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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 | |
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List of Contents
| Legendary Heroes - Black Knight: Mortal Legend Featured Heroes | |||
|---|---|---|---|
Níðhöggr[9.5/10] |
Emblem Eirika[9.9/10] |
Legendary Black Knight[9.9/10] |
Freyr[9.9/10] |
Veyle[8.5/10] |
Midir[9.0/10] |
Legendary Alear (F)[8.5/10] |
Legendary Corrin (M)[9.0/10] |
Heiðrún[9.5/10] |
Eikþyrnir[9.5/10] |
Læraðr[9.5/10] |
Aided Yunaka[9.5/10] |

| Overall Rating | 9.9/10 |
|---|---|
| Reroll Ranking (excluding Inherit Skill) |
SS (▶Reroll Ranking) |
| Ranking (including Inherit Skill) |
SS (▶FEH Tier List) |
| 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. |
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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.) |
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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. |
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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). |
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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. |
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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). |
| Stat | Superboon/Superbane | IV Recommendation |
|---|---|---|
| HP (25) |
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★★★★☆ |
| Atk (10) |
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★★★★★ |
| Spd (3) |
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★☆☆☆☆ |
| Def (12) |
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★★★★★ |
| Res (11) |
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★★★★★ |
◯ = 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.
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.
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.
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| Updated on 05/29/2025 | |
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.
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| Updated on 06/06/2025 | |
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.
| Neutral Stats at Lv. 40 (5★) | ||
|---|---|---|
| 207 | ||
| HP |
47 |
Rank: 51/1322 |
| Atk |
49 |
Rank: 3/1322 |
| Spd |
16 |
Rank: 1209/1322 |
| Def |
49 |
Rank: 2/1322 |
| Res |
46 |
Rank: 27/1322 |
| 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 |
| 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 |
| HP | Atk | Spd | Def | Res | Total | |
|---|---|---|---|---|---|---|
| 5★ Lv.1 | 25 | 26 | 3 | 12 | 11 | 77 |
| Hero |
HP |
Atk |
Spd |
Def |
Res |
Total |
|---|---|---|---|---|---|---|
| 43 | 46 | 49 | 26 | 49 | 213 | |
| 48 | 49 | 17 | 48 | 45 | 207 | |
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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.
| Black Knight - Mortal Legend Roles | |||
|---|---|---|---|
Harmonized |
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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'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.
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 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.
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】.
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.
| Should You Unlock Potential for this Hero? | Cannot Unlock Potential |
|---|
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!
| 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★ |
| This Hero has no Assist skills that can be learned. |
| 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★ |
| 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★ |

| 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 |
If you have feedback about this hero page, let us know in the comments section below!
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 (English) |
Robert Clotworthy |
|---|---|
| Illustrator | Kita Senri |
| Appears In |
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| Heroes from Emblem Heroes - Emblem Corrin & Mythic Lyn | |||
|---|---|---|---|
Legendary Black Knight[9.9/10] |
Machyua[9.0/10] |
Emblem Corrin (F)[9.5/10] |
Mythic Lumera[9.0/10] |
Hræsvelgr[9.5/10] |
Athos[9.5/10] |
Ancient Tiki (Young)[9.0/10] |
Attuned Tharja[9.5/10] |
Mythic Lyn[9.9/10] |
Mythic Loki[9.5/10] |
Ancient Naga[9.0/10] |
Grima (F)[9.0/10] |
▶︎Return to the Red Heroes Page
| Close-Range | Ranged |
|---|---|
Sword |
Red Tome |
Red Breath |
Red Dagger |
Red Beast |
Red Bow |
Man, y'all changed the recommended IV after I used my trait fruit? Gee thanks. SMH.
Legendary Black Knight Builds and Best IVs



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u can beat him with attuned timerra, too.