Every Silver Palace character explained
All 14 playable characters, grouped by Reactor Attribute. What each one does, the rotation that gets it out, and where the roster still has holes.
Silver Palace fields four characters per team and puts exactly one of them on the field at a time. That single rule is what makes the roster worth reading end to end: three of your four are contributing through buffs, debuffs and their Tactical Assault, so the character you are watching is rarely the one doing the most work.
There are fourteen playable characters across six Reactor Attributes. The Detective is a fifteenth roster entry only in the sense that the male build, Hugin, and the female build, Munin, are the same person with the same kit and the same numbers. Ferrugo, the seventh attribute, has no character at all yet.
The five Combat Styles
The game calls its role system Combat Style, and two of the five are damage dealers that scale on completely different things. Getting that distinction right is most of what team building is, because a buff aimed at one of them does nothing for the other.
| Combat Style | Who | What it does |
|---|---|---|
| Striker DPS | Raises the base damage of its own abilities, mostly through critical hits. The damage is in the numbers on the skill, not in a downstream effect. | |
| Resonance DPS | Fills the Resonance meter fast and scales the effect that fires when it does. Amplitude Coefficient and Amplitude Multiplier are the stats that matter, and ordinary crit buffs do not touch them. | |
| Break Suppressor | Drains the enemy Stun gauge. An enemy whose gauge empties is staggered, open to an Execution, and the Execution buffs the whole party. Damage output here is respectable rather than incidental. | |
| Combat Support | Low personal damage in exchange for team buffs and enemy debuffs. Almost all of them last 40 seconds, which is the window every rotation is built around. | |
| Survival & Healing | Keeps the team alive with shields or healing, and carries smaller offensive buffs alongside. Two characters currently hold the role and they do it in different ways. |
The split between the two DPS styles is the one to internalise. When you deal damage with an attribute you fill that attribute's Resonance meter, and a full meter fires a Resonance Effect: an explosion for Ignis, a lingering zone for Gravitas and Radiatio, an Overloaded state for Fulmen. A Resonance DPS is built to fill that meter and to scale what happens when it empties, through Amplitude Coefficient and Amplitude Multiplier. A Striker DPS ignores all of it and scales its own skill damage through crit. Red Rose's 50% CRIT DMG is worth everything to a Striker and close to nothing to the Resonance half of a Resonance DPS's damage. The Combat Styles guide covers the Identity system alongside it, and the Resonance guide has all seven effects in full.
Each section below opens with what that attribute's roster actually contains and which job each member fills. Three attributes have all the jobs covered by their own characters; three do not. None of this is a ranking. No core is better than another core here, because working that out needs damage numbers the game has not published against content that has not released, and anybody publishing that ordering today is guessing.
Ignis
Ignis fills toward Extreme Heat, an explosion on the target that then deals 50% of its damage again as splash to everything in range. It is one of three area Resonance Effects, so Ignis scales with the size of the fight. It is also the only attribute with a carry, a support and a Break Suppressor already released, which is why it reads as the most finished part of the roster.
The Ignis roster as it stands.
Cinderella carries and clears the crowd,
Red Rose hands her the CRIT DMG she scales on, and
Alf empties the Stun gauge in between. It is the one attribute where all three jobs are covered by characters who share a damage type, so nothing on any of their sheets is wasted. No fourth Ignis character exists, so the slot goes to a universal support from outside it:
Argos
Gratia
Cynthia II
Gucia, whichever of them buffs what your carry scales on.
"Cinderella"
The Vengeful Ant · Flame Sword + Machine Gun · Ignis crit carry and primary crowd clear
"Cinderella" is the clearest answer on the roster to a screen full of enemies, and her single-target damage does not fall off enough to make that a trade. She runs on two bars stacked one behind the other, and learning her is mostly learning to keep both moving.
The first bar is Vengeful Flame, banked by the sword combo at 2, 3, 5, 5 and 5 per hit up to a cap of 80. At 20 or more you can press the Skill for Re-Smelt, which is the machine gun: a spray of shots across a wide arc ahead, each one eating 4 Vengeful Flame and paying 4.5 into the second bar. Hold it and the rate of fire ramps up sharply, with incoming damage negated for that stretch, and the burst finishes on an automatic Charged Shot. That second bar is Overheat, and a full 120 turns the held basic attack into an enhanced charged attack that covers a wide area. Basics into machine gun into area charge, over and over.
The Ultimate changes her shape rather than adding a hit. Carriage of Conflagration activates Quenched for 12 seconds, ticking 1 Ignis damage per second on every enemy, and her whole moveset is replaced for the duration. The basic combo drops to four hits paying 15, 15, 30 and 60 Overheat, negating all incoming damage on the fourth. The Skill becomes a backward leap that fires as it goes, with damage negated until she lands, and pressing basic attack before she touches down gives a pursuit attack that chains straight back into the fourth hit. Those built-in escapes are why the Quenched window never asks you to stop attacking to survive it. Her passive adds 35% CRIT Rate throughout. Quenched ends on a second Ultimate press that summons the exploding chariot, and if you never press it the chariot fires anyway when the timer expires, so the damage is not lost to a missed input. Her Quenched basic attacks pull enemies in on their own, sweeping wide on chains that drag a scattered group into one pile, and the Forged in Tears and Flame Psyche both strengthens that pull and adds a full group-up to the enhanced charged attack.
Resource loop. Vengeful Flame into Overheat, spent during Quenched.
Rotation
- Run the Basic Attack combo to bank Vengeful Flame. Re-Smelt needs a minimum reserve before it will fire
- Hold Skill for Re-Smelt. Spends Vengeful Flame for gunfire and builds Overheat, and incoming damage is negated once the rate of fire ramps
- Spend Overheat on the Charged Attack. The wide Ignis hit is her main answer to a packed group
- Press Ultimate for Quenched. Swaps in a new move set for 12 seconds and grants the Passive's CRIT Rate while it holds
- Chain attacks through the Quenched window, then press Ultimate again. The second activation summons the chariot for the burst that closes the rotation
Strengths. The roster's strongest AoE clear, with grouping built into the Quenched move set. Single-target damage holds up despite the AoE focus. Quenched grants a large CRIT Rate swing without needing it from gear.
Weaknesses. Damage is concentrated in the 12 second Quenched window, so a mistimed Ultimate costs a whole rotation. Melee range keeps her exposed between parries.
Who it suits. Go here if you want an aggressive melee carry with a large moveset that deletes crowds. Nothing else on the roster clears a screen this fast, and the single-target damage barely suffers for it.
Full "Cinderella" profile, stats and Psyches
Alf
A Story Truly Yours · Maid · Shotgun / Flamethrower · Ignis poise breaker with a team Ignis damage Psyche
Alf drains the enemy Stun gauge with shotguns and finishes with a flamethrower. Reserve Ammo is the whole kit, and it is deliberately scarce: six at most, refilling at 0.2 per second, which is slow enough that you manage it rather than ignore it.
The combo runs three hits and the third spends one Ammo on a shot. Run dry and that third hit becomes a forward charge instead, handing back 3, so the kit refills itself without asking you to stand still. The charged attack is the payoff: she steps onto the enemy, leaps, and empties the entire reserve into them, with every Ammo spent adding 40% to the bullets' damage. Six in the tank makes that a very different attack from two. Her passive is what makes the variety matter twice over. Pressing Dodge or Parry immediately after any shotgun attack spends 1 Ammo on a free follow-up shot, so defending is an attack, and landing a melee, shotgun or flamethrower hit grants 14 Stun Buildup Bonus for 16 seconds. The Abandoned Cat Effect Psyche stacks 2% ATK per attack type separately, so rotating through all three beats spamming one.
Flare of Enlightenment is a wall of flame that also refunds 6 Reserve Ammo, so the Ultimate is a full reload as much as a damage window. That gives her a clean shape: run the shotgun sequence until the reserve is dry, burn the Ultimate to refill it and dump a large chunk of Stun, then run the whole sequence again into an enemy whose gauge is already almost empty. By the end of the second pass the stagger is there and your carry can switch in onto it. Her A Story Truly Yours Psyche adds 15% Ignis DMG for the whole team for 40 seconds, and that is what tilts her toward Ignis rather than toward any team needing a Break Suppressor.
Resource loop. Reserve Ammo.
Rotation
- Run the Basic Attack combo. The 3rd hit spends Reserve Ammo, or charges forward to restock when the reserve is empty
- Mix in Zeroth Shell and the Charged Attack. Varying the shotgun attacks is what stacks her Stun Buildup Bonus
- Tap Dodge or Parry straight after a shotgun attack. The Passive turns it into a follow-up shot, so defending does not cost you offence
- Press Ultimate for the flamethrower wall. Large stun contribution and 6 Reserve Ammo back at once
- Run a second shotgun sequence, then swap to your carry. The target should be at or near stunned, ready for an Execution
Strengths. Damage is respectable for a poise breaker, and she can be built with crit. Defensive inputs convert into extra shots rather than interrupting the sequence. The one Ignis unit that adds a team Ignis damage bonus from a Psyche.
Weaknesses. Reserve Ammo regenerates slowly, so the combo has to restock through the 3rd hit charge. Contributes little outside the stun and the attribute bonus.
Who it suits. The Break Suppressor for players who like managing an ammo count. Rotating through melee, shotgun and flamethrower instead of spamming one is the whole skill.
Full Alf profile, stats and Psyches
Red Rose
The Rose as an Engine of War · Dancer · Vine-firing gauntlet/whip · CRIT DMG buffer, with an Ignis damage bonus attached
Red Rose is the reason a crit team exists at all, and her whole kit exists to deliver one number. The combo grants Rose Petals on its third and fifth hits, 1 and then 2, with a Lv. 2 charged attack worth another 1, up to a cap of 6. War of the Roses spends all six for a flurry and grants Bright Rhythm for 8 seconds. That window is the point of the character: hold the basic attack inside it and she unleashes an attack that spawns three Rose Blooms and gives the entire team 50% CRIT DMG for 40 seconds. The attack ends Bright Rhythm on the spot, so there is nothing to save it for.
That 50% does not care what attribute you run, which makes her the one Ignis character who is not an Ignis specialist. Her Ignis half is the passive. Every Rose Bloom explosion grants the team 3% increased Ignis DMG for 40 seconds, stacking five times, and Blooms detonate after 5 seconds or the moment any Ignis attack touches them. Grand Finale leaves eight more on the ground, which is why she pairs with an Ignis carry specifically rather than with any crit user: someone has to be there to set them off before the timer does it for you.
Treat her as the exception to the swap-support pattern. Argos and Cynthia II are in and out in three inputs; Red Rose has to build the Petal bar, spend it, and then hold a basic inside an 8-second window, so she is on the field noticeably longer than a 40-second buff suggests. She is close to untouchable while doing it, which is what makes the field time affordable: the Lv. 1 charged attack grants invincibility outright, a Perfect Dodge fires a Lv. 2 charged attack that interrupts whatever hit at her, and her Tactical Assault swings her in on a vine while firing.
Resource loop. Rose Petals into Bright Rhythm, then Rose Blooms.
Rotation
- Basic attack to a full Rose Petals bar. War of the Roses consumes the whole bar and will not fire early
- Press Skill for War of the Roses. Grants Bright Rhythm for the buff window
- Hold Basic Attack during Bright Rhythm. Spawns Rose Blooms and raises the whole team's CRIT DMG
- Press Ultimate for Grand Finale. Seeds a much larger Rose Bloom field for the incoming carry to detonate
- Swap to your carry. The Passive keeps paying out team Ignis DMG as the Blooms explode behind you
Strengths. Most of her attacks carry invulnerability, so she rarely takes damage while buffing. Moves with far more agility than the rest of the support roster. Buffs two separate axes, one universal and one attribute-specific.
Weaknesses. Half her output is locked to Ignis teams. Needs a full Rose Petals bar before the buff sequence starts.
Who it suits. Worth building for anyone running crit, because the buff does not care what attribute you pair it with. If your carry is Ignis she is doing two jobs at once.
Full Red Rose profile, stats and Psyches
Gravitas
Gravitas fills toward Dark Star, a Gravity Field under the target that pulls in nearby enemies and ticks damage for 5 seconds. Only the Detective carries the attribute, in two builds that share one kit, so there is no Gravitas support and no second Gravitas character to fill a Resonance meter alongside them.
The Gravitas roster as it stands. There is no Gravitas team.
The Detective is the whole attribute, in two builds sharing one kit, and all three remaining slots are filled from outside.
Red Rose is the usual first answer for the CRIT DMG, with her Ignis half doing nothing.
The Detective (Hugin and Munin)
The Raven's Beak · Detective · Sword + Gun · Gravitas crit carry with self-provided enemy slow
The Detective is the only Gravitas character in the game, so no support is built for the team. Red Rose still raises the crit damage he scales on, but every Ignis line on her sheet is dead weight beside him. That is the shape of the problem and nobody in the current roster solves it.
The kit alternates sword and gun, and the two halves are wired into each other in both directions. The five-hit combo grants 1 Ammunition on the third hit and 2 on the fifth, capped at 6, and the fifth hit can spend one to drop straight into the third shot of Raven Slayer. Raven Slayer itself fires up to three shots in a row, accumulating 10, 20 and 30 Gravity Overdrive, and its second shot chains back into the fifth basic hit, so sword and gun keep handing the combo back to each other rather than taking turns. A full 100 Overdrive buys a charged shot that pierces everything in its path. Parrying does not break the combo and grants 5 Overdrive on its own, and a Lv. 2 charged attack is worth 1 Ammunition plus 15 Overdrive, so there is no defensive input that costs him progress.
Each charged shot that connects raises Ultimate damage by 10% for 6 seconds, stacking twice, so the shot sets up the Ultimate as much as it deals damage. Thus Spake the Raven creates a Gravity Field that applies Time Dilation and ticks Gravitas damage for 3 seconds, extended to 5 by the Defying Gravity Psyche. The slow is the real reward. His combos are long, and a long combo only pays out if the target is still standing in it, so the field is less a damage zone than a guarantee that nothing walks out of the sequence halfway through. Three seconds is short, so treat it as a window to land one full combo rather than a zone to camp in.
Resource loop. Ammunition into Gravity Overdrive.
Rotation
- Run the 5-hit Basic Attack combo. The 3rd and 5th hits grant Ammunition, and parrying does not break the chain
- Chain the 5th hit into Raven Slayer. Spends Ammunition for gunshots and accumulates Gravity Overdrive
- Alternate Raven Slayer shots back into the Basic Attack combo. The 2nd shot chains into the 5th hit, which is what keeps the loop unbroken
- Release the Charged Shot at full Gravity Overdrive. The Passive stacks Ultimate DMG off it, so this is what sets up the Ultimate
- Press Ultimate for the Gravity Field. Time Dilation slows enemies inside it, which is how the long combos land without targets escaping
Strengths. The Ultimate supplies its own crowd control, which no other carry does. Sword and gun alternation keeps the rotation varied and fluid. Guaranteed on every account.
Weaknesses. No support on the roster is designed for Gravitas, so part of every buff is wasted. The only Gravitas unit, so attribute resonance cannot be shared.
Who it suits. For players who like alternating melee and gunplay, and who do not mind that nobody on the roster was built to support them.
Full Detective profile, stats and Psyches
Fulmen
Fulmen fills toward Superconductor, which puts the target in the Overloaded state and adds Fulmen damage every time it is hit. It pays out per hit rather than per second, so it rewards fast attackers specifically, and it is the reason the Fulmen characters read as a set rather than as three individuals.
The Fulmen roster as it stands.
Rex carries,
Grimm cuts the Fulmen resistance that both his direct damage and his Resonance instances are measured against, and
Lorin breaks. Grimm is the reason this reads as a set rather than three individuals, because his debuff does nothing anywhere else. No fourth Fulmen character exists, so the slot goes to a universal support from outside it:
Argos
Gratia
Cynthia II
Gucia, whichever of them buffs what your carry scales on.
Rex
The Scales of Black and White · Superintendent · Composite Club (dual truncheons/nunchucks) · Fulmen resonance carry
Rex exists to trigger Superconductor over and over. Fulmen Resonance puts the target in the Overloaded state, taking extra Fulmen damage every time it is hit, and his passive doubles down: Fulmen Resonance Effects deal two additional instances of damage. He is also among the fastest attackers on the roster, so a per-hit payoff compounds harder for him than for anyone else.
His weapon tells you where you are in the rotation. The Composite Club is a staff that splits into twin truncheons and then into nunchucks, and each form is a stage of the loop. The four-hit combo grants 4, 12, 14 and 20 Rage against a cap of 120. Skill: Dual Truncheons spends 60 for a somersaulting attack and one Volt Charge, and from there you choose: press basic attack for a Signature Move, a two-hit combo worth 15 Rage a hit that chains back into the third basic hit, hold it for the Charged Signature Move, or press Skill again for Extended Truncheon, another 60 Rage and another Volt Charge that chains into the fourth basic hit. Every branch feeds the combo back to you.
Three Volt Charges fill the bar, shown as three pips above the gauge in hands-on play, and Skill: Nunchucks Law is what waits at the top: a storm of nunchuck strikes finished by a lightning strike. Thunderous Judgement, the Ultimate, sends two police dogs in ahead of a huge bolt and refunds 120 Rage, a full bar, so it restarts the rotation instead of ending it. Damage is negated outright during all three Skill casts and reduced 20% during the Signature Moves, so defending never costs him tempo, and his passive stacks 7% ATK per Signature Move up to four times. Nothing in the loop ever asks you to stop and wait.
Resource loop. Rage into Volt Charge, spent on Signature Moves.
Rotation
- Run the Basic Attack combo to bank Rage. Each hit grants progressively more, so finishing the combo is worth it
- Press Skill for Adaptive Rule. Spends Rage, grants a Volt Charge, and negates incoming damage during the attack
- Chain back into Basic Attacks and repeat. This is the loop that accumulates Volt Charges without dropping offence
- Spend the escalated Skill at full Volt Charge. The Signature Move is the payoff, and the Passive stacks ATK off it
- Press Ultimate for Thunderous Judgement. Massive multi-hit damage and a large Rage refund, so the loop restarts immediately
Strengths. Extremely fast attacker, which compounds a Resonance Effect that triggers per hit. Parries are built into his abilities, so defence does not interrupt the loop. The Ultimate refunds enough Rage to chain straight back into the rotation.
Weaknesses. Locked to Fulmen teams to get the resonance payoff. The Volt Charge build-up asks you to complete the full loop before the best hit lands.
Who it suits. If you like fast attackers that chain combos without ever pausing to defend, this is the one. The parries sit inside the abilities, so nothing interrupts the loop.
Full Rex profile, stats and Psyches
Lorin
The Indispensable · Chief Inspector · Electric Boxing Gloves · Fulmen poise breaker and secondary damage
Lorin fights with punches and dodge cancels, and he is the most input-dependent character on the roster in the sense that playing him correctly and playing him incorrectly produce visibly different amounts of Stun.
Sway is the mechanic. It is a dodge pressed before an attack finishes, and where it drops you back into the combo is fixed: Sway out of the first, second or fifth hit and you re-enter at the third, Sway out of the third, fourth, a Skill or the Ultimate and you re-enter at the fifth. The five hits build 5, 5, 20, 10 and 20 Street Smarts, so the third and fifth are worth four times the openers. Cancelling into them means the combo stops replaying its cheap half, and a Perfect Dodge through Sway grants 20 on its own. Chained properly he cycles between the two expensive hits almost continuously, which is why his Stun output climbs so much faster than the attack speed alone suggests.
Strategic Retreat is the uppercut at a full 80 Street Smarts, and it grants a 40% Basic Attack damage bonus for 5 seconds that refreshes on reuse, so the skill feeds the combo that feeds the skill. Non-Lethal Current, the Ultimate, fires the Reactors mounted in his gloves and drives them into the ground, and in hands-on play it lands a large chunk of Stun alongside the damage. He adds nothing Fulmen-specific to a team, which makes him portable. His attacks are fast and land often, so he both builds the Fulmen Resonance meter and benefits from an effect that pays out per hit. Fulmen is where he is worth the most, not where he is required.
Resource loop. Street Smarts.
Rotation
- Run the Basic Attack combo. The 3rd and 5th hits build the most Street Smarts
- Cancel with Sway and dodges to shorten the chain. Reaches the high-value hits sooner instead of replaying the opening
- Press Skill at full Street Smarts. Strategic Retreat is the uppercut, and it flows back into the combo
- Keep attacking through the Passive window. Strategic Retreat grants a large Basic Attack damage bonus that refreshes on reuse
- Press Ultimate for Non-Lethal Current. The single largest stun contribution in his kit
Strengths. Dodge cancelling gives him one of the fastest stun rates on the roster. Works in almost any team, since he adds no attribute-specific support. High hit count makes him a natural resonance builder.
Weaknesses. Adds nothing Fulmen-specific to the team, so he is a passenger rather than an enabler. Rewards precise dodge timing to reach his real stun output.
Who it suits. For players who enjoy dodge cancels. Sway rewards knowing exactly where to re-enter the combo, which makes him the most input-dependent Break Suppressor on the roster.
Full Lorin profile, stats and Psyches
Grimm
Silver-tongued Headliner · Journalist · Camera and gun · Fulmen resistance shredder
Grimm is the most Fulmen-locked character on the roster and the strongest support inside that team. His kit is a two-step: mark the target, then photograph the mark.
The mark is News Target. The fifth hit of his combo applies it, and so does a Lv. 2 charged attack, both landing as a thrown charge that paints the enemy for the camera. Camera Battery builds alongside it at 2, 2, 2, 5 and 5 across the combo plus 4 per second on its own, capped at 40. With the battery full you have two options and only one of them is right. Tapping the Skill spends 20 on rapid photos for damage. Holding it aims the camera, and releasing spends the whole battery to photograph everything in range. If the target is carrying News Target, that converts into Full Exposé and cuts the enemy's Fulmen RES by 15% for 15 seconds. Fire it at an unmarked target and you get Photo Evidence instead, worth 5%. The whole character is that one conversion, so never spend a full battery on an enemy you have not marked first.
Airborne Scoop is what makes the debuff worth building around. He leaps and snaps a string of shots, and hitting an enemy refreshes Photo Evidence or Full Exposé to 40 seconds. That is a resistance cut long enough to cover a full rotation, and it multiplies both direct Fulmen damage and every extra Resonance instance a carry generates. His passive adds 5% team Fulmen DMG for 40 seconds on each Full Exposé application, and his Tactical Assault counters anything that swings at him on the way in, refunding 40 Camera Battery. The Mouthpiece or Propagandist? Psyche pushes the resistance cut another 5%, and The Singing Bone adds 15% team Fulmen DMG after his Ultimate. Outside a Fulmen team almost none of it does anything.
Resource loop. Camera Battery into News Target, then Photo Evidence or Full Exposé.
Rotation
- Finish the Basic Attack combo or land the Charged Attack. The 5th hit applies News Target, which is what makes the target photographable
- Hold Skill for the aimed photo. Consumes Camera Battery to convert News Target into the Fulmen resistance debuff
- Press Ultimate while the debuff is live. Refreshes its duration out to 40 seconds, which is the whole reason to bring him
- Swap to your Fulmen carry. The debuff and the Passive's team Fulmen damage bonus run on without him
Strengths. The longest debuff window available once extended by the Ultimate. Very short field time for the value delivered. Buffs both direct damage and Resonance damage at once.
Weaknesses. The hardest attribute lock on the roster, with no universal component at all. The debuff has a setup step, so it cannot be applied instantly on swap-in.
Who it suits. Only worth it once you have committed to Fulmen. Almost nothing he does pays out anywhere else, and inside that team nobody shreds harder.
Full Grimm profile, stats and Psyches
Glacies
Glacies fills toward Zero Degrees, continuous minor Glacies damage on the target for 5 seconds. It is single-target pressure rather than an area effect, and the three Glacies characters cover carry, support and survival between them.
The Glacies roster as it stands.
Bentham carries,
Argos buffs, and
Gratia keeps everyone standing. Two of those three are attribute-neutral in their base kits, so this core holds together more loosely than the other two and lends its members out freely. No fourth Glacies character exists, so the slot goes to a universal support from outside it:
Cynthia II
Gucia, whichever of them buffs what your carry scales on.
Bentham
The Quartz Net · Secretary · Whip and bladed boots · Glacies resonance carry
Bentham is the only 4-star carry in the game, and once the loop is running she barely touches a basic attack again.
Three resources feed each other. The four-hit combo banks Funds at 1.5, 3.2, 6 and 10 against a cap of 80. Spot Check costs 40 and grants 2 Liquid Assets, and because the cap is exactly double the cost you get two casts back to back, gliding through the enemy twice for 4 of a possible 6 Liquid Assets. Liquid Assets are what the charged attack burns. Holding Dodge or basic attack draws a Contractual Circle, and inside it holding basic attack runs a multi-hit kick combo that consumes one Liquid Asset per hit for increased Glacies damage, with six consecutive consumptions adding a bonus attack on the end.
She is exposed for the whole of that combo and the kit answers it directly. With a Liquid Asset available you can press Parry mid-combo for a counter of up to three hits that negates incoming damage without leaving the sequence, so an enemy swinging at you costs a resource rather than the rotation. The kicks also build Ultimate energy quickly enough that Unflinching Order, which calls in Security Personnel for a barrage of fire, comes back around far sooner than most carries manage. That is what closes the loop: skill, charged kicks, Ultimate, and back to the skill, with the basic combo reduced to whatever you need to top the Funds bar up. Her passive gives her the same doubled Resonance payout Rex gets, with Glacies Resonance Effects dealing two additional instances, plus 40% Amplitude Multiplier off a Tactical Assault. The resource refill people associate with her Ultimate is the Curse of Knowledge Psyche, which grants 6 Liquid Assets on cast, not something the base kit does.
Resource loop. Funds into Liquid Assets.
Rotation
- Run the Basic Attack combo to bank Funds. A full bar covers two Spot Check casts
- Press Skill twice for Spot Check. Each cast grants Liquid Assets, and the second follows on directly from the first
- Spend Liquid Assets on the Charged Attack. The fast kicks build Glacies resonance quickly and generate a lot of Ultimate charge
- Parry mid-sequence when attacked. She is vulnerable during the kicks, and parrying blocks the hit without ending them
- Press Ultimate, then return to the Charged Attack. It restores her resources, so the kicks resume without rebuilding from basic attacks
Strengths. The only 4-star carry, so a strong account anchor without a 5-star pull. Parry is available mid-kick, so she stays aggressive under pressure. The Ultimate resets her resources, making it easy to keep spamming.
Weaknesses. Vulnerable during the charge attack unless you use the parry. Locked to Glacies teams for the resonance payoff.
Who it suits. The answer if you want a carry without spending a 5-star pull. Parrying mid-combo without dropping the kicks is the trick that makes her work.
Full Bentham profile, stats and Psyches
Argos
The Eye of Argos · Bartender · Cane Gun · Universal ATK and damage buffer
Argos is the least demanding support to play and among the most useful. Confession accrues on its own at 1 per second to a cap of 12, and it does so while he is off the field, so he arrives ready without needing field time first.
The sequence is three inputs and never varies. Celebratory Champagne fires the Cane Gun, spends the whole bar, and grants Piercing Gaze for 10 seconds. Inside that window the Lv. 2 charged attack is the one that matters: a triple-strike unsheathe that gives every character on the team 10% increased damage for 40 seconds when it lands. The Lv. 1 version is worth knowing as an escape, since the upward unsheathe grants invincibility outright and evading an attack during it lets you press straight into the Lv. 2. Then the Ultimate, which shatters a mixed spirit in midair and leaves an All-Seeing Domain ticking Glacies damage for 6 seconds, and whose passive grants the whole team 1000 ATK plus up to 150 more scaled off Argos's own Max HP, again for 40 seconds.
Skill, charged attack, Ultimate, switch out. Nothing in that sequence asks what attribute the rest of the team runs, which is what makes him the default fourth member of a team built around somebody else. The Self-Fulfilling Prophecy Psyche adds a flat 15% enemy DEF reduction for 40 seconds on top. His Glacies specialisation is only the Old Reserves Psyche, 15% team Glacies DMG after his Ultimate, so a Glacies team gets a bonus rather than being the entry requirement.
Resource loop. Confession into Piercing Gaze.
Rotation
- Swap in once Confession has filled. It regenerates passively, so no on-field build-up is needed
- Press Skill for Celebratory Champagne. Spends the bar and grants Piercing Gaze, which empowers the next charge attack
- Land the empowered Charge Attack. This is what applies the team-wide damage buff
- Press Ultimate for The Eye of Argos. Leaves a damaging domain and grants the large team ATK buff, which scales with his Max HP
- Swap to your carry. The buff window is long enough that he does not need to stay
Strengths. Buffs are large, universal, and need very little field time. A Psyche cuts enemy DEF, which helps any carry. The easiest support on the roster to pilot correctly.
Weaknesses. Low personal damage. The ATK buff scales off his Max HP, so HP gear is not optional.
Who it suits. For anyone who wants a support they barely have to play. Skill, charged attack, Ultimate, switch out, and none of it asks who else is on your team.
Full Argos profile, stats and Psyches
Gratia
Her Majesty's Protégé · Knight · Sword and Shield · Team-wide shielder with attached offensive buffs
Gratia is one of two characters who keep a team alive, and the only one who does it with shields. Muscle Memory builds at 5 per second on its own and rapidly on the fourth and fifth combo hits, capped at 100. Flowing Shield slams the shield into the ground and spends all of it to give every character a shield worth 40% of Gratia's Max HP, lasting 20 seconds, raised 10% and stretched to 30 seconds by the Bewildered Bunny Knight Psyche. Build her Max HP and the shield follows, which is unusual enough to be worth stating plainly: nothing about her defensive value is tied to her damage stats.
The rest is offensive and works outside Glacies in practice. Silverium Blessing grants every other character 12% ATK for 40 seconds whenever a Glacies Resonance Effect triggers. Spear of Glory, the Ultimate, shapes Silverium into a spiralling spear and hurls it for continuous damage before it explodes, and while the damage is unremarkable it fills the Glacies meter fast enough to set that buff off by itself. So the ATK buff does not require a Glacies team around her, only her own Ultimate. Under Your Guidance adds 20% team ATK after the Ultimate on top.
Most of the time the play is simply to bring her in, drop the shield, and leave. She has more than that available if you want it: the combo shortens through parries and charged attacks into the fourth and fifth hits where Muscle Memory actually builds, and holding Parry raises a shield that cuts damage taken by 50% while building Stalwart Fury, which cashes out as an interrupting Shield Rush. It is the roster's most complete defensive kit for personal use, sitting on a character most teams will only ever see for four seconds at a time.
Resource loop. Muscle Memory.
Rotation
- Swap in once Muscle Memory has filled. It accumulates on its own, so she needs no on-field ramp
- Press Skill for Flowing Shield. Shields every character for a share of her Max HP, and the build decides which offensive buff rides along
- Press Ultimate for Spear of Glory when you want resonance. It triggers Glacies resonance on its own, which is what turns on her Passive
- Swap to your carry. The Passive grants team ATK on each Glacies resonance trigger whether she is on the field or not
Strengths. Shields are large and long-lasting, and cover the whole team at once. Works in any team, because she can trigger Glacies resonance herself for her own ATK buff. Charge attacks and parries can shorten her combo to reach the shield faster.
Weaknesses. Personal damage is unimpressive despite the great sword. You rarely use her basic attacks, so most of her move set goes unseen.
Who it suits. Reach for her when you keep dying. The shield scales off her own Max HP rather than anybody's damage, so she holds up in whatever team you drop her into.
Full Gratia profile, stats and Psyches
Radiatio
Radiatio fills toward Decay, a zone under the target dealing minor Radiatio damage to everything in range for 5 seconds. Both Radiatio characters are released, and neither is a dedicated carry, which is the gap in this attribute rather than a shortage of characters.
The Radiatio roster as it stands. Both Radiatio characters are released and neither leads.
Captain Kaboom comes closest, and a team built around her rather than for somebody else works: crit support for the damage she generates herself, and
Firtho for the team Radiatio bonus that has nowhere else to go.
Captain Kaboom
Of Tinkers and Tunes · Technician · Wrench · Poise breaker that doubles as a crit carry
Captain Kaboom is filed as a Break Suppressor and plays like a carry, and the numbers back that up rather than flattering it.
She runs two meters. Basic attack hits grant 5, 10, 10 and 40 Pressure, weighted so heavily toward the fourth hit that dropping the combo early wastes most of it. Maximum Current fills on its own at 10 per second to a cap of 60, and Captain's Ambush spends the lot on a balloon attack that hands back 45 Pressure, so the skill is a Pressure battery more than an attack. Below 30 Pressure the charged attack is an ordinary heavy worth 5. Above 30 it becomes the spin: an escalating attack that gains a charge level for every 30 Pressure consumed, up to a maximum-radius Lv. 3, and takes 50% less damage throughout.
Her passive is why a team can be built around her rather than for somebody else: each Pressure consumption grants 15% ATK for 4 seconds, stacking twice, so the spin buffs itself while it runs. Explosive Bear, the Ultimate, winds up a clockwork bear and throws it, and the landing explosion carries heavy Stun alongside the damage. The automatic parry during those spins is the Spinotrode Mender Psyche and the enemy grouping is Home Is Where the Kaboom Is, so both are investments rather than defaults. Her damage leans hard on crit, which means Red Rose's 50% CRIT DMG serves her better than a second Break Suppressor would, and the Detective's Gravity Field holds targets inside the spin instead of letting them wander out of it. Firtho closes the team, since her Radiatio damage bonus has nowhere else to go.
Resource loop. Maximum Current into Pressure.
Rotation
- Run the Basic Attack combo to build Pressure. The 4th hit grants by far the most
- Press Skill for Captain's Ambush at full Maximum Current. The balloon attack adds a large chunk of Pressure on top
- Spend Pressure on the Charged Attack. The spinning attacks stun, damage, and build Radiatio resonance together, and the Passive grants ATK each time Pressure is consumed
- Parry mid-spin when attacked. Blocks the hit without ending the sequence
- Press Ultimate for Explosive Bear. A single large hit of both damage and stun
Strengths. Builds stun and her own damage from the same resource, so she can headline a team. Parry is built into the charge attack. Frees the fourth slot, since a team built around her needs no second poise breaker.
Weaknesses. Crit-dependent, so she needs the gear and the buffs to reach her ceiling. No Radiatio support exists beyond Firtho.
Who it suits. For players who want the stun slot to be a damage slot too. She is the one Break Suppressor a team can be built around rather than built for.
Full Captain Kaboom profile, stats and Psyches
Firtho
The Medical Lancet · Doctor · Saw Cleaver + Syringes · The roster's only healer, with an ATK buff attached
Firtho is the only character who directly heals, and the Charged Skill is the entire rotation. Tapping Second Heart spends 2.5 Special Serum for damage and is not what she is for. Holding it spends 10 and drains her own HP every 0.2 seconds for as long as you hold, which looks alarming the first time and resolves the moment you release. On release the team gains 1.5% ATK per stack up to 8 stacks for 40 seconds, everyone is healed over time for the duration, and everyone except Firtho also takes an instant heal, which is what pays her own HP back. Her passive cuts the team's damage taken by 20% for that same window, which is the part most readings of her kit skip.
The drain has a built-in answer to being interrupted. Parrying while holding immediately triggers a fully charged Skill and consumes all remaining Serum, so an enemy attacking mid-channel is a shortcut rather than a loss. From there Visage of Death swings the amputation saw for a solid Radiatio hit that also lands meaningful Stun in hands-on play, and then you switch her out. Two inputs and she is done.
Psyches turn her into a resonance enabler as well: Fate-Defying Lancet adds 16% Amplitude Coefficient to the team, and Detective and Doctor adds 15% Radiatio DMG for 40 seconds after her Ultimate. The catch is that the only Radiatio character who can spend that damage bonus is Captain Kaboom, which is less a flaw in Firtho than a hole in the roster around her.
Resource loop. Special Serum.
Rotation
- Swap in and hold Skill for Second Heart. It drains her HP first, then returns it and starts the team heal over time
- Let the buff stack. Each stack raises team ATK, and the Passive cuts team damage taken while it holds
- Press Ultimate for Visage of Death. Respectable Radiatio damage plus a stun contribution, and it grants a team Radiatio damage bonus
- Swap out. The heal and the buffs run on their own timer
Strengths. The only direct healing on the roster. Healing and the team ATK buff come from the same button. The Passive adds a large team damage reduction on top of the healing.
Weaknesses. No Radiatio carry exists yet, so her attribute buffs usually go unused. The Skill costs her own HP before it pays out.
Who it suits. The pick when you want real healing rather than a shield. She also carries the only team Radiatio damage bonus in the game, which currently matters to exactly one other character.
Full Firtho profile, stats and Psyches
Alba
Alba fills toward Disintegration, which makes the target generate Infection when hit, exploding for heavy Alba damage every third stack. Both Alba characters are Combat Supports, so the attribute currently exists to make other teams work rather than to carry one of its own.
The Alba roster as it stands. Both Alba characters are Combat Supports, so the attribute has no team of its own.
Cynthia II and
Gucia exist to make other teams work, and they are among the four names that keep turning up in everybody else's fourth slot.
Cynthia II
The Goldbud · Luna's Scion · Kitty Knights boomerang slingshot · Enemy grouping and a universal damage-taken debuff
Cynthia II is the grouping character, and nobody else fills that role. Crescent Compassion throws a crescent boomerang out alongside her kitty knights, and it spins on the battlefield pulling enemies into it. The important clause is that it stays there after she leaves the field, so the play is to cast it and switch immediately to whoever benefits from a pile of enemies in one place. Against a group that single ability changes what every AoE carry on the roster is capable of.
Her debuff sits on the Skill rather than the charged attack, which is worth getting right because the charge level decides whether it happens at all. Sweetness builds at 6 per second to a cap of 100, and holding the Skill throws a sweetie bomb: a Lv. 1 charge is a small area of damage and nothing more, while a Lv. 2 covers a larger area, ticks damage, and applies Sweetness Overload. A target carrying that takes 10% more damage for 40 seconds. The charged attack is a rolling dash that raises how fast Sweetness builds, and releasing basic attack mid-dash turns it into a jump attack that interrupts anything already under Sweetness Overload.
Her buffs are attribute-neutral, which is what lets her sit almost anywhere: The Captured Moon gives 20% team ATK after the Ultimate, and Moon Freed From Mortal Dust gives 15% All-Attribute DMG after her Tactical Assault. She also fills the Alba meter well enough on her own to be doing damage while she works. Toast's Lament eats one incoming hit for her every 10 seconds, so the short trip onto the field is close to risk-free.
Resource loop. Sweetness into Sweetness Overload.
Rotation
- Swap in once Sweetness has filled. It accumulates passively
- Hold Skill to a full charge for Sweet Slingshot. The higher charge level applies Sweetness Overload, the increased-damage-taken debuff
- Press Ultimate for Crescent Compassion. The boomerang pulls enemies in and remains on the field after she leaves
- Swap to your carry immediately. The grouping is still running, so the carry hits the whole pack at once
Strengths. The only real grouping tool on the roster. The damage-taken debuff is universal, so she fits any team. Her Passive intercepts incoming damage for her on a short cooldown. Generates Alba resonance on her own while doing her support job.
Weaknesses. Grouping is worth far less in single-target fights. No Alba carry exists to receive her attribute contribution.
Who it suits. Bring her to group content. The Ultimate keeps dragging enemies together long after you have switched to your carry, which is the whole reason she exists.
Full Cynthia II profile, stats and Psyches
Gucia
From the Ivory Tower · Apprentice · Lantern · Amplitude buffer for Resonance DPS carries
Gucia buffs the two stats ordinary crit support cannot touch, which makes her the support a Resonance DPS actually wants. Amplitude Coefficient and Amplitude Multiplier are what scale Resonance Effect damage, and nearly everything she does moves one of them.
The rotation is short and the only trick is how you bank Erudition. The combo grants 10, 20, 10 and 20 across its four hits, but pressing Skill, Parry or Dodge before the fourth hit finishes grants a further 40, and a Lv. 2 charged attack grants 60 with the same 40 available for cancelling out of it. Cancelling is worth more than finishing. Then hold the Skill to twirl the lantern for up to 2 seconds, gaining up to 120 more, and release. What comes out depends entirely on the total: under 100 is just a lantern swing, under 200 releases a small firefly that cuts Alba RES by 5% for 40 seconds, and a full 300 releases a large firefly worth 10% for the same duration. Stopping short is the one real mistake available on her.
After that, Unknown Species Detected raises the whole team's Amplitude Coefficient by 10% for 40 seconds. Psyches carry it from there: Supernatural Enthusiast adds 42% Amplitude Multiplier for 40 seconds after the Ultimate, and Leaving the Ivory Tower adds 20% team ATK. Her passive even works off the field, banking up to 2 stacks of Illumination that any teammate consumes on their own Tactical Assault for 10% Amplitude Coefficient. Rex and Bentham are the two carries that turns into real damage.
Resource loop. Erudition into Illumination.
Rotation
- Swap in and hold Skill to charge Seek the Supernatural. Charging banks Erudition and the spend tier decides the effect strength
- Press Ultimate for Unknown Species Detected. Raises the whole team's Amplitude Coefficient for a long window
- Swap to your resonance carry. The Passive keeps feeding Amplitude Coefficient to whoever uses a Tactical Assault while she is off-field
Strengths. The only support that scales Resonance Effect damage specifically. The rotation is two buttons, despite the kit reading as complicated. Fills the missing fourth slot in both the Fulmen and Glacies cores.
Weaknesses. Near-useless for Striker DPS carries, who do not scale on Amplitude. Several of the best effects sit behind Psyches.
Who it suits. The support to pair with Rex or Bentham. Amplitude Coefficient and Amplitude Multiplier are the two stats ordinary crit buffs cannot reach, and she is who moves them.
Full Gucia profile, stats and Psyches
What the roster is missing
Three gaps are worth naming, because they shape every team you can currently build.
No attribute has a dedicated fourth character. Ignis, Fulmen and Glacies each field a carry, a support and one more, and then the fourth slot goes to somebody from another attribute. In practice that is Argos, Gratia, Cynthia II or Gucia, whichever of them buffs the thing your carry scales on.
Alba and Radiatio have no carry. Both Alba characters are Combat Supports and both Radiatio characters buff or break rather than lead, though Captain Kaboom comes close enough to carrying that a team can be built around her. Firtho's 15% Radiatio damage bonus currently has exactly one character who can spend it.
Ferrugo has nobody. Purification is the one Resonance Effect on the list that cannot be triggered by anything in the current roster.
This page names the three attribute cores, because saying which characters an attribute contains is description. It stops short of ranking them or naming a best comp, because that needs damage numbers the game has not published against content that has not released. What it does instead is say what each kit declares about itself. The Team Building guide has the framework: the 40-second buff window, the Power budget that caps you at two fully catalysed Reactors, and why sharing an attribute pays.
Silver Palace character FAQ
How many playable characters are in Silver Palace?
Fourteen, across six of the seven Reactor Attributes. The roster is fifteen entries because the Detective ships as two builds, Hugin and Munin, who share one kit and one set of numbers. Ferrugo is the seventh attribute and has no character yet.
What are the character roles in Silver Palace?
Five Combat Styles. Striker DPS raises the base damage of its own abilities through crit. Resonance DPS fills the Resonance meter and scales the effect it triggers. Break Suppressor drains the enemy Stun gauge so you can land an Execution. Combat Support trades personal damage for team buffs. Survival & Healing keeps the team alive with shields or healing.
Who is the best character to build in Silver Palace?
Nobody can answer that with data yet, because the game is unreleased and no damage numbers are public. What is knowable is fit: "Cinderella" is the strongest crowd clear, Rex is the fastest Resonance carry, Argos and Cynthia II give attribute-neutral buffs that work in almost any team, and Gratia is the only source of team-wide shields.
What is the best team in Silver Palace?
Nobody can rank teams yet, because the game is unreleased and no damage numbers are public. What the roster has is three attribute cores: Ignis is "Cinderella", Red Rose and Alf; Fulmen is Rex, Grimm and Lorin; Glacies is Bentham, Argos and Gratia. None of the three has a fourth character of its own attribute, so that slot goes to Argos, Gratia, Cynthia II or Gucia. Gravitas, Radiatio and Alba have no core at all.
Which Silver Palace characters are on the standard banner?
Rex, Gratia and Cynthia II are the 5-stars on the standard banner. The Detective, Hugin or Munin, is guaranteed rather than pulled. "Cinderella" is expected to lead the first promotional banner. Red Rose was given out free during the Dichotomy beta and her permanent placement is unconfirmed. Every other character on the roster is a 4-star.
Which Silver Palace characters work in any team?
Argos, Gratia, Cynthia II and Gucia. Their base-kit buffs are attribute-neutral, so nothing on their sheet is wasted regardless of what else you field. Grimm is the opposite case: almost everything he does only pays out inside a Fulmen team.
Which Silver Palace characters can heal?
Only Firtho. Her Charged Skill drains her own HP, then heals the whole team over time and instantly heals everyone but herself. Gratia is the other Survival & Healing character and she provides shields worth 40% of her Max HP instead, which is prevention rather than recovery.
Does Silver Palace have elemental reactions between attributes?
No. There is no reaction system and no attribute counters another, so there is no defensive reason to spread a team across attributes. The offensive reason to concentrate one is real: sharing an attribute fills a single Resonance meter quickly instead of two slowly.
Every kit, rotation and stat here: last checked . Values can change as the game updates.