Due to feedback from Beta testers, Silver Palace's combat system has been overhauled between the first and second Beta tests. The result is combat that feels more elaborate, reactive, and engaging.
It leans towards a hybrid between player-driven action and enemy-side mechanics. Players will recognize some familiar combat concepts, but Silver Palace also introduces unique twists of its own.
Core Combat Loop Breakdown
Fights in Silver Palace follow a loop we can break down into:
Builders/Spenders: Build resources (bars/stacks) and release with skills.
Cooldowns: Time your Ultimate and buffs with cooldown window.
Swap Characters: Rotate between four party members to keep pressure.
Break & Execution: Break enemy toughness bar to enable Execution and enemy enters weakness state, for character to deal more damage.
Parry & Dodge: The reactive part of the fight, varying between enemies.
Builder/Spender Versus Cooldowns
The game leans more toward Builder/Spender combat than cooldown-based gameplay. Therefore, many characters - even supports - want on-field time to execute their rotations. This encourages combo-based synergy.
The resource bars sit at the bottom center of the screen and build over time. Basic attacks (normal and charged) help build the resource bar, and some characters can also build it through parries and dodges. Skills consume the resource bar and can have multiple charges. Some skills build a secondary bar that unlocks different charged skills.
To manage field time, DPS characters are split into two categories: Resonance DPS and Striker DPS. Striker DPS use their skills and swap out, while Resonance DPS stay on-field longer.
On the support side, buffs that require combos to cast last longer. Many support buffs stay active for 30~40 seconds or more (From Epiphanies, Motives, and character kits)
Countering Enemy Attacks
There are three reactions players can use against enemy attacks, each indicated by a different color prompt:
Yellow Circle: Parry. Hold your ground, reduce damage taken, and deal damage to the enemy. Some characters gain extra benefits from parries, such as charging their bars or enabling advanced combos.
Red Circle: Dodge. This attack cannot be parried. A Perfect Dodge can be followed up with a Pursuit Attack.
Blue Circle: Interrupt. A powerful character attack can interrupt the enemy, briefly stunning them and leaving them open.
Regardless of the prompt, characters can dodge most attacks or simply outrun enemies in dangerous situations to avoid mistakes.
However, some enemy attacks are rapid, with very short prompt windows — forcing you to react fast or take damage. That's why the game includes dedicated Guardian and Healer classes to mitigate damage and restore allies' health.
Stun, Execution, and Vulnerability
Each enemy has a stun bar, once the player fully breaks it, the enemy will cease all actions and become stunned. A prompt shows on screen for a brief window to execute the enemy.
An execution deals a slot of damage, and triggers vulnerability. Enemies suffer defense reduction and Resonance accumulation Rate increase (shorten the time to trigger Resonance effect).
To stun enemies faster, you better use Break Suppressor type characters (such as Alf, Captain Kaboom, and Lorin). However, after the stun, it's recommended to switch to your DPS characters to perform the execution.
Swapping characters and Tactical Assault
Performing various actions in combat builds up Tactical Assault bars. These show as a Latin number in the middle of the characters wheel on bottom left of the UI. You can perform Tactical Assault by switching to another character with at least one bar full, attacking with powerful QTE that deal good damage and have invulnerability frames.
Multiple Tactical Assault bars can be saved (The number keep growing from none to I, II, and III), so you can unleash a series of Tactical Assaults back to back.
Each character has unique Tactical Assault effects as part of their kit, and they are a core part of any rotation.
Combat Tips
Understanding Reactor Attributes
Silver Palace has 7 elements, and each character has one among them, determining their Reactor attribute, and their damage type.
Glacies (Cold)
Ignis (Fire)
Fulmen (Electric)
Gavitas (Void)
Radiatio (Radiation)
Alba (Light)
Ferrugo (Corrosion)
Characters from certain attributes usually work better with characters from the same attribute. For example, Red Rose is Ignis Support, she buffs Ignis damage bonus, so Ignis DPS such as Cinderella works best with her.
Some support Epiphanies gives buff only to characters sharing the same Reactor Attribute as the wielder. Such as "Frustration of Youth", which grants 50% Crit DMG to all characters sharing the same Reactor Attribute of whoever equip it. This is a good way to get some support buffs based purely on Attribute, even if the equipper is not a support. (For example use it on sub-DPS from same element)
Team Setup
Teams in Silver Palace have 4 slots, and the simplest setup goes as follows:
Main DPS: Either Striker DPS or Resonance DPS type
Stunner: Break Suppressor type
Buffer/Debuffer: Combat Support type, preferably sharing the same Attribute with Main DPS
Sub-DPS or another Buffer: Either generalist buffer, or a burst DPS who only uses Tactical Assault and Skill/Ultimate and swaps out.
Character Building
Silver Palace took a unique take on character building, by abandoning RNG-based equipment, and going for a fixed stats take.
Aside from Motives (Weapons), characters can equip 5 more equipment.
A single Epiphany,
A set of 4 gear slots:
Head
Neck
Secondary Weapon
Accessory
Every set has a fixed piece in each slot. So farming equipment doesn't exist in Silver Palace, at least in lower rarity gear at early game. Any extra drop from the same set will be a duplicate with exact same stats.
Unless the game introduces an RNG element in the endgame, it's expected for characters to have best-in-slot defined builds with pre-calculated stats.
Most sets require reaching certain stats thresholds to give more bonuses (conditional bonuses). For example, Crit Rate reaches 70%, characters gain 15% Basic Attack DMG after using Ultimate. Or reaching +200 Break Exploit to gain 25% Stun build-up bonus after using charge attack.
Summary
Mastering Combat in Silver Palace involves proper planning and building of character, pairing them with synergistic teams, and performing good rotations.
Combos are important factor in amplifying your DPS, and reacting to enemy attacks and countering them is a core part of the experience. Mashing buttons will get you so far, and repeating rotations blindly give enemies a chance to interrupt you.