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Battle Step



Japanese (romanized)

Batoru Suteppu


Battle Step

Draw PhaseStandby PhaseMain Phase 1Battle PhaseMain Phase 2End PhaseStart StepBattle StepDamage StepEnd StepTurn Structure Chart
About this image

Order of a turn.

The Battle Step (Japanese: バトルステップ Batoru Suteppu) is one of the four steps of the Battle Phase. In particular, it is the step in which attacks are declared. Immediately after the Start Step or Damage Step ends, the game proceeds to the Battle Step, regardless of the turn player's intention to declare an attack.

Breakdown of the Battle Step

The turn player is not required to declare an attack during the Battle Step,[1] unless a card effect specifies otherwise, such as those of "Berserk Gorilla" and "Evil HERO Malicious Fiend". If the attack target leaves the field or a monster is placed on the opponent's field (from the perspective of the turn player) at any point during the Battle Step while an attack is occurring, a replay occurs. Once an attack has been declared, the Battle Step does not end until an open game state is reached and both players have agreed to move on from the Battle Step (as per the rules of fast effect timing).

Attack Declaration Window

Japanese: (こう) (げき) (せん) (げん) () (Kōgeki Sengenji)

During the Battle Step, the turn player can declare an attack by choosing 1 face-up Attack Position monster they control (or Defense Position Attacker) to attack with, and a valid attack target: their opponent or a monster their opponent controls. If the opponent controls monsters, the turn player cannot declare a direct attack unless a card effect allows them to do so, such as that of "Wattkey" or "The Legendary Fisherman".[1]

Upon an attack being declared, players can activate cards or effects in response to the attack, as per the rules of fast effect timing. As such, there can only be one Chain made in response to the attack. All cards and effects in this one Chain are in response to both the attack and the preceding Chain Link, so cards such as "Mirror Force" and "Dimensional Prison" can be activated at separate Chain Links in this Chain.[2]

Before Damage Step

After the Attack Declaration Window, or if neither player activated a card or effect in response to the attack, there are still opportunities to activate cards and effects during this Battle Step (as per the rules of fast effect timing). However, it is no longer possible to activate cards or effects in response to the attack, so cards such as "Mirror Force" and "Dimensional Prison" can no longer be activated in response to this attack.[3][4][5]

Once both players have agreed to move on, if an attack is still occurring, the Damage Step is entered. If there is no attack occurring, the End Step is entered instead.


  1. 1.0 1.1 Konami. Yu-Gi-Oh! Trading Card Game - Official Rulebook Version 9.1. pp. 34. http://yugioh.wikia.com/wiki/File:Rulebook_v9.1.pdf.
  2. Michael Kohanim (2 April 2012). "How to Get Around Wind-Up Rabbit". Konami. https://yugiohblog.konami.com/articles/?p=3743. Retrieved 27 January 2016. "For example, if your opponent attacks with Wind-Up Rabbit and you use Dimensional Prison to try to banish it, your opponent will most likely Chain Wind-Up Rabbit's effect in order to escape your Prison. But then you can Chain Mirror Force or a second Dimensional Prison to the Rabbit's effect."
  3. Konami Judge Program Forum: Chains / Cadenas
  4. Konami Judge Program Forum: battle phase timming
  5. Konami Judge Program Forum: Attack response