All tutorials

Press turns and Guard

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, normally 4. The result of each action decides how many icons it uses.

Result of the actionIcons used
Normal hit, resisted hit, Guard, or an ailment skill that missedone blinking icon if you have one, otherwise one full icon
Weakness or critical hita full icon starts blinking: a free extra action
Pass, or Summon (swap in a reserve demon)a full icon starts blinking, like a weakness hit
Miss or nulltwo icons
Repel or drainall icons; your phase ends at once
Magatsuhi skillno icons; the same demon acts again

A blinking icon gives one more action but cannot become another extra action, so 4 icons give at most 8 actions.

Try it: one press turn phase

When a skill hits several demons, the worst result for you counts: repel or drain, then miss or null, then weakness or critical, then a normal hit.

Pass is cheap in SMT V

In SMT IV, Pass uses a blinking icon if you have one. In SMT V it always turns a full icon into a blinking one while you have full icons, so passing to your best demon costs only half a turn. Summon works the same way.

Guard

Guard protects a demon until its next action:

  • it takes ×0.8 damage;
  • hits on its weaknesses deal normal damage and give no extra turn;
  • it cannot be hit critically;
  • ailments are half as likely to land on it.

Sleep, Panic and Charm cancel Guard.

Fan-made, non-commercial. Shin Megami Tensei is © ATLUS / SEGA. Data from megaten-fusion-tool.