How Turn Meter works and when to control it in Raid
Turn Meter decides who acts next. Here is how SPD, fills and reductions differ, where control shines, and where it backfires, as with Bommal.
·3 min read
Turn Meter decides when a champion or enemy gets to act. It is the yellow bar under the HP bar, and once it reaches 100% that unit is ready to take a turn. Understanding how it fills, and how skills change it, is the base for Arena, Clan Boss tunes and most boss fights.
SPD and Turn Meter fills are different things
SPD sets how fast a champion gains Turn Meter on its own. The game works in small intervals called ticks, and each tick everyone gains an amount based on their SPD. A champion with 200 SPD gains Turn Meter at twice the rate of one with 100 SPD, and 300 SPD is twice as fast as 150 SPD. That does not guarantee a neat two-to-one turn pattern, because Turn Meter can go past 100% and other effects change the order.
A Turn Meter fill is a direct addition. A 30% fill adds 30% to the current bar and does not change SPD. Increase SPD, by contrast, raises SPD for as long as the buff lasts, so the champion gains more from every tick. Speed auras add SPD wherever they apply, and all three can stack.
Lyssandra shows this well. She is a legendary spirit support with a 24% SPD aura in all battles. Her skills include Increase SPD, Increase Turn Meter and Decrease Turn Meter, so she fills the team, slows the enemy and leaves the team faster afterwards.
Overflow matters
Filling a champion to 100% does not promise they act next. When several units are ready, the one with the highest Turn Meter goes first. This is especially relevant in Arena, where a fill can push a champion beyond 100% and an enemy with more overflow can still move ahead. Your booster usually needs high SPD to take the first turn so the rest of the team benefits.
Where Turn Meter control pays off
Every extra turn is another attack, heal, buff or debuff, so control can be worth more than raw damage against the right target.
- Fire Knight: once his Shield is broken, repeated Turn Meter reduction delays his next turn and stops the Shield returning.
- Dark Fae: after the Mirror Copies are dead, reducing her Turn Meter while speeding up your own team restricts how often she can use her skills.
- Arena: boosters push the team into the intended order, with debuffers and damage dealers following.
- Doom Tower: useful on tough waves and on bosses such as the Scarab King.
Alure, an epic magic attack champion from the Demonspawn with Decrease Turn Meter, Sleep and Decrease DEF among her skills, is named as a reliable controller on bosses, as is Armiger, an uncommon spirit defence champion with Decrease Turn Meter. Pair reduction with Decrease SPD to widen the gap further.
Where it backfires
Some bosses are immune to Turn Meter reduction or have passives that blunt it. Bommal is the clearest case: he spawns a Dreadbomb whenever his Turn Meter is decreased, so a tactic that works elsewhere exposes your team here. Check a boss's mechanics before building around reduction.
Turn Meter Steal and speed tunes
Steal takes Turn Meter from the target and gives it to the user, so it controls and accelerates at once. In a precisely tuned team, such as a Demon Lord Clan Boss speed tune, unexpected fills can push a champion out of the intended rotation. Fine for general progression, but a problem when buffs and defensive skills must land at set moments.
Quick checklist
- Make your Turn Meter booster fast.
- Remember overflow when planning turn order.
- Combine Increase SPD and Decrease SPD with fills and reductions.
- Read the boss's mechanics first.
- Keep unplanned fills out of tuned teams.
Credit: original reporting by HellHades.