This is sort of a complex topic to describe in text but I'll try to keep it plain so that new players can understand it. I am creating this guide because I had (and still have) some holes in my knowledge of how order of operations works in Terra Battle. Bear with me and I promise that new players and most veterans alike will learn something useful by the end. (Disclaimer: My knowledge on this subject is not complete and I will mark any areas where I don't fully understand what occurs. If you have useful information to add please feel free to post and I will add it.) What do I mean by order of operations? Order of operations is simply the method the game uses to decide which units are going to activate and in what order. All of us should hopefully have a baseline understanding of this if we have played the game even for a small amount of time, however truly understanding it will lead to extreme spikes in potency of our play. Currently my understanding of the order of operations of the game indicates that it breaks down into 3 observable segments that happen in order: 1) The order in which pincers activate 2) The order in which units within a pincer activate 3) The order in which specific abilities activate (including companion abilities) 1) The order in which pincers activate First we need to understand the order in which pincers activate. If the unit that you directly move ends in one or more pincers, one of those pincers will activate first with the following priority: Pincers lead by mover before others. Horizontal before vertical before corners. Bottom before top. Left before right. If the moving unit ends while not leading a pincer the order simply jumps to choosing pincers based on the generic logic listed above. At this point you are probably asking yourself why this is useful. The answer is a bit more complex, but I think a common example should clear things up. Bellow are two examples using the same team, but tweaking the order in which their pincers activate. These may seem familiar if you are a long term player. Key: (assumes that all units have 100% SB or P) T-One of the physical trinity units that has access to 1.5xphysical damage (Bahl, Snaip, or Macuri) M-Moved unit O-Other unit B-Boss ______ _TBBM_ _TBBO_ ______ When the units are arranged in this fashion the top row will trigger first causing both trinity units to gain a 1.5xdamage buff and attack and then causing the second row to trigger with similar effect. The net result is one trinity attack with one buff, then one attack with two buffs. The net result is 4.5*damage total with both trinity units having two buffs. ______ _OBBM_ _TBBT_ ______ In this case the rows trigger in the same order, top then bottom, however in the first attack neither trinity units attack and both get one buff. On the second attack, both trinity units attack with two buffs each. The net result is 6*damage total for a net 33% damage increase for the trinity units overall damage. This can be applied to almost all units with offensive stat buffs and even defensive buffs in niche cases. (such as fighting units with counter) It can also be rotated around the unit as needed as long as the units trigger in the same order.