Turbo Tap Masters › Beginner guide

Beginner guide: 12 tips for your first hour

Turbo Tap Masters is easy to start and surprisingly deep once the loot starts dropping. These are the things we wish every new player knew before level 10.

The basics

1. Tap the monster, not the screen

Every tap that lands on a monster is a hit. Rounds end when you reach the round's goal and clear the field, so focus fire: finishing one monster pays out coins and experience right away, while five half-dead monsters pay nothing.

2. Health comes from levels, defence comes from gear

You start with three hit points and gain one more every five player levels. Armour and hats add DEF on top of that. If rounds start ending early, the answer is usually a better chest piece, not faster fingers.

3. Damage is the sum of everything you wear

Your weapon is the big number, but armour, hats and socketed gems all add attack too. Check the delta in the corner of a gear card before equipping: it shows exactly how much better or worse the item is than what you are wearing.

Loot, gems and the forge

4. Open the Mystery Chest every day

The chest opens free on a timer and pulls gear you have not found yet. It is the cheapest upgrade in the game, and it takes five seconds.

5. Socket gems early

Gems drop rarely, so every one counts. Each weapon, armour piece and hat can hold up to three: the first socket is available from the start, the second and third unlock as your player level grows. Attack gems go in first, then crit, then whatever your class likes.

6. Fuse, refine, repair

At the forge you can fuse small gems into grand ones, refine gear up to +10 for flat stat points, and repair items that have worn down. A failed refine knocks the item back a level rather than destroying it, so pushing your main weapon is a sensible gamble.

7. Epics only come from bosses

Purple gear never appears in the shop. Each biome's boss drops its own epic set, and replaying that boss is the way to complete it. If a biome wall feels too high, farm the previous boss first.

Classes and duels

8. Your class unlocks after level 10

Clear the first ten levels and you choose a profession: Warrior, Rogue, Paladin, Priest or Mage. Each has a skill tree and active spells. Read the class guide before you pick, but do not agonise: you can respec.

9. Wear gear that is bonded to your class

Many items carry a small bonus for one specific class. The same sword is simply better in the hands of the class it was made for, so check the bond line when two items look equal.

10. Duels use your real build

Ranked duels are not a separate mini-game with separate stats. The gear, gems and skills you take into the campaign are the ones your opponent faces, so every upgrade helps in both places.

11. In a duel, vary your block

Each round you choose where to attack and where to block. Players who always guard the same spot get read within three rounds. Mix it up, and watch where your opponent likes to strike.

Staying alive

12. Stuck? Go back, farm, come back

Every tap RPG has walls. When you hit one: replay the last boss for epics, refine your weapon, fill your empty sockets, and spend your skill points. Ten minutes of that beats an hour of losing the same round.

Ready to try them out?

Turbo Tap Masters is free on iPhone and Android.

Download on the App Store Get it on Google Play