crouch (supertuck) but one guy keeps pedaling and doesn't slow, he might have an anvil. Or suddenly someone leaps forward on a climb - likely feathered. If a rider vanishes mid-race, ghost! You can anticipate these if you think like a gamer. Practice in free rides: Hop on a solo ride and deliberately do a few sprints or laps to get powerups and test them out. For example, practice hitting aero and see the speed jump, or see how much easier feather feels on a climb. Getting a feel for them makes you more confident when to trigger during a fast group situation.

Zwift initially had some pushback about powerups from purists (like, "it's not realistic!"). But as ZwiftInsider notes, over time even racers embraced them as part of the unique strategy of virtual racing [14]. They add a layer of randomness and tactics - just like real racing has wind, mechanicals, etc., Zwift has powerups to mix it up [14]. Use them to your benefit and it can give you the edge needed to win.

Conclusion

Three rules cover most of the value. Match the power-up to the terrain it acts on, since weight reductions pay uphill and drag reductions pay at speed, and using either in the wrong place wastes it entirely. Hold rather than spend when you can see a decisive moment coming, because a feather saved for the final ramp is worth more than one used on a rise nobody is racing. And never let holding one change how you ride, since a power-up is worth a few seconds and a pacing error is worth minutes.

The honest limit is that power-ups decide close finishes and nothing else. If you are being dropped, no sequence of them will fix it, and the time is better spent on the training that raises the number they are modifying. What actually decides a Zwift race is covered in the guide to your first race.

About this article

Written by Christian Lassen Dam, who rides Zwift himself and builds every calculator on this site. Numbers here are either measured, and then linked to where they were measured, or modelled and estimated, and then labelled as such in the text. Spotted something wrong? Tell me and it gets corrected - the editorial policy explains how.