Parry timing, and the three attacks worth learning
You do not need to parry everything. You need to parry the three things that end runs.
Parrying is a damage button
A successful parry does not only prevent damage — it opens a stagger window that is usually the single largest damage opportunity in the fight. Treating it as defence is why so many players never use it.
The three worth memorising
- The wind-up overhead. Slow, telegraphed, and the most common cause of a failed tower run.
- The three-hit chain. Parry the third hit, not the first. The first two are bait.
- The charge. Parry on contact, not on the start of the run — the timing feels a full second later than it looks.
Everything else can be dodged. These three are worth the practice because they are the ones that end runs.
The training loop
Take a character you do not care about into the overworld and fail on purpose for ten minutes. Learning the timing on a unit you have not invested in costs nothing; learning it during a tower attempt costs the attempt.
New players usually build first and learn second. In this game that order is backwards — execution is worth more than a tier of investment.