In Atlas Reactor, each turn is divided into several gameplay phases that follow each other in a predefined order.

Decision Phase

During the Decision Phase, players plan out and declare their actions, and then locks in their choices. During this phase,
Lock in Button

Decision Phase Timer

players can see the actions of their teammates as outlines on the ground to help coordinate their efforts. The Decision Phase gives the players up to 20 seconds to choose their actions and movement, after which any choices are forcibly locked in and the round moves to the first Resolution Phase. As time passes, a noise will notify the player that they are getting closer to the end of the timer, becoming more frequent and loud the closer to 0 the timer gets.

Time Bank

If a player needs a few more seconds beyond their initial 20 seconds, they can use their Time Bank twice per match. By not locking in their decisions before the end of the Decision Phase, five more seconds are added to the timer for the player. This allows the player to make some last second decisions or changes before the Resolution Phase begins. Each player only has two charges in the Time Bank per match and there is no way to regain one once it's used.

Lock in HUD Overtime

Time Bank in use

When the Time Bank is used, the timer and the progress bar will both turn yellow, and the timer's notification sound will be louder to signify that time is running out. One of the Time Bank slots will also turn bright red to show that it is currently being used, and will then disappear after the Decision Phase has ended to show that it is consumed.

Resolution Phase

The Resolution Phase is further broken up into 4 smaller phases, each taking place one after another. There are 4 types of actions you can take: Prep, Dash, Blast, and Move. These actions play out during their respective phases and those phases are executed in the following order:

Prep Phase
Traps, buffs, shields, and other preparatory moves happen during the “Prep Phase.” Supportive abilities typically go before traps and other offensive abilities.
Dash Phase
Dodges and charges happen during the “Dash Phase.”
Blast Phase
Shooting, blasting, and other stationary attacks happen during the “Blast Phase.” After all regular attacks are resolved, all attacks with displacement effects (knockdown, pulls etc.) are resolved simultaneously.
Move Phase
When taking Prep or Blast type actions, you can also Move to a new position and set up for the next turn. If you choose not to perform a Prep or Blast action during the turn, you can sprint up to twice your normal movement range.

Considerations and Tips

  • Rooted-Icon Knockback
    Lose movement for the turn
    always happen at the end of the Blast Phase, thus they do not affect the location of Freelancers until that time. Skill-shot abilities (i.e. targeted with a targeter rather than targeting a specific Freelancer) which are not
    Rooted-Icon Knockback
    Lose movement for the turn
    abilities will only hit if they are targeting the location the Freelancer is located at the start of the Blast Phase, rather than where they will be at the end of the Blast Phase. See displacement for more details.
  • Players performing a dash move will not be affected by any damage dealt during the Dash Phase even if the damage targets the area where they are or will be. For example: two
    Elle-Game Portrait
    Elle-Game Portrait
    rolling to attack each other will not deal any damage to each other.
  • The Move Phase consists of two separate sub-phases, at first the players that input a move to a location will move, and then the players that input a follow on another Freelancer will follow. This is an important consideration to take when attempting to prioritize taking a certain spot on the map, like a power-up or a cover spot, as even if you are closer but auto-follow, you will move second. For example, if you are close to the heal orb and the enemy moves to grab it and you auto-follow, the enemy will move first grabbing the heal, then you will auto-follow.