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Fire Emblem Heroes (FEH)

Legendary Black Knight Builds and Best IVs

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FEH Legendary Black Knight Banner

This is a ranking page for the hero Black Knight - Mortal Legend from the game Fire Emblem Heroes (FEH). Read on to learn the best IVs (Individual Values), best builds (Inherit Skill), weapon refinement, stats at Lv 40, and more for Legendary Black Knight.

Heroes With the Same Name
Black Knight - Mortal Legend Icon Legendary Black Knight

Legendary Heroes - Black Knight: Mortal Legend Featured Heroes
Níðhöggr IconNíðhöggr
[9.5/10]
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[9.9/10]
Legendary Black Knight IconLegendary Black Knight
[9.9/10]
Freyr IconFreyr
[9.9/10]
Veyle IconVeyle
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Midir IconMidir
[9.0/10]
Legendary Alear (F) IconLegendary Alear (F)
[8.5/10]
Legendary Corrin (M) IconLegendary Corrin (M)
[9.0/10]
Heiðrún IconHeiðrún
[9.5/10]
Eikþyrnir IconEikþyrnir
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Læraðr IconLæraðr
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Aided Yunaka IconAided Yunaka
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Legendary Black Knight Rating and Basic Information

FEH Legendary Black Knight Banner

Overall Rating 9.9/10
Reroll Ranking (excluding Inherit Skill) SS
(▶Reroll Ranking)
Ranking (including Inherit Skill) SS
(▶FEH Tier List)

Black Knight - Mortal Legend: Basic Information

Color / Weapon Type / Move Type
Rarity
What Kind of Character Are They? ・Final Sword grants 【Imbue】 and 【Reflex】 to Black Knight and nearby allies, has built-in true damage, true damage reduction, and true damage reduction on Specials, neutralizes Deep Wounds and foe's non-Special damage reduction effects.
・Pitch-Dark Luna deals massive damage, grants Black Knight damage reduction, and has built-in Null C-Disrupt and Hardy Bearing.

Legendary Black Knight Skills at 5★


Might: 16  Range: 1
Accelerates Special trigger (cooldown count-1).
At start of player phase or enemy phase, if unit's HP ≥ 25%, grants Atk/Def+6, 【Imbue】, and 【Reflex】 to unit and allies within 2 spaces of unit for 1 turn.
If foe initiates combat or if unit's HP ≥ 25% at start of combat, grants Atk+X to unit, inflicts Atk-X on foe (X = 20% of unit's Def at start of combat, + 6), unit deals +Y damage (excluding area-of-effect Specials), reduces damage from foe's attacks by Y (excluding area-of-effect Specials), reduces damage from foe's Specials by Y (excluding area-of-effect Specials; if foe's HP ≥ 70% at start of combat, Y = 16; otherwise Y = 10) and neutralizes 【Deep Wounds】 during combat, and also, when unit's Special triggers, neutralizes foe's "reduces damage by X%" effects from foe's non-Special skills (excluding area-of-effect Specials).
【Imbue】
Reduces the effect of 【Deep Wounds】 on unit by 50% during combat, and restores 40% of unit's maximum HP as unit's combat begins for 1 turn (triggers after effects that deal damage as combat begins; only highest value applied; does not stack).
【Reflex】
Reduces damage from foe's first attack by 7 during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes) and unit's next attack deals damage = total damage reduced from foe's first attack (by any source, including other skills; resets at end of combat). (For 1 turn.)

Cooldown Count = 3
When Special triggers, boosts damage by 80% of the greater of foe's Spd or Def.
Neutralizes effects that prevent unit's counterattacks and reduces damage from attacks by X% during combat (X = 50 - current Special cooldown count value x 10, but if unit's Special triggered during this combat, X = 50%; excluding area-of-effect Specials), and also, if unit's Def > foe's Def+5, disables unit's and foe's skills that change attack priority during combat.

Unit can counterattack regardless of foe's range.
If unit is within 3 spaces of an ally, grants bonus to unit's Atk/Def during combat = number of allies within 3 spaces of unit x 3 (max 9; if unit triggers Savior, value is treated as 9).

If foe initiates combat or if unit's HP ≥ 25% at start of combat, inflicts Atk-5 on foe, deals damage = 15% of unit's Atk (excluding area-of-effect Specials), and reduces damage from foe's attacks by 15% of unit's Atk during combat (excluding area-of-effect Specials), and restores 7 HP to unit when unit deals damage to foe during combat, and also, if unit's attack can trigger unit's Special, grants Special cooldown count-2 to unit before foe's first attack during combat.

If foe with Range = 2 initiates combat against an ally within 2 spaces of unit, triggers 【Savior】 on unit.
If foe's Range = 2, grants Atk/Def+4 to unit and reduces damage from foe's first attack by 5 during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and unit's next attack deals damage = 40% of foe's attack damage prior to reductions (resets at end of combat; only highest value applied; does not stack).

Legendary Black Knight Best IVs

Recommended IVs

Stat Superboon/Superbane IV Recommendation
HP (25) HP Superbane ★★★★☆
Atk (10) Attack Boon ★★★★★
Spd (3) Spd Bane ★☆☆☆☆
Def (12) No Def IV ★★★★★
Res (11) No Res IV ★★★★★

◯ = Stat gains +4 with a superboon, ✕= Stat goes down by -4 with a superbane, - = No assets or flaws

See the IV Checker for All Units Trait Fruits—How to Change IVs

When using an Ascendant Floret, we recommend getting the next superboon if it fits the hero. If not, consider what stat your hero needs most.

+Def / -Spd

The best IVs for Legendary Black Knight are +Def and -Spd.

+Def is Black Knight's best boon as it helps him win the Def check for the Hardy Bearing effect of Pitch-Dark Luna. Black Knight gets very little Def bonuses from his kit due to his reliance on his true damage effects, and it is completely possible for him to lose the Def check against statball-type heroes.

While Atk is a superboon, he doesn't need more firepower since he has the damage reflection effect of 【Reflex】 and the sheer burst potential of Pitch-Dark Luna.

Legendary Black Knight's Spd is a clear dump stat and is a safe bane to take. He won't need any Spd investment to defeat his foes.

+Def for a +10 Merge

We recommend a +Def IV when merging Legendary Black Knight up to +10 to ensure he wins the Def check for the Hardy Bearing effect of Pitch-Dark Luna.

Legendary Black Knight Best Builds

Far Save / Budget Legendary Black Knight

HOT
Assist Skill IconSwap
Attuned Skill Icon: -
Updated on 05/29/2025

How to Use, Explanation

Legendary Black Knight's base kit already functions well as a Far Save Tank. Pitch-Dark Luna already having Hardy Bearing built-in allows him to equip a different Sacred Seal; we recommend either a Fighter Skill that gives a guaranteed follow-up attack or a Seal that boosts Atk and Def to improve his damage output and his Def check for the Hardy Bearing effect. Emblem Eirika ring ensures he can burst down his foes should they survive Pitch-Dark Luna.

Near Save Legendary Black Knight

HOT
Assist Skill IconSwap
Attuned Skill Icon: -
Updated on 06/06/2025

How to Use, Explanation

Legendary Black Knight also functions well as a Near Save unit when given enough support, specifically Def boosts to win the Hardy Bearing check against metagame nukes with Desperation effects.

Source Heroes for All Skills

Legendary Black Knight Stats

Stat Rankings

Neutral Stats at Lv. 40 (5★)
207
HP
HP 47 47
Rank: 51/1322
Atk
Atk 49 49
Rank: 3/1322
Spd
Spd 16 16
Rank: 1209/1322
Def
Def 49 49
Rank: 2/1322
Res
Res 46 46
Rank: 27/1322

Stat Values

Lv 40+10 Stats (5★)

HP Atk Spd Def Res Total
+10 Merges W/ Skill Bonuses 52 69 20 54 51 246
Lv.40 +10 52 53 20 54 51 230

HP Atk Spd Def Res Total
+HP
Lv.40 +10
54 53 20 53 50 230
+Atk
Lv.40 +10
51 57 20 53 50 231
+Spd
Lv.40 +10
51 53 23 53 50 230
+Def
Lv.40 +10
51 53 20 56 50 230
+Res
Lv.40 +10
51 53 20 53 53 230

Stats at Lv 40

HP Atk Spd Def Res Total
5★- Adjusted for Skills 47 65 16 49 46 223
5★ Lv.40 47 49 16 49 46 207

Initial Stats (with Skills)

HP Atk Spd Def Res Total
5★ Lv.1 25 26 3 12 11 77

Stat Comparison of Similar Heroes

Hero
HP
Atk
Spd
Def
Res
Total
43 46 49 26 49 213
48 49 17 48 45 207
Legendary Black Knight Icon Legendary Black Knight
47 49 16 49 46 207
47 46 18 45 46 202
48 46 31 48 27 200
40 42 46 41 27 196
42 37 42 38 31 190
46 45 17 43 39 190
47 41 26 39 27 180
48 38 19 38 36 179
45 37 38 35 19 174
46 36 33 38 21 174
48 34 34 35 18 169
50 30 32 39 18 169
60 36 16 41 16 169
55 35 16 38 24 168

Note: Stats bonuses from skills are not taken into account.

Legendary Black Knight Roles, Strengths, and Weaknesses

Legendary Black Knight Roles

Black Knight - Mortal Legend Roles
Close Physical Attack ImageClose-Physical Ranged Physical AttackRanged-Physical Close Magic AttackClose-Magic Ranged MagicRanged-Magic
Physical Wall ImagePhysical Wall Magic Wall ImageMagic Wall Effective ImageEffective Weapon Movement Assist ImageMovement Assist
Exclusive Skill ImageExclusive Skill All Range Counterattack ImageAll-Range Counter RecoveryRecovery No Refresher ImageRefresher
Legendary Hero ImageLegendary No Mythic Hero ImageMythic No Duo and Harmonized ImageDuo /
Harmonized
No Resplendent ImageResplendent

Legendary Black Knight is a close physical attacker (range = 1). Therefore, when not accounting for the Weapon Triangle, the amount of damage he deals will be equivalent to his Atk minus the foe's Def stat.

Legendary Black Knight Strengths

Final Sword Grants Imbue and Reflex to Himself and Allies

Legendary Black Knight Attack

Legendary Black Knight's exclusive weapon Final Sword grants Atk/Def+6, 【Imbue】, and 【Reflex】 to himself and allies within 2 spaces at the start of both player and enemy phase.

【Imbue】 is a new status effect that reduces the effect of 【Deep Wounds】 on the affected unit by 50% and restores 40% of unit's maximum HP as unit's combat begins. This functions similarly to Breath of Life 4, which is one of the best support skills to equip when using tanking strategies.

【Reflex】 is also a new status effect that reduces damage from foe's first attack by 7 during combat and reflects all damage reduced on the first attack back to the foe when the affected unit attacks.

Final Sword also creates a huge Atk stat swing by granting Black Knight bonus Atk and decreasing his foe's Atk by 6 + 20% of his Def, improving his damage output and his bulk at the same time.

Final Sword also grants Black Knight up to +16 bonus true damage, true damage reduction, and true damage reduction on foe's Specials, neutralizes 【Deep Wounds】, and neutralizes his foe's non-Special percentage-based damage reduction effects when he triggers his Special.

Final Sword is a loaded weapon, granting multiple effects that aid Black Knight both offensively and defensively while providing powerful support for his allies.

Pitch-Dark Luna has Built-In Null C-Disrupt and Hardy Bearing

Legendary Black Knight's exclusive Special Pitch-Dark Luna has a low 3 cooldown (2 after Final Sword's Slaying effect) and boosts damage by 80% of the greater of his foe's Spd or Def.

More importantly, Pitch-Dark Luna has built-in Null C-Disrupt and grants Black Knight up to 50% damage reduction. Some metagame nuke units have built-in Sweep effects, and the Null C-Disrupt effect counters those with ease. Most units with Sweep effects are frail, allowing them to be defeated in one hit by Pitch-Dark Luna.

Pitch-Dark Luna also grants Black Knight a Hardy Bearing effect upon winning a Def check. Hardy Bearing is one of the best Sacred Seals in the game, neutralizing effects that manipulate combat order, which are quite common in high-level play. Having this built-in allows Black Knight to free up his Sacred Seal slot and equip something else that benefits himself or his team.

Legendary Black Knight Weaknesses

Low Spd and Lack of Follow-Ups

Legendary Black Knight relies on his hard-hitting Pitch-Dark Luna combined with the damage reflection from 【Reflex】 to knock out his foes. He has no guaranteed follow-up on his kit, and his base 16 Spd prevents him from outspeeding virtually any foe.

Enemies with Miracle effects, whether on their own kits or outsourced, can survive Black Knight's high damage attack.

This weakness can be circumvented by equipping a Sacred Seal that grants a guaranteed follow-up attack such as Slick Fighter 3, or by equipping Emblem Eirika Ring to grant him a brave effect.

Vulnerable to Area-of-Effect Damage

Legendary Black Knight's damage reduction effects all exclude area-of-effect damage, leaving him vulnerable to it.

Final Sword's powerful 【Imbue】 and 【Reflex】 effects only trigger when Black Knight's HP ≥ 25%. If he is weakened by area-of-effect damage beforehand, he will lose access to these status effects and be significantly weaker.

Alternatively, 【Imbue】 and 【Reflex】 can be stolen by 【Bonus】 stealing effects such as Tina's Thief staff.

Final Sword and Counter Fighter still retain their damage reduction effects if the foe initiates combat, while Pitch-Dark Luna and A/D Briar F Save do not have an HP condition on their damage reduction effects. Black Knight will still be difficult to take down, but he shouldn't be as strong without 【Imbue】 and 【Reflex】.

Weak to Armor Effective Weapons

Legendary Black Knight takes 1.5x damage from armor-effective weapons like Randgríðr, and one blow from this type of weapon will deal more damage than usual. His multiple true damage reduction effects will protect him from being knocked out in one round, but it is best to exercise caution against foes that deal effective damage against him.

Heroes with Effective Skills

Should you Unlock Potential?

Should You Unlock Potential for this Hero? Cannot Unlock Potential

Black Knight - Mortal Legend Only Appears as a 5 Star Hero!

Black Knight - Mortal Legend only appears as a 5 Star Hero. We will include whether or not you should Unlock Potential for Black Knight - Mortal Legend if a 4 Star version is released!

Unlock Potential Tier List

Legendary Black Knight - List of Skills

Weapons

Skill Name Might Range Effect Learned At
6 1 No Effect 5★
8 1 No Effect 5★
11 1 No Effect 5★
16 1 Accelerates Special trigger (cooldown count-1).
At start of player phase or enemy phase, if unit's HP ≥ 25%, grants Atk/Def+6, 【Imbue】, and 【Reflex】 to unit and allies within 2 spaces of unit for 1 turn.
If foe initiates combat or if unit's HP ≥ 25% at start of combat, grants Atk+X to unit, inflicts Atk-X on foe (X = 20% of unit's Def at start of combat, + 6), unit deals +Y damage (excluding area-of-effect Specials), reduces damage from foe's attacks by Y (excluding area-of-effect Specials), reduces damage from foe's Specials by Y (excluding area-of-effect Specials; if foe's HP ≥ 70% at start of combat, Y = 16; otherwise Y = 10) and neutralizes 【Deep Wounds】 during combat, and also, when unit's Special triggers, neutralizes foe's "reduces damage by X%" effects from foe's non-Special skills (excluding area-of-effect Specials).
【Imbue】
Reduces the effect of 【Deep Wounds】 on unit by 50% during combat, and restores 40% of unit's maximum HP as unit's combat begins for 1 turn (triggers after effects that deal damage as combat begins; only highest value applied; does not stack).
【Reflex】
Reduces damage from foe's first attack by 7 during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes) and unit's next attack deals damage = total damage reduced from foe's first attack (by any source, including other skills; resets at end of combat). (For 1 turn.)
5★

Assists

This Hero has no Assist skills that can be learned.

Specials

Skill Name Effect Learned At
(Cooldown Count = 3) Resolve combat as if foe suffered Def/Res -30%. 5★
(Cooldown Count = 3) Treats foe's Def/Res as if reduced by 50% during combat. 5★
(Cooldown Count = 3) When Special triggers, boosts damage by 80% of the greater of foe's Spd or Def.
Neutralizes effects that prevent unit's counterattacks and reduces damage from attacks by X% during combat (X = 50 - current Special cooldown count value x 10, but if unit's Special triggered during this combat, X = 50%; excluding area-of-effect Specials), and also, if unit's Def > foe's Def+5, disables unit's and foe's skills that change attack priority during combat.
5★

Passives

Skill Name Effect Learned At
Unit can counterattack regardless of foe's range. 5★
Unit can counterattack regardless of foe's range.
If unit is within 3 spaces of an ally, grants bonus to unit's Atk/Def during combat = number of allies within 3 spaces of unit x 3 (max 9; if unit triggers Savior, value is treated as 9).
5★
If unit’s HP ≥ 90% and foe initiates combat, unit makes a guaranteed follow-up attack. Grants Special cooldown charge +1 per attack. (Does not stack. ) 5★
If unit’s HP ≥ 70% and foe initiates combat, unit makes a guaranteed follow-up attack. Grants Special cooldown charge +1 per attack. (Does not stack. ) 5★
If unit’s HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow-up attack. Grants Special cooldown charge +1 per attack. (Does not stack. ) 5★
If foe initiates combat or if unit's HP ≥ 25% at start of combat, inflicts Atk-5 on foe, deals damage = 15% of unit's Atk (excluding area-of-effect Specials), and reduces damage from foe's attacks by 15% of unit's Atk during combat (excluding area-of-effect Specials), and restores 7 HP to unit when unit deals damage to foe during combat, and also, if unit's attack can trigger unit's Special, grants Special cooldown count-2 to unit before foe's first attack during combat. 5★
If a foe uses bow, dagger, magic, or staff and initiates combat against an ally adjacent to unit, triggers【Savior】on unit.
If unit triggers Savior, grants Atk/Def+1 during combat.
【Savior】
Unit takes ally’s space, enters combat in ally’s place, and receives all after-combat effects.
Doesn't trigger if ally is on terrain that unit can't move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects don't occur.
5★
If a foe uses bow, dagger, magic, or staff and initiates combat against an ally with 2 spaces of unit, triggers【Savior】on unit.
If unit triggers Savior, grants Atk/Def+2 during combat.
【Savior】
Unit takes ally’s space, enters combat in ally’s place, and receives all after-combat effects.
Doesn't trigger if ally is on terrain that unit can't move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects don't occur.
5★
If a foe uses bow, dagger, magic, or staff and initiates combat against an ally with 2 spaces of unit, triggers【Savior】on unit.
If unit triggers Savior, grants Atk/Def+4 during combat.
【Savior】
Unit takes ally’s space, enters combat in ally’s place, and receives all after-combat effects.
Doesn't trigger if ally is on terrain that unit can't move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects don't occur.
5★
If foe with Range = 2 initiates combat against an ally within 2 spaces of unit, triggers 【Savior】 on unit.
If foe's Range = 2, grants Atk/Def+4 to unit and reduces damage from foe's first attack by 5 during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and unit's next attack deals damage = 40% of foe's attack damage prior to reductions (resets at end of combat; only highest value applied; does not stack).
5★

Legendary Black Knight as a Source Hero

Legendary Black Knight Avatar

Value of Skills ★★★★★

Legendary Black Knight has Distant A/D Form, Counter Fighter, and A/D Briar F Save as inheritable options.

It is possible to acquire all of these skills using only one copy of Legendary Black Knight by inheriting the prerequisite skills first.

However, Legendary Black Knight is one of the best heroes in the entire game. Consider keeping at least one copy of him on your barracks.

List of Source Heroes The Best Fodder Units

Community Feedback

How would you rate Legendary Black Knight?

Top tier hero. Must summon. 47
Votes
Summon if you need his/her hero archetype. 0
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Summon if you like this hero. 0
Votes
Summon for his/her Skill Inheritance options. 0
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Pass on this hero. 1
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If you have feedback about this hero page, let us know in the comments section below!

How to Get Legendary Black Knight / Illustrations / Voice Actor / Quotes

How to Get Legendary Black Knight

Obtained through a Special Summoning Event!

Legendary Black Knight is a limited time Hero who can be pulled from a Legendary Hero Summoning event. They do not appear in regular summons.

Note: Not currently a featured hero in any Summon events.

Current Focuses and Which You Should Pull From

Voice Actor and Illustrator Information

Voice Actor
(English)
Robert Clotworthy
Illustrator Kita Senri
Appears In

Illustration

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Comment

9 twztid13 twztid13 5 months

u can beat him with attuned timerra, too.

8 twztid13 twztid13 5 months

Man, y'all changed the recommended IV after I used my trait fruit? Gee thanks. SMH.

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