Press turns
Battles go in phases: one side acts, then the other. At the start of your phase you get one press turn icon for every demon you have in battle, so normally 4. Every action uses up icons, and the result of the action decides how many.
| Result of the action | Icons used |
|---|---|
| Normal hit, resisted hit, or an ailment skill that missed | one blinking icon if you have one, otherwise one full icon |
| Weakness or critical hit | a full icon starts blinking instead of disappearing: a free extra action |
| Pass, or Summon (swap in a reserve demon) | one blinking icon; if there are none, a full icon starts blinking |
| Miss or null (the target blocks the element) | two icons |
| Repel or drain | all icons; your phase ends at once |
A blinking icon is half an icon: it gives one more action, but cannot be turned into another extra action. So with 4 icons you can act at most 8 times in one phase, if every action hits a weakness.
Hitting several targets
When a skill hits several demons, the worst result for you counts: repel or drain first, then miss or null, then weakness or critical, then a normal hit. One enemy that nulls fire turns a Maragi that hits two weaknesses into a loss of two icons.
Who acts
Your demons act in order, from the first slot to the fourth, and then around again while you still have icons. Pass hands the action to the next demon at a low cost, which is how you get your strongest attacker to act twice.
Who moves first
Summon
Summon swaps one of your active demons for a reserve demon and costs the same as Pass. Use it to bring in a demon that resists what the opponent is throwing at you, before their phase starts.