In Silver Palace, parry and dodge answer different threats. Parry is the defensive option that deflects an attack and builds the enemy’s Stun gauge. Dodge is for attacks that cannot be parried and for moments when you need to reposition. Once Stun is depleted, the enemy becomes open to an Execution, and character switching is how you keep that pressure going across the party. Elementa’s official announcement confirms the switching and chained skills; the finer parry, Stun, Execution, and resource details come from pre-release guides and may have changed since.
What the official announcement confirms
Elementa describes Silver Palace as a fantasy adventure action RPG built on Unreal Engine 5 and set in Silvernia, with the player in the role of a Detective. The announcement, published May 13, 2025, also confirms two combat-relevant features: real-time character switching and chained skills with QTE combos. Those are the only combat mechanics you can treat as settled from an official source.
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Everything below about parry timing, Stun values, Execution triggers, and resource names comes from detailed combat guides written while the game was still in testing. Those guides warn that movesets, values, and mechanics may change, so read the sections that follow as the test-era picture, not a final release manual. Check the in-game tutorial and settings before relying on any specific input or number.
Parry or dodge: choosing the right defense
The guides describe a simple split. Parry is the answer to attacks that can be parried, and it contributes to Stun. Dodge is the answer to attacks that cannot be parried, and it is also the tool for repositioning. The table below compares the two using only what the guides report. Where a guide does not give a value, the cell says so.
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| Question | Parry | Dodge |
|---|---|---|
| What it answers | Attacks the guide treats as parryable | Attacks described as unparryable, or any time movement is needed |
| What it contributes | Builds the enemy’s Stun gauge | Avoidance and repositioning; no Stun contribution reported |
| Resource pressure | Reported as part of the stamina loop in a later beta-oriented guide | Reported as part of the stamina loop in a later beta-oriented guide |
| Numeric timing window | Not stated in the consulted official material | Not stated in the consulted official material |
A practical habit: watch the enemy’s wind-up and learn which moves you can deflect. Pressing defensive buttons at random wastes stamina and gives up the Stun you could have built.
How Stun creates the opening
According to the pre-release combat guide, the Stun gauge is the bridge between defense and offense. The sequence looks like this:
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- Land parries on attacks the enemy cannot avoid, and let your hits and parries fill the enemy’s Stun gauge.
- Use dodges for unparryable attacks or repositioning, so you do not lose your footing while building Stun.
- When the gauge empties, the enemy is staggered and vulnerable.
- Commit to an Execution while the window is open.
The guides do not publish a Stun value or the length of the stagger window, so judge the opening by the enemy’s animation and health changes rather than a counter.
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Executions and the team payoff
An Execution is the payoff for a staggered enemy. The beta-era combat guide links Execution to a party-wide benefit and to a resource chain involving Silverdrip, Reactor Energy, and Tactical Assault. These names and effects come from pre-release reporting. Treat them as test-build terminology, not confirmed final features.
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Execution
The guide describes the Execution as available only while the enemy is staggered. Its exact damage and any resource cost are not stated in the consulted official material, so do not plan around specific numbers.
Silverdrip, Reactor Energy, and Tactical Assault
Reporting from the test period describes these as linked: an Execution feeds into a shared resource cycle that enables Tactical Assaults, which in turn benefit the team. The precise triggers and meter requirements were not independently confirmed by official material. If you see these labels in your build, read their tooltips rather than assuming the guide’s behavior.
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Team switching and chained combos
Switching characters in real time is the feature that ties the loop together. Rotate teammates to keep the enemy under pressure, to set up follow-ups, and to build toward Executions. The official announcement supports this at a high level, and the chained skills and QTE combos it mentions are the mechanism for combining actions across the party. The test-era guides describe the team loop in more detail, but the exact switching timing and combo inputs should be confirmed in-game.
Stamina in the test loop
A beta-oriented guide describes Dichotomy combat as involving stamina management alongside dodging, parrying, and building Stun. That makes stamina a constraint on how often you can dodge or parry in a row. The guide does not report a stamina cost or regeneration rate, so the practical lesson is qualitative: avoid spending your defensive options on attacks you could simply avoid by moving.
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Accessibility and practice options
The combat guide reports Casual Mode and assistance features in the Combat Edition material. No official feature page was found to confirm the full configuration, so check the current settings menu rather than relying on a fixed list of options.
Practical checklist for test builds
- Check the game’s tutorial and control screen for the current parry and dodge inputs.
- Note the enemy’s wind-up for each attack type and decide whether it is parryable.
- Keep track of stamina during long fights and avoid spending it on unnecessary dodges.
- Watch for the stagger state before committing to an Execution.
- Rotate characters to keep pressure on and combine chained skills where the game allows.
If a future official release notes or manual changes any of these details, the official source should replace the test-era guidance above.
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