RAID: Shadow Legends | RAID 101 | Turn Meter
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What’s up guys – Hunter here, back with
another episode of Raid 101. Today we’re gonna take a deep dive into
one of the most important mechanics in the whole game – the Turn Meter. Ok, now you might be thinking,“The turn
meter? That tiny little yellow bar? Why does that get a whole video?” Because that little yellow bar is the key
to figuring out the turn system behind every single battle in Raid. Learning how the Turn Meter works, how it
interacts with Speed, and understanding how to manipulate it with Speed Buffs, Slow Debuffs, and the Turn Meter manipulation skills of your Champions is your key to winning this game. From deciding who goes first to get an immediate starting advantage in the Arena, to determining your team’s turn order to
maximize their synergy – it controls everything. So, before you skip ahead to check out advanced strategies, make sure you’ve mastered this section. Now, before we get started, be aware that
this is gonna be one of the more complicated (read: math-heavy) videos in the series. So brace yourself… and feel free to throw
any questions at us on the forums if something’s unclear. With that said – grab a spreadsheet, and let’s dive in. First things first. What is the Turn Meter? We covered it in one of the previous videos,
but we’ll show you again. It’s this thing here. Aside from HP, the only other meter shown in every single battle is a Champion’s Turn Meter. Once a Champion or Boss’ Turn Meter is full, they’re ready to take a turn. You can see that in-game. It fills up, and that Champion takes a turn. See? It’s that simple. Well – wait. It’s almost that simple. They’re ready to take a Turn, but they’ll
only take one if their Turn Meter is actually the highest or most full – at that specific
time. So what if 2 Champions are full at the same time? You’ve probably seen that happen a few times in-game already and you don’t know who’s gonna go next. How can one Champion’s Turn Meter be more full than another’s? 100% is 100%, right? Kind of… but not really. This is where you need to think “behind the curtain”. What you see isn’t always exactly what’s happening. What you see in-game is the Turn Meter filling up to 100% – to the end of the meter. But what’s happening behind-the-scenes is
a little different. There’s actually a meter Overflow that keeps count of any Turn Meter gained past 100 – but it isn’t displayed visually. This is because the Turn Meter works in something called Ticks – and the way they work makes it unlikely for any Turn Meter to fill to exactly 100%. This is where it gets a bit complicated – Ticks and Speed. Think of Ticks like the ticks of a second
hand on a clock – tick, something happens, tick, something happens, and so on. In battle, on every Tick, each Champion’s
Turn Meter fills a little… but at slightly different rates. A Champion’s Speed isn’t deciding how
fast their Turn Meter is filling up on each of those Ticks – it’s really deciding how much of their Turn Meter is filled on
each Tick. The higher a Champion’s Speed, the higher
the percentage of their Turn Meter that’s filled up every Tick. Now that might sound confusing, but let’s
break it down with an example. Let’s say you have two Champions – Champion A and Champion B. Champion A has 200 Speed, Champion B has 100. At the start of the battle, it’s tick 0. Both their Turn Meters are at zero. Then: Tick 1 – their Turn Meters fill. Now, check it out – notice that Champion A’s turn Meter filled roughly twice as much as Champion B’s? This is because it scales linearly with the
Champion’s speed stat. A Champion with 200 Speed will move twice as often as one with 100 speed. We don’t wanna gave away our exact algorithm (where’s the fun in that?) – so we’ll just work with approximate numbers. Let’s eyeball their Turn Meters and say
that after Tick 1, Champion A’s Meter increased by around 15%. That puts Champion B at around 7 or 8 percent. This isn’t the real number, but let’s call it 7.5% for the purposes of this example. The same principle applies. This means that with every Tick, their Turn
Meters will increase by that amount. Got it? Great. Let’s keep going. So, Tick 1 has already happened. Here’s tick 2. They both fill a bit more – Champion A is at around 30%, while B is around 15%. Tick 3, the same happens again – and so on
and so forth until one of their Turn Meters either meet or exceed 100. In this case, it took 7 Ticks for Champion
A to reach 100. Here we actually skipped straight over 100
and landed ourselves in the meter Overflow, and now sit at around 105%. At the same time, in those 7 Ticks, Champion B is just past half-way at – if we’re saying 7.5% per tick – around 52.5%. So here’s the situation. Once any Champion’s Turn Meter is at 100
or more, they’re ready to take a turn. In this example, it’s pretty simple. There’s only 2 Champions – Champion A’s
turn meter is full, while the other guy’s isn’t — so he takes a turn on this Tick. Now, these Champions had two vastly different Speeds and it was a pretty obvious outcome. But what if we add more Champions – and what if there are multiple Champions with their Turn Meters at 100 or more? Let’s play through an example. To make this as clear as possible, we’ll work with larger, whole numbers. These aren’t necessarily going to be realistic speeds, but they’ll get the point across. On one team, we have Champions A and B. Champion A is the fastest, and gets around
30% Turn Meter per Tick. Champion B is slightly slower and gets around 24% per Tick. Now, that’s a huge amount, and in reality
would put them both somewhere around 400 Speed or more – but for this explanation, just stick with
me. Ok, so now, on the enemy side, let’s add this dude here – Champion C. He falls somewhere in the middle, at around 26% per Tick. Slower than Champion A, but faster than B.
Let’s play this out. Same story as before – a tick happens, their
Turn Meters fill up. We’ll freeze on tick 1 because this is gonna
be a good example of the differences. Champions A and C are pretty close at the
moment – with Champion B lagging behind a little. Based on the Speed stats alone, we know Champion A should move first, then Champion C on the enemy team, then Champion B. But let’s continue and see why this happens – and also what can happen once Champion A takes a turn. So, tick, tick, tick, yadda yadda yadda – boom! They all have full turn meters. After 4 Ticks, both Champion A and C have
more than 100% Turn Meter, and are in their overflow – while Champion B isn’t ready to move yet. This part is pretty simple. Champion A will move, and Champion C will follow next. BUT! What if Champion A uses a skill that instantly boosts his team’s Turn Meters? Or what if he places a Decrease Speed debuff and slows the enemy? Then what happens? Let’s take a look. First, let’s remember the approximate numbers we assigned to each Turn Meter. After those 4 Ticks, Champion A is at 120%
– so he’s going first regardless. Champion C is at 104%, so he’s ready to
move next, while Champion B is lagging behind at around 96. At the moment he’s around 8% behind Champion C. Unless something changes, Champion C will go before him. On the next Tick – after Champion A moves
– Champion C will gain another 26%, taking the total difference between them to 34%. To overtake Champion C and move before him, Champion B needs to gain over 34% Turn Meter in a single tick. He’s going to gain 24% from his Speed alone, so where could the other 10% come from? This is where your Champion’s Skills and
your team’s turn order come in. Follow this one carefully. Just like last time, Champion A moves first. However, this time he uses a Skill that Boosts the Turn Meters of every allied Champion by 30%. Now, look what happens. First, notice how Champion A’s Turn Meter
is reset back to zero as soon as he takes his turn. But then he boosts his own Turn Meter as well – so he jumps up to 30%. At the same time, Champion B – who had around 96% Turn Meter – had his boosted by 30%, and now sits at around 126%. Champion C’s Turn Meter is unaffected, and is still at 104%. This is because – and this is incredibly important – this all happens on the same Tick Champion A takes his turn. No more ticks have occurred yet. Once that Champion finishes their Turn, another tick happens. And like always, all Champions have their
Turn Meters filled based on their Speed stat – and the Champion with the highest Turn Meter over 100 takes a turn. You can see where they stand now. This time, because Champion B had their Turn Meter boosted by their teammate, they Champion C on the enemy team overtook and will take the next turn. They’ve successfully interrupted the turn
order. This happened even though Champion C is faster, and already had over 100% Turn Meter and was “ready to take a turn” on the
previous tick. This is one of the simplest examples of Turn Meter manipulation, but the same principles apply to Buffs and
debuffs that change a Champion’s speed. If you apply a Decrease Speed debuff, that
Champion’s Turn Meter will fill 30% less on each Tick than it would without a debuff. At the same time, giving your own team a Speed Buff means they’ll fill their Turn Meters 30% faster – or 30% more on each Tick. In the examples shown, there was a huge gap between the Speeds of the Champions for demonstration purposes. Having a large speed delta between your Champions makes it a lot easier for the enemy team to interrupt the turn order or gain a turn advantage. Against higher level teams in the Arena, getting your team’s speed tuned as efficiently as possibly is key to success. Still tracking so far? That’s the basic mechanics covered, but there’s also a few special cases that you need to be aware of.. Case one. In the unlikely situation that 2 Champions have exactly equal levels of Turn Meter, the Champion on the team initiating the battle will move first. In the Arena, this means the team on Arena
Offense. In PvE locations, this is always your own team. Case two: Champions can’t have their Turn
Meters instantly filled or boosted when their Turn Meters are already over 100%. This is to stop people abusing the mechanics and lapping slow enemies, such as Dungeon Bosses. However, you can always decrease an enemy’s Turn Meter even if they’re already past full. And then finally: While you can’t always
instantly increase a Champion’s Turn Meter, you can always give them Speed Buffs, even if their meter is past 100%. And that’s everything! There are a few more advanced concepts, like speed tuning, but that’s a whole different thing. We’ll cover those in another video sometime in the future. Understanding these mechanics is key to everything you do in Raid. From PvE Dungeons to the Arena, it’s important for every team you build to have the most optimal turn order for their Skills. Once you get to grips with Speed and the Turn Meter, you can start figuring out the best teams, strategies, and synergies to take on Raid’s
hardest challenges. If you found this guide helpful, go ahead
and share it with your friends or other players that might be struggling – and as always,
don’t forget to hit like and subscribe!

74 thoughts on “RAID: Shadow Legends | RAID 101 | Turn Meter

  1. хаха)), "если вам что то будет не понятно, можете спросить на форумах", и пропали субтитры…. не плохой такой намек))

  2. Theres nothing tricky about higher speed = quicker turns.
    What's bullshit is how you made that the only stat that matters for PvP.

  3. 21 век на дворе, давно пора уже на русский язык переходить.

  4. а на русском чтоб и другие поняли !!!? и вообще почему субтитры прекращаются?

  5. But does Turnmeter manipulation also work in the other direction? For Example when i use Rhazin Scarhides A3 to reset their Turnmeter to 0% and straight after that Nethrils A3 to reduce it by another 75%? Or would that just be a waste of skills and i should wait till they have more than 75% to use my Turnmeter manipulations most effectively?

  6. Держи лося, а то вы уже сами себе ставите, дожились

  7. And yet Shields absorb poison dmg where bombs ignore shields lol wtf kinda halfassed backwards seeing you land a poison, they become poisoned but shields protect 100%

  8. still nothing on what happens if two allies have the same overall speed. i'm guess that's what he meant by speed tuning? anyways, here's my example and testing:

    athel and apothecary both had 202 speed. athel had base 104, while apothecary had base 101. no matter where on the team i put them, in whatever order, apothecary would go first.

    fully ascended apothecary to get him to 106 base speed. messed around with his gear to get him back down to 202 overall speed. now athel goes first regardless of where i put her.

    i bet there still more to it, but overall the case seems to be if two allies have the same speed, then whoever has the lowest base speed will go first between the two.

  9. In the game, the speed in numbers, not in% – they messed up something here.
    % works with the speed indicator, so you need to add to 30% (30 * 1.3 = 9) 9%, and not immediately 30%

  10. More or less thought this is how it worked great video very informative… PLEASE PLEASE PLEASE lower the music in video for future videos as i (and im sure everyone else) would like to hear yours explain rather than the music loop…. Again very informative keep up the good work

  11. Been playing for about 3 months daily… It feels like i opened about 20 legendry shards not one legend as been obtained from it… Opened about 30+ void shards got 1 legend

  12. So if champ A has 200 speed and champ B has 100 speed, over the course of a long battle, champ A would have DOUBLE MORE turns? Like, champ A would hit 10 times, and champ B only 5?

  13. Then explain me this: why doesn't the turn meter works this way with the first batch of 4 spiders the queen drops on the start of her turn? They are the same as other spiders but alot faster

  14. what i dont agree with is how he said you cant boost a champs turn meter after its already past 100%, when my experience completely goes against that. its literally the reason i run seeker with arbiter… if i run arbiter only and boost my team up to 100%, theres a good chance they wont go next if im against a fast lyss or other arbiter… if i run seeker and boost everyone to 100%, and then seeker boosts another 30% after, i always go next
    . so you can definitely boost even after 100%

  15. Can you guys do something about Diablist not being dropped!!!! I spent days worth of grinding on the demon level and STILL HAVE NOT GOTTEN HER!!!!

  16. А что на понятном языке нельзя было ролик замутить??? Столько бобла получают а переводчика не могут нанять (

  17. These videos are confuzing, it makes me belive that devs are caring about the game and community, but then i log in and all i see is cashgrab and paywall. Game need more features, go for inspiration on elune. Elune events ar good and rewards are rewarding, not stupid RAIDS 20k silver wich isnt enough even for unequip stupid 5* piece of gear. Realy sad coz i like your game but your greed will be its downfall.

  18. Turn meters and their manipulation are so crucial that you can't make AI use turn meter manipulation skills on auto. Just try Lyssandra against fire knight boss round… She forgets how to use a2, exhaustion, same with Scarhide's a3, Bog Down, not a single use on boss. Mother example is Maneater a2 on spider, only uses it on auto if you manually target queen, but manually targeting queen stuffs up other heroes aoe applications… Needs to be fixed, they've got the skills just let them use them ffs.

  19. Not only are you hard to look at but at this point I would rather listen to a infinite loop of a chalk screech recording then actually listen to you for one more second. The fact that you managed to make a video that last 12 minutes about a subject that can be covered in 5 says it all.

  20. Please use my link

    Here's my install link for Raid: Shadow Legends. Get it through this link and both of us will get some free stuff to boost us along! https://link.plrm.zone/app/z5mo

    Lvl 18

  21. This video could be highly informative, if you would stop trying to make this video cool.
    The BGM is literally demolishing every second of information you try to deliver.
    If as you say, the information given in this are harder to grasp, then turn this music down completely.
    You can be cool in things that don't require (full) attention of the viewership.
    No offense, but really consider where you do BGM and where to just skip on it.
    Cheers 😉

  22. I don’t know I don’t think you put enough pop ups on this video. I think putting pop up really helps with player experience

  23. Hey Raid make extra champion space at least enough to have 3 of each one. That way I can really collect them all and keep opening shards to upgrade their skills fully. I would spend 1000 gems for 10 extra space. I bet there are more players who also wish that.

  24. We speak about turn meter. We speak how to use it in the afk arena.
    But we don't speak, that afk arena is bulshit.
    No rating. No static rewards. No top players list.

  25. This last fusion event is ridiculous! And I got ripped off. You guys decided to shutdown for maintenance in the middle of a tournament with a little under 30 mins left. By the time the game allowedd me to log back on I was in 2nd place and this other player somehow got a bunch of points. Dont know how he got to play during maintenance? I spent money on speed packs to make sure I won. I feel robbed!

  26. Теперь нучите всему этому своих обезьянок, которым пишешь на форумыв дискорд, а они каждый раз отплевываются выдумками.
    Со слов ваших болванчиков:
    При 100% шкале ходит тот у кого выше скорость
    Для работы приложения нужно 2гб памяти (не считая памяти, которую занимает приложение)
    Это нормально, что когда Стальной череп хилит себя, то он сперва снимает дебафы, а потом хилит, а когда хилит союзника, то сперва хилит, а потом снимает дебафы (это важно, когда на вас штраф лечения) и это не баг.
    Что при шансе крита в 130% ты никогда не ударишь "слабо".

    И многое другое. Их задача выдумывать и вежливо всех посылать не давая никаких ответов, просто не платите им деньги, я в дискорде дал больше нормальных ответов, чем все ваши ру модеры.

  27. I kinda like the game but what I absolutely despise is that this company much like Activision with WoW thinks more rng = more fun up to a point when it becomes fucking ridiculous and all about luck rather than skill

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