Definitions:

- A TURN starts with players choosing a move, and ends when all the creatures have made their move (swap, ability, or skip their chance to act because they are stunned or knocked out).
- An ACTION is when a creature performs the ability associated with the selected button press (including a manual swap). The term “action” excludes automatic reactions such as counter-attacks and on escape abilities.

Let’s take some examples to explain how turn durations are counted based on the status effect:

- MINIMAL SPEED UP STRIKE increases the user’s speed. The speed is immediately increased, however the effects of that increase will be felt next turn as the speed relationship will have changed by then.
-- Speed modification, swap prevention and vulnerability statuses begin counting down their duration at the end of the next turn (i.e. on the turn following the application of the status effect).

- TAUNT effects last “one turn”, and this duration begins counting down at the end of next turn. This means that taunting earlier in the turn (before opponents attack) lets you redirect attacks for the rest of this turn and for the next turn.

- STUN durations tick down once the stunned creature has skipped its action.

- SHIELDS usually reduce their effect’s turn duration at the start of the creature’s action. (Exceptions below)
-- If there is one turn left to a shield effect, then as soon as that creature begins playing its next action: its shield will be gone. The same mechanic is used for DODGES.

- SWAP IN INVINCIBILITY has a shield effect, which lasts this turn. It will remain in effect for the remainder of the turn it is used in. If your opponent does not attack after you swapped in, your invincibility will have been in vain.

- The same can happen with INSTANT INVINCIBILITY and INSTANT INVINCIBILITY TAUNT. Note that this-turn-only duration is rare, and currently only used for “swap in” or “instant” shield abilities.

- DAMAGE OVER TIME (DOT) duration ticks down at the end of each turn (before you can choose the next turn’s actions). This means that a one-turn duration of DoT will apply once if the creature is still in the arena at the end of the turn.

ATTACK COUNT

- Some effects have a compound duration, using both a max number of turns and a max number of attacks. Whenever one of those reaches its limit, the effect ends.
- When applicable, shield, dodge, vulnerability and taunt effects reduce their attack count when receiving attacks; while attack and critical hit chance increases and decreases reduce their attack count when performing an attack (this also applies when using a healing effect in the case of attack modifications).

- DISTRACTING IMPACT reduces damage for 4 attacks, lasting 2 turns. These turn counters count down at the end of the target’s turn. This means that the targeted creature’s distraction will at most last for its two upcoming actions.
-- However, the distraction could expire earlier if the target makes 4 attacks before its second turn has been reached (that is the case for counter attacking Raid Bosses, which could theoretically be targeted by each of the four players in a single turn).