SET PHASE

1) 
Units Disengage
2) 
SP Generation
3) 
Deploy
4) 
Revival or Burial
5) 
Raise Sphere Levels / Set Card

ACTIVE PHASE

6) 
Revival
7) 
Take the Field
8) 
Battletime Change
9) 
Sphere Level Up
10) 
Rank Up
11) 
Reveal Cards
12) 
Backlashing
13) 
Grimoire Open Skills
14) 
Unit Open Skills (In order of AGI.)
15) 
Damage from all Open Skills Resolved (See Damage Resolution mini-phase)
16) 
Burial / SP Return of one unit (In order the units killed. In case of mass extinction, the Iczer who initiated the destruction loses units first. Also, units are removed by location on the battle grid, in numerical order.)
17) 
Damage from all Soul Skills triggered by that Burial are Resolved (See Damage Resolution mini-phase)
18) 
Repeat 15 and 16 until all applicable units are Buried.

ACTION PHASE

19) 
Start Skills of one unit (In order of AGI.)
20) 
Damage from all Start Skills of one unit Resolved (See Damage Resolution mini-phase)
21) 
Repeat 19 and 20 until all units have their Start Skills Resolved.
22) 
Unit Action sub-phase (In order of AGI.)
a. 
Auto Skill (If there are multiple, only do one)
b. 
Damage from one Auto Skill Resolved (See Damage Resolution mini-phase)
c. 
Repeat 1 and 2 until all Auto Skills are Resolved.
d. 
Action Menu
e. 
Damage from Action Skill is Resolved (See Damage Resolution mini-phase) including caused by Soul Skills triggered as a result of an Action Skill.
23) 
Repeat Unit Action sub-phase until all units are Closed or Engaged.

INTERUPTS

LP Damage mini-phase (Entered whenever LP damage is done, including Burial)

1) 
Soul Skills activate if applicable. (Will trigger a nested HP Damage mini-phase or an LP Damage mini-phase if the Soul Skill does HP or LP Damage.)

HP Damage mini-phase (Entered whenever HP damage is done but BEFORE the Damage Resolution Mini-phase.)

1) 
Counter Skill initiates if applicable and target HP >0 (but does not necessarily take effect immediately). Put the Counter Skill at the end of the Counter Queue. If multiple Counter Skill units are hit simultaneously, they will ALL go into the queue based on location on the battle grid, in numerical order. If multiple Counter Skills are triggered by an effect with the wording "This effect is repeated X times" they are entered into the Counter Queue after the repetitions are complete, but only if the Counter Skill units have HP>0 at that time.
2) 
All the Counter Skills in the Counter Queue go off in order. If at any time this triggers a nested HP Damage mini-phase, put any resulting Counters in the Counter Queue and then continue.

Damage Resolution Mini-phase

1) 
Close Skill initiates if applicable and target HP <1 (but does not necessarily take effect immediately). Put the Close Skill at the end of the Close Cue. (If multiple Close Skill units are hit simultaneously, they will ALL go into the queue based on location on the battle grid, in numerical order.)
2) 
All the Close Skills in the Close Queue go off in order. If one triggers another Close Skill, add it to the Close Queue and continue. (Will trigger a nested HP Damage mini-phase or an LP Damage mini-phase if a Close Skill does HP or LP Damage.)
3) 
Units at 0 HP or below are CLOSED.

NOTES

Damage Resolution mini-phases CANNOT occur within HP Damage or LP Damage mini-phases. Whenever Damage is resolved, it's also resolved for any outstanding nested mini-phases, so everything Closes at once. For Open Skills all damage is resolved at the same time, while for Start skills they are resolved unit by unit, for Soul Skills Burial by Burial (or Action Command by Action Command), and Auto Skills one skill at a time.