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Final Fantasy 16 (FF16)

How to Beat Knight of the Dying Sun

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FF16 - How to Beat Knight of the Dying Sun

Knight of the Dying Sun is a boss that appears during the The Hunter and the Hunted quest in Final Fantasy 16 (FF16). See the best strategies for how to beat Knight of the Dying Sun, how to counter its attacks and abilities, as well as its location, quest appearance, spoils, and drops.

◄ Previous Boss Next Boss ▶
Garuda Iron Giant

Knight of the Dying Sun Overview

Knight of the Dying Sun Location and Drops

Knight of the Dying SunKnight of the Dying Sun
Level 18
Quest
Location & Region The Kingsfall , Holy Empire of Sanbreque
Rewards ・448 EXP
・120 AP
・2500 Gil
Abilities ・Jump
・Double Jump
・Mirage Dive

How to Beat Knight of the Dying Sun

Step-by-Step Guide


Parry or Evade Basic Attacks

Fighting the Knight of the Dying Sun will consist of evading his combos and parrying his basic sword attacks. Once you familiarize yourself with his attack patterns, you'll realize that he has the similar moves and abilities as the Knight of the Blinding Dawn.

If you've forgotten the latter's boss mechanics, you can stay back and use ranged attacks first until you get a grasp of the boss's movements.

How to Parry Attacks

Precision Dodge at the End of His Combo

FF16 - Precision Dodge the Knight

The Knight will usually strike you with a sequence of melee attacks with short intervals in-between. Wait for the last combo to commence then time it with a precision dodge to counterattack him afterwards.

Avoid the Knight's Jump Abilities

When the Knight leaps in the air, stay away from the blue markers on the floor as this is where he'll land. As the battle ensues, he'll begin jumping twice known as the Double Jump ability. You can use L Stick to evade the first jump followed by the Dodge Button (R1) on the second jump.

Use Your Eikon Abilities When He Lands

Once the Knight lands on the ground, he'll be taking time to recover from the fall, this is a perfect time to use your Eikon abilities such as the Gouge and Rising Flames.

Best Abilities to Learn and Master

Run Around During Mirage Dive

Mirage Dive is an upgraded version of the Jump ability wherein the Knight will drop down on different locations all over the arena within a short amount of time.

Move around and again, avoid the numerous blue markers on the floor. Be careful when dodging as there's a slight chance for him to land on the spot of where you evaded.

◄ Previous Boss Next Boss ▶
Garuda Iron Giant

Final Fantasy XVI (FF16) Related Guides

FF16 - Bosses

List of Bosses and Formidable Foes

All Formidable Foes

All Formidable Foes
Gigas Gigas Morbol Morbol Knight of the Blinding Dawn Knight of the Blinding Dawn
Eikon of Fire Eikon of Fire Shiva Shiva's Dominant Tiamat Tiamat
Dragon Aevis Dragon Aevis Fafnir Fafnir Midnight Raven Midnight Raven
Chirada Chirada Suparna and Chirada Suparna and Chirada Benedikta Benedikta
Garuda Garuda Knight of the Dying Sun Knight of the Dying Sun Iron Giant Iron Giant
Infernal Eikon Infernal Eikon Infernal Shadow Infernal Shadow Imperial Cannonier Imperial Cannonier
Akashic Dragon Akashic Dragon Typhon Typhon Republican War Panther Republican War Panther
Akashic Morbol Akashic Morbol Flame Lizard Flame Lizard Liquid Flame Liquid Flame
Coeurl Coeurl Hugo Hugo Undertaker Undertaker
Titan Titan White Dragon White Dragon Necrophobe Necrophobe
Bahamut Bahamut Sleipnir Sleipnir Barnabas (First Encounter) Barnabas (First Encounter)
Control Node Control Node Aurum Giant Aurum Giant Barnabas (Second Encounter) Barnabas (Second Encounter)
Behemoth Behemoth Ultima (First Encounter) Ultima (First Encounter) Ultimalius Ultimalius

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