diff --git a/src/Blaze-Brigade/Blaze_Brigade/Game.cs b/src/Blaze-Brigade/Blaze_Brigade/Game.cs
index 235769cbb0a596fd5c047bf5b93bfee4f601a255..6349f11fc3cb072c90df98e6a9f09dd1819834c1 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/Game.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/Game.cs
@@ -322,7 +322,7 @@ namespace Controller
                         #region Character Info Screen player1
 
                         //if player 1, prints info screen for player 1
-                        if (GameState.currentPlayer == player1)
+                        if ((GameState.currentPlayer == player1)&&(!GameState.attackConfirmOpen))
                         {
                             Vector2 statLocation = new Vector2(180, 533); //starting location for first stat
                             Vector2 increment = new Vector2(0, 11.5f); //increment downwards for each stat
@@ -340,6 +340,8 @@ namespace Controller
                         //else, info screen for player 2
                         else
                         {
+                            if (!GameState.attackConfirmOpen)
+                            {
                             Vector2 statLocation = new Vector2(795, 533); //starting location for first stat
                             Vector2 increment = new Vector2(0, 11.5f); //increment downwards for each stat
                             Vector2 infoLocation = new Vector2(635, 513);
@@ -351,6 +353,7 @@ namespace Controller
                             }
                             spriteBatch.DrawString(largeFont, unit.Hp.ToString(), new Vector2(864, 512), Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.6f); //draws each stat
                             spriteBatch.Draw(unit.getCharInfo(), infoLocation, null, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.7f); //draw charInfoBackground texture
+                            }
                         }
                         #endregion
 
diff --git a/src/Blaze-Brigade/Blaze_Brigade/MouseHandler.cs b/src/Blaze-Brigade/Blaze_Brigade/MouseHandler.cs
index b528e75e53387432e3a18f44d9c0fd427bcd049e..91545f9df91b494452567b83de3404dc3ccac080 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/MouseHandler.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/MouseHandler.cs
@@ -58,7 +58,7 @@ namespace Controller
                     if (getMenuButtonClicked(mouseClickCoordinates) != null)
                     {
                         MenuButton menuButton = getMenuButtonClicked(mouseClickCoordinates);
-                        //Debug.WriteLine(getMenuButtonClicked(mouseClickCoordinates).getButtonType());
+                        Debug.WriteLine(getMenuButtonClicked(mouseClickCoordinates).getButtonType());
                         buttonAction(menuButton);
                         return;
                     }
@@ -78,8 +78,6 @@ namespace Controller
                         {
                             updateUnitPosition(graph, mouseClickCoordinates, path);
                         }
-
-                        turnState = TurnState.Wait;
                     }
 
                     if(turnState==TurnState.Attack) //if a unit is clicked after attack is clicked
@@ -87,10 +85,9 @@ namespace Controller
                         Unit unit = getPlayableUnitOnNodeClicked(graph.getNode(mouseClickCoordinates), mouseClickCoordinates, GameState.currentPlayer);
                         if (unit != null)
                     {
-                        setAttackedUnit(unit, true);
+                            setAttackedUnit(unit, true);
                             GameState.attackConfirmOpen = true; //opens attack confirm button
-
-                            
+                            unit.getAttackConfirmButton().setActive(true);
                         }
                     }
                 }
@@ -335,7 +332,6 @@ namespace Controller
                     button.setActive(false);  
                     break;
                 case MenuButtonType.AttackConfirm:         // if confirm attack clicked
-                    turnState = TurnState.AttackMenu;
                     button.setActive(false);
                     unit.getMenuButtonAt(1).setActive(false);
                     int attackDirection=0;
@@ -369,7 +365,6 @@ namespace Controller
                     GameState.dropDownMenuOpen = false;
                     break;
                 case MenuButtonType.Wait:           // if wait is clicked
-                    turnState = TurnState.Wait;
                     GameState.dropDownMenuOpen = false;
                     GameState.playableUnitSelected = false;
                     button.setActive(false);