This is a guide for the Knight job in Bravely Default Flying Fairy HD Remaster. Learn the Knight's best abilities and unlock conditions for Bravely Default on the Switch 2.
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How to Obtain |
---|---|
Defeat Heinkel at Lontano Villa in the Prologue | |
Job Command | |
Chivalry | |
Specialty | |
Protect Ally If an ally with less than 20% of HP left takes a single-target attack, you will take the attack instead. |
Swords | Axes | Spears | Rods |
---|---|---|---|
S | A | A | E |
Staves | Daggers | Bows | Katanas |
E | B | D | D |
Knuckles | Shields | Helms | Armor |
E | S | A | A |
Note: S results in most damage increase; E results in least damage increase.
HP | MP | STR | VIT |
---|---|---|---|
B | D | B | S |
INT | MND | DEX | AGI |
D | B | D | D |
Ability (Learning Level) |
Reason for Recommendation |
---|---|
Ironclad (Lv 4) |
An ability that significantly increases defense until the end of the turn. When combined with damage reduction effects while not using Default and Super Charge, it creates a powerful combo. |
Full Cover (Lv 10) |
This ability activates when protecting an ally from single-target physical attacks, even if they are not in critical condition. It is limited to one ally, but the advantage is that you can choose which ally to protect. |
Super Charge (Lv 14) |
An attack ability that deals more damage the higher the user's physical defense. After using Iron Wall, the increased defense can be converted into attack power. |
Vengeance (Lv 8) |
An ability that deals five times the normal attack damage in a tense situation where three allies are incapacitated. It is effective when you want to turn the tables. |
By using Ironclad and Super Charge during a Brave, you can strengthen your defenses while also dealing high damage, creating a powerful offensive and defensive strategy.
The Knight has the highest stamina and shield proficiency among all jobs, making them exceptionally adept at enduring physical attacks. By utilizing armor and shields and using abilities to protect allies, it can significantly reduce overall party damage. Additionally, it high strength allows them to serve as a well-balanced physical attacker.
The Knight's signature abilities are Ironclad, which greatly increases physical defense, and Full Cover, which allows them to take damage in place of an ally in critical condition. Ironclad is only effective on the turn it is used, making it highly useful when timed against powerful enemy attacks.
If you want to develop the Knight as an offensive role, equipping swords or axes with the Two-Handed ability is recommended, as it significantly boosts their attack power in normal combat.
However, because Knights are weak against enemies with area-of-effect and magic attacks, having support from other jobs to enhance magic defense is highly advised.
Lv | Ability | Type and Effect |
---|---|---|
1 | Stomp | Type: Command Deal damage 1.25 times that of a conventional attack. However, your physical defense and magic defense will decrease by 25% for two turns. The lower limit for P.Def and M.Def is 75%. |
2 | Two-Handed | Type: Support Double a weapon's Physical Attack when swords/axes/spears/staves/katanas are held in both hands. One hand must be free before this will take effect. |
3 | P.Defense 10% Up | Type: Support Raise Physical Defense by 10%. |
4 | Ironclad | Type: Command Start at the beginning of a turn to raise your physical defense to the maximum level for the entire turn. The upper limit for P.Def is 150%. |
5 | Protect Ally | Type: Support If an ally with less than 20% of HP left takes a single-target attack, you will take the attack instead. |
6 | Shield Strike | Type: Command Deal the same damage as a conventional attack and for two turns, raise physical defense by 25%. Available only when equipping a shield. The upper limit for P.Def is 150%. |
7 | Shield Lore | Type: Support Raise armor aptitude for shields to S. |
8 | Vengeance | Type: Command Unleash a physical attack on all enemies. The more of your allies are in K.O. state, the more powerful your attack will be. 0 K.O. allies: 0.75 x conventional attack 1 K.O. ally: 1.5 x conventional attack 2 K.O. allies: 2 x conventional attack 3 K.O. allies: 2.5 x conventional attack |
9 | Sword Lore | Type: Support Raise arms aptitude for swords to S. |
10 | Full Cover | Type: Command During the entire turn this is used, when the specified ally takes a single-target physical attack, you will take the hit instead, but only suffer half the damage. |
11 | Dual Shields | Type: Support Equip a shield on both arms. |
12 | P.Defense 30% Up | Type: Support Raise Physical Defense by 30%. |
13 | Chivalrous Spirit | Type: Support Raise Physical Defense by 25% for five turns each time Protect Ally, Full Cover, or White Knight is used. The upper limit for P.Def is 150%. |
14 | Super Charge | Type: Command Make an attack based off physical defense at 200% strength. |
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