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Bravely Default Flying Fairy HD Remaster

Bravely Default Knight Best Abilities and Unlock Condition

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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.

Knight Unlock Condition and Job Info

Overview and How to Unlock

KnightKnight 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.

Compatible Equipment

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.

Parameters

HP MP STR VIT
B D B S
INT MND DEX AGI
D B D D

Knight Best Abilities

Recommended Abilities

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.

Ironclad + Super Charge: Offensive and Defensive

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.

How to Play the Knight

Party's Guardian with Strong Defense

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.

Using Abilities to Protect Allies

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.

Two-Handed Increases Damage

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.

Knight All Abilities

Learned Abilites by Level

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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