
Goliath
Bゴライアス · GoliathBuild Defense through armor and restrict nearby physical enemies’ movement. Control improves at level 35; accuracy and reaching the target matter more than further Strength stacking.


Fan art →
Nine stats
| HP | Str | Mag | Spd | Dex | Def | Res | Lck | Cha | Total | |
|---|---|---|---|---|---|---|---|---|---|---|
| Growth rates | 55% | 60% | 5% | 15% | 30% | 50% | 20% | 35% | 20% | 290% |
| Overall rank63 characters total | Rank 4 | Rank 1 | Rank 62 | Rank 62 | Rank 60 | Rank 2 | Rank 48 | Rank 26 | Rank 60 | Rank 59 |
| Base statsSoldier Lv7 | 35 | 17 | 2 | 5 | 5 | 11 | 2 | 7 | 4 | 88 |
| Base stat ranking63 characters total | Rank 15 | Rank 13 | Rank 62 | Rank 60 | Rank 60 | Rank 18 | Rank 63 | Rank 38 | Rank 59 | Rank 38 |
| Lv60 expected statsArmored counterattack Battlemaster | 85 | 62 | 3 | 13 | 22 | 51 | 10 | 25 | 17 | 288 |
| Expected rank62 characters total | Rank 4 | Rank 2 | Rank 61 | Rank 59 | Rank 60 | Rank 3 | Rank 61 | Rank 46 | Rank 60 | Rank 58 |
Proficiency
Starting skills
| Category | Skills | Effect |
|---|---|---|
| Personal skill | Heavyweight Class | Cannot become cavalry or a flying class; build +5 |
| Level skillsLv20 | Pin Down | Adjacent foes' movement -3. |
| Level skillsLv35 | Pin Down+ | Movement -5 for adjacent foes |
Combine Focused Counter with Battlemaster's axe accuracy, balancing Def and counterattack accuracy.
Use Def growth and enemy-phase Def bonuses to serve as a physical frontline unit.
and recommends The Eternal for the endgame; follow the Axe line to put Str advantage to offense, Dex still requires attention to accuracy.
Goliath’s armored counterattack training
Original: [“[Fortune’s Weave] Goliath’s recommended classes and recruitment requirements [Fire Emblem: Fortune’s Weave] - GameWith”](https://gamewith.jp/fefw/577291); “GameWith”
Goliath suits taking attacks and countering with high Strength and Defense. Choose
Battlemaster as the main endpoint, or
Castle Knight for dedicated physical blocking.
Armored mastery improves counter accuracy first
Follow
Soldier →
Armored Knight →
Dreadnought, earn
Focused Counter, then become a Battlemaster. Focused Counter grants Hit +10 when fighting second. Combined with Battlemaster’s Axe Hit +7, it covers misses caused by low Dexterity.
Battlemaster further raises HP and Strength for taking hits and returning damage. Castle Knight focuses more on Defense and damage taken when fighting second. Learned at level 35,
Pin Down+ lowers adjacent enemies’ Movement by 5, letting his frontline position restrict enemy movement too.
Build handles weight but cannot fix Resistance
His personal ability grants Build +5 at the cost of being unable to become cavalry or flying units. Strength, HP, and Defense stand out, but Speed and Resistance are low. Armor can absorb physical attacks; magical follow-ups remain dangerous.
Growth distribution and personal ability
His personal ability grants Build +5 and prevents cavalry or flying classes. Exceptional Strength and Defense suit armored engagement.
| HP | Strength | Magic | Speed | Dexterity | Defense | Resistance | Luck | Charm |
|---|---|---|---|---|---|---|---|---|
| 55% | 60% | 5% | 15% | 30% | 50% | 20% | 35% | 20% |
Prepare armored counters and axe offense separately
One path goes through Armored Knight and Dreadnought before Battlemaster: develop durability first, learn Focused Counter, then use the final class’s axe Hit bonus to cover weak Dexterity. Choose Castle Knight when the team needs a physical wall more.
Another axe path is Soldier → Brigand → Warrior → Battlemaster, with The Eternal as an endgame option. Train his strong Axe proficiency from Soldier onward. Brigand and Warrior growths and axe arts support both initiating and counterattacking. Use the armor stages for durability first, or Brigand and Warrior for axe offense first.
At around level 40 near the end of Part 1, focus on Strength, HP, Defense, and Dexterity. Strength 60%, Defense 50%, and HP 55% are his strengths; Dexterity determines reliable axe Hit. Heavyweight Class provides Build, reducing heavy axes’ Attack Speed penalty, but Speed 15% still makes follow-ups an unreliable main plan. Magic, Luck, and Charm are not priorities. Handle Resistance 20% by avoiding mages; high physical Defense does not stop magic.
Battlemaster and The Eternal are separate complete endpoints. The former prioritizes getting the build functional and accurate; the latter additionally needs Divine unlocks and S-rank proficiency. Castle Knight instead emphasizes engagement without forcing an axe-offense endpoint. All three start from Soldier, with recommended reclass levels treated as guidance rather than hard exam gates.
Stat growth comparison
| HP | Strength | Magic | Speed | Dexterity | Defense | Resistance | Luck | Charm |
|---|---|---|---|---|---|---|---|---|
| 55% | 60% | 5% | 15% | 30% | 50% | 20% | 35% | 20% |
Train for the moves you use most
Spells, combat arts, and equippable skills each have usage requirements. The learning ranks below apply only to him, and casting still requires a class that allows the spell.
| Training | Rank | Learned entry | Effect and learning notes |
|---|---|---|---|
| Sword | D | Wrath Strike | High accuracy |
| Sword | D+ | Swords Lv. 1 | With a sword equipped: Hit+3 |
| Sword | C+ | Swords Lv. 2 | With a sword equipped: Hit+5 |
| Sword | B+ | Swords Lv. 3 | With a sword equipped: Hit and Avoid+5 |
| Spear | D+ | Spears Lv. 1 | With a spear equipped: Hit+3 |
| Spear | C+ | Spears Lv. 2 | With a spear equipped: Hit+5 |
| Spear | B+ | Spears Lv. 3 | With a spear equipped: Hit and Avoid+5 |
| Spear | A+ | Spears Lv. 4 | With a spear equipped: Hit and Avoid+7 |
| Axe | D+ | Axes Lv. 1 | With an axe equipped: Hit+3 |
| Axe | C+ | Axes Lv. 2 | With an axe equipped: Hit+5 |
| Axe | B | Protective Spike | Protection +10 in combat |
| Axe | B+ | Axes Lv. 3 | With an axe equipped: Hit and Avoid+5 |
| Axe | A+ | Axes Lv. 4 | With an axe equipped: Hit and Avoid+7 |
| Bow | D+ | Bows Lv. 1 | With a bow equipped: Hit+3 |
| Bow | C+ | Bows Lv. 2 | With a bow equipped: Hit+5 |
| Bow | B+ | Bows Lv. 3 | With a bow equipped: Hit and Avoid+5 |
| Bow | A+ | Bows Lv. 4 | With a bow equipped: Hit and Avoid+7 |
| Gauntlet | D+ | Fists Lv. 1 | With gauntlets equipped: Hit+3 |
| Gauntlet | C+ | Fists Lv. 2 | With gauntlets equipped: Hit+5 |
| Gauntlet | B+ | Fists Lv. 3 | With gauntlets equipped: Hit and Avoid+5 |
| Gauntlet | A+ | Fists Lv. 4 | With gauntlets equipped: Hit and Avoid+7 |
| White Magic | D | Restores a little allied HP / Occasionally healing +100 | |
| White Magic | D+ | White Magic Lv. 1 | With White Magic equipped: Hit+3 |
| White Magic | C | Holy magic that absorbs the target’s vitality / Restores HP equal to half the damage dealt | |
| White Magic | C+ | White Magic Lv. 2 | With White Magic equipped: Hit+5 |
| White Magic | B | Holy magic that continuously heals wounds / Restores a little allied HP at the start of each phase, ending after 5 turns | |
| White Magic | B+ | White Magic Lv. 3 | With White Magic equipped: Hit and Avoid+5 |
| White Magic | A | Barrier | Adjacent allies’ Resistance +3 |
| White Magic | A+ | White Magic Lv. 4 | With White Magic equipped: Hit and Avoid+7 |
| White Magic | S+ | White-Magic Mastery | With White Magic equipped: Hit and Avoid+10,Attack+3 |
| Black Magic | D | Basic thunder magic that calls down a localized lightning strike | |
| Black Magic | D+ | Black Magic Lv. 1 | With Black Magic equipped: Hit+3 |
| Black Magic | C | Basic ice magic that freezes its target | |
| Black Magic | B | Advanced thunder magic that pierces enemies with a powerful electric strike | |
| Black Magic | B+ | Black Magic Lv. 3 | With Black Magic equipped: Hit and Avoid+5 |
| Black Magic | A | Advanced ice magic that attacks enemies with blades of frost | |
| Black Magic | A+ | Black Magic Lv. 4 | With Black Magic equipped: Hit and Avoid+7 |
| Authority | D | Threaten | Adjacent enemies’ Crit −5 |
| Authority | C | Defensive Formation | Adjacent allies’ Protection +1 |
| Infantry | D | Close Quarters | [Infantry] Adjacent enemies’ Movement −1 |
| Heavy Armor | B | Absolute Defense+ | [Armored] 20% chance when attacked to grant Protection +10 |
| Heavy Armor | A | Bld | Build +5 |
| White Magic | S | White Magic Lv. 5 | With White Magic equipped: Hit and Avoid+10 |
| Black Magic | S | Black Magic Lv. 5 | With Black Magic equipped: Hit and Avoid+10 |
Recruitment preparation by story
| Protagonist’s story | Requirements recorded on this character’s page |
|---|---|
Cai | Recruit: Part 1, Chapter 4; Support 3, Renown 7; negotiation required, rated difficult in the original |
Dietrich | Recruit: Part 1, Chapter 4; Support 3, Renown 6; negotiation required, rated difficult in the original |
Theodora | Recruit: Part 1, Chapter 5; Support 3, Renown 9; negotiation required, rated difficult in the original |
Leda | Recruit: Part 1, Chapter 4; Support 3, Renown 10; negotiation required, rated difficult in the original |
After reaching the relevant chapter, meet the Bond, Renown, negotiation item, or prerequisite quest requirements too.
Gifts for raising Support
Give the gifts below to improve Bond. Gifts do not improve combat growth.
| Preference tier | Items |
|---|---|
| Favorites | Eastern Board Game, Energizing Ghosh, Jade Ghosh, Mature Ghosh, Rustic Ghosh, Southern Ghosh, Spirit Board Game, Strategy Manuscript, Sun Ghosh, Volcano Ghosh, Young Ghosh |
| Likes | Aromatic Shosh, Blue-Rose Bouquet, Blue Shosh, Eastern Tea Leaves, Kitten Figurine, Light Shosh, Mature Shosh, Secret Ghosh, Sturdy Rucksack, Training Bracelet, Wing Fletching |
His interests include doing as he pleases, food, animals, and smoked meat.
Jade Ghosh, Mature Ghosh, Rustic Ghosh, Southern Ghosh, Sun Ghosh, and Young Ghosh have differing recorded preference tiers. The table above uses the higher tier.
More guides
- Goliath's recommended classes and recruitment conditionsゲームエイト
- First-clear cast review: Goliath’s training recordYaoyasan no Neko
- Dietrich Part I notes: Goliath's tanking and equipmentAn unclaimed new name
- Discussion of Goliath training as Shido or RangerReddit r/FE_Fortunes_Weave player discussion
Site guides

Armored Knight into Dreadnought reduces adjacent physical enemies’ Movement. Defense is high, but keep clear of mages.
The adjacent Movement reduction improves at level 35, but he cannot become cavalry or a flier. Low Hit, low mobility, and vulnerability to magic limit him. Stay beside physical enemies you cannot kill immediately to buy time for teammates.

Class progression by stage
Part 1: Develop Defense; borrow Archer if accuracy is poor
- Train Axe and Armor from his actual joining state. At level 20, Armor E+ and Axe or Spear C qualify for
Armored Knight. Build Defense through armor after recruitment rather than repeating low-tier classes. - Prepare
Dreadnought at level 35. Requires Armor D, Axe or Spear B, and Advanced qualification. Master Focused Counter before receiving physical enemies. Adjacent Movement reduction is 3 at level 20 and improves to 5 at level 35, but affected enemies may still move away. - Divert training to Bow only if he cannot hit. Bow C and level 20 qualify for
Archer. Master Crescendo, then return to armor. Kills stack Hit +3 each, up to +30 per map; it is not fully stacked at the start. When Strength is sufficient, this solves more than further Strength training.
Equipment for this stage: Prioritize accurate axes and keep a thrown weapon to counter enemies at two tiles. Consider effective weapons against armor. He cannot ride, so assign no mount.
Part 2: Hold positions in armor or support with spears and White Magic
Keep holding positions as Dreadnought. Continue the main weapon proficiency and unfinished masteries. For control, have a Warp ally place him beside a dangerous physical enemy, solving arrival first. Low Speed and Resistance still require staying out of mage range.
Alternatively, level in armor and use spears with White Magic for real battles. Start Spear training in Part 1, targeting Spear S and White Magic A long-term. At level 35 with Spear B and the class unlocked, become
Guardian, then Sentinel in Part 3. Keep Defense grown in armor and add White Magic support. White Magic is a weakness, so train it early.
White Magic A is for support spells such as Barrier. He cannot learn Physic; check his learned spells before deploying.
Part 3: Castle Knight holds ground; axe infantry adds offense
- At level 45 with Armor C and Axe or Spear A, apply for
Castle Knight after Section 1, then master Intercept. - Builds tanking further, but the team still needs to solve poor mobility.
- From level 35 with Axe B, apply for
Warrior and get Practiced Art for Combat Art Hit. - Uses his defensive foundation for active offense. Not every map needs stationary control.
- At level 45 with Spear A, apply for
Sentinel after Section 1. - Provides White Magic support in an infantry class that keeps up more easily. He can still return to armor for level-ups.
After Spear S, The Trident’s mastery can add Defense, but costs further training and mastery time. The main armor route can skip it. Mounts remain unavailable.
Hold a chokepoint while allies finish safely
Place him on a physical enemy's required path, with allies finishing from safety. He can hold narrow passages; on open maps, first calculate whether he can get adjacent. Even with Movement reduced by 5, fast-moving enemies may escape. The skill description alone does not establish safety. If you can kill the threat this turn, there is no need to spend another Warp just to pin it.
Recruitment details
Reserve 3 Giants' Meat for negotiation. Renown and support thresholds vary by protagonist; meat alone is insufficient. See the Goliath recruitment page for acquisition and route requirements.
He cannot ride and still needs to avoid mages
- His personal skill bans cavalry and flight; higher Riding does not remove it.
- High Defense stops physical damage only. Avoid concentrated magic.
- Crescendo needs kills to start. Use weapons and Combat Arts to fix low opening Hit.
- He cannot learn Physic; the spear/White Magic route mainly adds support.
Comments
Iron AxeMt 13 Hit 65 Wt 10
Bronze AxeMt 7 Hit 70 Wt 9
Hand AxeMt 5 Hit 65 Wt 10
Hammer
Concoction
Archer's RingWt 3
Axes Lv. 1Hit +3 when wielding an axe
CritDef30% chance to halve damage taken from a critical hit
Defense BasicsDef+1
ThreatenAdjacent foes: Crit -5
Close Quarters[Infantry] Adjacent enemies suffer Movement -1
SpikeCost 2 Mt 4 Hit 10
Protective SpikeCost 6 Mt 7 Hit 0
Wild AbandonCost 4 Mt 8 Hit -30
Archer's RingEquippedWt 3
Rookie Vanguard计策「纵列之阵」
VelheitMt 13 Hit 95 Wt 5
Silver ShieldWt 4
Hand AxeMt 5 Hit 65 Wt 10
Hammer
Concoction
Archer's RingWt 3
Axes Lv. 2Hit +5 when wielding an axe
Pin DownAdjacent foes' movement -3.
Great CounterAttack +3 when the foe initiates combat
Absolute Defense+[Armored] 20% chance of Protection +10 when attacked
Combat Arts +1Equippable combat arts +1
DefendingDef+3Protection +3 when the foe initiates combat
SpikeCost 2 Mt 4 Hit 10
Protective SpikeCost 6 Mt 7 Hit 0
Wild AbandonCost 4 Mt 8 Hit -30
Archer's RingEquippedWt 3
Iron-Shield Fighters计策「三方之阵」
VelheitMt 13 Hit 95 Wt 5
Silver ShieldWt 4
Hand AxeMt 5 Hit 65 Wt 10
Hammer
Concoction
Archer's RingWt 3
Axes Lv. 3Hit and Avo +5 with an axe equipped
Pin Down+Movement -5 for adjacent foes
Focused CounterHit +10 when the foe initiates combat
Absolute Defense+[Armored] 20% chance of Protection +10 when attacked
Combat Arts +2Equippable combat arts +2
DefendingDef+5Protection +5 when the foe initiates combat
SpikeCost 2 Mt 4 Hit 10
Protective SpikeCost 6 Mt 7 Hit 0
StrSpikeHigh might and hit.
Archer's RingEquippedWt 3
Advanced Warriors计策「枪阵」
VelheitMt 13 Hit 95 Wt 5
Silver ShieldWt 4
Hand AxeMt 5 Hit 65 Wt 10
Hammer
Concoction
Archer's RingWt 3
Axes Lv. 4Hit and Avo +7 with an axe equipped
Pin Down+Movement -5 for adjacent foes
Focused CounterHit +10 when the foe initiates combat
Great CounterAttack +3 when the foe initiates combat
Combat Arts +3Equippable combat arts +3
Axe Hit +7Hit +7 when wielding an axe
Brawl Hit +7Hit +7 with gauntlets equipped
SpikeCost 2 Mt 4 Hit 10
Protective SpikeCost 6 Mt 7 Hit 0
StrSpikeHigh might and hit.
Archer's RingEquippedWt 3
Silver-Shield Guard计策「大三方之阵」
Iron AxeMt 13 Hit 65 Wt 10
Bronze AxeMt 7 Hit 70 Wt 9
Hand AxeMt 5 Hit 65 Wt 10
Hammer
Concoction
Archer's RingWt 3
Axes Lv. 1Hit +3 when wielding an axe
CritDef30% chance to halve damage taken from a critical hit
Defense BasicsDef+1
ThreatenAdjacent foes: Crit -5
Close Quarters[Infantry] Adjacent enemies suffer Movement -1
SpikeCost 2 Mt 4 Hit 10
Protective SpikeCost 6 Mt 7 Hit 0
Wild AbandonCost 4 Mt 8 Hit -30
Archer's RingEquippedWt 3
Rookie Vanguard计策「纵列之阵」
VelheitMt 13 Hit 95 Wt 5
Silver ShieldWt 4
Hand AxeMt 5 Hit 65 Wt 10
Hammer
Concoction
Archer's RingWt 3
Axes Lv. 2Hit +5 when wielding an axe
Pin DownAdjacent foes' movement -3.
Great CounterAttack +3 when the foe initiates combat
Absolute Defense+[Armored] 20% chance of Protection +10 when attacked
Combat Arts +1Equippable combat arts +1
DefendingDef+3Protection +3 when the foe initiates combat
SpikeCost 2 Mt 4 Hit 10
Protective SpikeCost 6 Mt 7 Hit 0
Wild AbandonCost 4 Mt 8 Hit -30
Archer's RingEquippedWt 3
Iron-Shield Fighters计策「三方之阵」
VelheitMt 13 Hit 95 Wt 5
Silver ShieldWt 4
Hand AxeMt 5 Hit 65 Wt 10
Hammer
Concoction
Archer's RingWt 3
Axes Lv. 3Hit and Avo +5 with an axe equipped
Pin Down+Movement -5 for adjacent foes
Focused CounterHit +10 when the foe initiates combat
Absolute Defense+[Armored] 20% chance of Protection +10 when attacked
Combat Arts +2Equippable combat arts +2
DefendingDef+5Protection +5 when the foe initiates combat
SpikeCost 2 Mt 4 Hit 10
Protective SpikeCost 6 Mt 7 Hit 0
StrSpikeHigh might and hit.
Archer's RingEquippedWt 3
Mons Iron Squad计策「两壁之阵」
VelheitMt 13 Hit 95 Wt 5
Silver ShieldWt 4
Hand AxeMt 5 Hit 65 Wt 10
Hammer
Concoction
Archer's RingWt 3
Axes Lv. 4Hit and Avo +7 with an axe equipped
Pin Down+Movement -5 for adjacent foes
Focused CounterHit +10 when the foe initiates combat
Absolute Defense+[Armored] 20% chance of Protection +10 when attacked
Combat Arts +3Equippable combat arts +3
DefendingDef +7Protection +7 when the foe initiates combat
SpikeCost 2 Mt 4 Hit 10
Protective SpikeCost 6 Mt 7 Hit 0
StrSpikeHigh might and hit.
Archer's RingEquippedWt 3
Silver-Shield Guard计策「大三方之阵」
Iron AxeMt 13 Hit 65 Wt 10
Bronze AxeMt 7 Hit 70 Wt 9
Hand AxeMt 5 Hit 65 Wt 10
Hammer
Concoction
Archer's RingWt 3
Axes Lv. 1Hit +3 when wielding an axe
CritDef30% chance to halve damage taken from a critical hit
Defense BasicsDef+1
ThreatenAdjacent foes: Crit -5
Close Quarters[Infantry] Adjacent enemies suffer Movement -1
SpikeCost 2 Mt 4 Hit 10
Protective SpikeCost 6 Mt 7 Hit 0
Wild AbandonCost 4 Mt 8 Hit -30
Archer's RingEquippedWt 3
VelheitMt 13 Hit 95 Wt 5
Silver ShieldWt 4
Hand AxeMt 5 Hit 65 Wt 10
Hammer
Concoction
Archer's RingWt 3
Axes Lv. 2Hit +5 when wielding an axe
Pin DownAdjacent foes' movement -3.
Close Quarters[Infantry] Adjacent enemies suffer Movement -1
CritDef30% chance to halve damage taken from a critical hit
SpikeCost 2 Mt 4 Hit 10
Protective SpikeCost 6 Mt 7 Hit 0
Wild AbandonCost 4 Mt 8 Hit -30
Archer's RingEquippedWt 3
VelheitMt 13 Hit 95 Wt 5
Silver ShieldWt 4
Hand AxeMt 5 Hit 65 Wt 10
Hammer
Concoction
Archer's RingWt 3
Axes Lv. 3Hit and Avo +5 with an axe equipped
Pin Down+Movement -5 for adjacent foes
Practiced ArtHit +10 when attacking with a combat art
Close Quarters[Infantry] Adjacent enemies suffer Movement -1
Combat Arts +2Equippable combat arts +2
Axe Hit +5Hit +5 when wielding an axe
Brawl Hit +5Hit +5 with gauntlets equipped
SpikeCost 2 Mt 4 Hit 10
Protective SpikeCost 6 Mt 7 Hit 0
StrSpikeHigh might and hit.
Archer's RingEquippedWt 3
Adept ArchersGambit: Disrupting Shot
VelheitMt 13 Hit 95 Wt 5
Silver ShieldWt 4
Hand AxeMt 5 Hit 65 Wt 10
Hammer
Concoction
Archer's RingWt 3
Axes Lv. 4Hit and Avo +7 with an axe equipped
Pin Down+Movement -5 for adjacent foes
Combat Arts +3Equippable combat arts +3
Axe Hit +7Hit +7 when wielding an axe
Brawl Hit +7Hit +7 with gauntlets equipped
SpikeCost 2 Mt 4 Hit 10
Protective SpikeCost 6 Mt 7 Hit 0
StrSpikeHigh might and hit.
Archer's RingEquippedWt 3
Advanced Warriors计策「枪阵」
VelheitMt 13 Hit 95 Wt 5
Silver ShieldWt 4
Hand AxeMt 5 Hit 65 Wt 10
Hammer
Concoction
Archer's RingWt 3
AxefaireHit and Avo +10, attack +3 when wielding an axe
Pin Down+Movement -5 for adjacent foes
Combat Arts +3Equippable combat arts +3
Axe Hit +10Hit +10 when wielding an axe
Brawl Hit +10Hit +10 with gauntlets equipped
War Master's StrikeMt 0 Hit 0
Protective SpikeCost 6 Mt 7 Hit 0
StrSpikeHigh might and hit.
Archer's RingEquippedWt 3
Elite HuntersGambit: Disrupting ShotBuild approach and suitable stages
Armored counterattack Battlemaster: Armored Knight Lv20; Armored counterattack Battlemaster: Dreadnought Lv35; Armored counterattack Battlemaster: Battlemaster Lv45
Combine Focused Counter with Battlemaster's axe accuracy, balancing Def and counterattack accuracy.
Armored Castle Knight dedicated tank: Soldier Lv 7; Armored Castle Knight dedicated tank: Armored Knight Lv 20; Armored Castle Knight dedicated tank: Dreadnought Lv 35; Armored Castle Knight dedicated tank: Castle Knight Lv 45
Use Def growth and enemy-phase Def bonuses to serve as a physical frontline unit.
Offensive axe route to The Eternal: Brigand Lv 20; Offensive axe route to The Eternal: Warrior Lv 35; Offensive axe route to The Eternal: Battlemaster Lv 45; Offensive axe route to The Eternal: The Eternal Lv 60
and recommends The Eternal for the endgame; follow the Axe line to put Str advantage to offense, Dex still requires attention to accuracy.
DexWidely recommendedDexVery strongDexUseful for specific strategies
Goliath: recruitable in Cai's, Dietrich's, Theodora's and Leda's stories (renown 6–10).
Cai's storyRecruitableSteps
Recruitable. Contact is recorded from Part I, Chapter 3; joining requirements still apply once available. Give a gift in Dagsion to unlock recruitment, then reach Renown Lv7 and Bond Lv3 with Cai. Give
Giants' Meat3 items. Cai cannot reach the western desert's giant farming area in Part I; check exchanges at the trading company in the Maritime City of Alecto, and
Meat Crate; random
Meat CrateA single visit may not provide enough. Complete before this route's Chapter 12 main battle; regular recruitment closes in the War Arc. Gift options:
Energizing Ghosh, available for 150G from the gift merchant at the tavern in lower Dagsion.
- Negotiate
Giants' Meat×3
Dietrich's storyRecruitableEasiest optionSteps
Recruitable. Contact is recorded from Part I, Chapter 4; recruitment requirements still apply after appearing. Give a gift in Dagsion to unlock recruitment, then reach renown Lv6 and support Lv3 with Dietrich. Hand over
Giants' Meat3 items. Fight giants at the western Sand-Shadow Fort to gather materials ahead of the required chapter. Complete this before the main battle of Chapter 12 on this route; standard recruitment cannot be completed after entering the War Arc. Gift options include
Energizing Ghosh, available for 150G from the gift merchant at the tavern in lower Dagsion.
- Negotiate
Giants' Meat×3
Theodora's storyRecruitableSteps
Recruitable. Encounters are recorded from Part I, Chapter 5, but joining requirements still apply. First give a gift in Dagsion to unlock recruitment, then reach renown Lv9 and support Lv3 with Theodora. Hand over
Giants' Meat3 portions. Fight giants at Sand-Shadow Fort in the west to gather the materials ahead across chapters. Complete before departure on 10/24 and before this route's Chapter 12 main battle. Gift options:
Energizing Ghosh, available for 150G from the gift merchant at the tavern in lower Dagsion.
- Negotiate
Giants' Meat×3
Leda's storyRecruitableSteps
Recruitable. Encounter recorded from Part I, Chapter 4; joining requirements still apply after the character appears. Give a gift in Dagsion to unlock recruitment, then reach Renown Lv10 and bond Lv3 with Leda. Hand over
Giants' Meat3 items. Fight giants at the western Sand-Shadow Fort to gather materials ahead of the required chapter. Complete this before the main battle of Chapter 12 on this route; standard recruitment cannot be completed after entering the War Arc. Gift options include
Energizing Ghosh, available for 150G from the gift merchant at the tavern in lower Dagsion.
- Negotiate
Giants' Meat×3
Renown level
Bond Level with this route's protagonist. For all characters across the four routes, see Recruitment; see recruitment steps at How to recruit。
Most effective giftsAll are favorites and sold in shops. Goliath mainly favors fermented drinks. Favorites display double arrows in-game and grant the most affinity.
Find where to buy these on the map→ Where to buy all 11 favorite gifts→

Favorite11 items
Young Ghosh50G · Fermented drinks
Mature Ghosh100G · Fermented drinks
Rustic Ghosh100G · Fermented drinks
Jade Ghosh150G · Fermented drinks
Southern Ghosh150G · Fermented drinks
Sun Ghosh150G · Fermented drinks
Volcano Ghosh150G · Fermented drinks
Energizing Ghosh150G · Fermented drinks
Spirit Board Game800G · Board game
Eastern Board GameBoard game
Strategy Manuscript500G · Training
Likes11 items
Aromatic Shosh500G · Fermented drinks
Secret Ghosh500G · Fermented drinks
Light Shosh100G · Fermented drinks
Blue Shosh150G · Fermented drinks
Mature Shosh150G · Fermented drinks
Kitten Figurine100G · Animals
Wing Fletching300G · Bow
Sturdy Rucksack500G · Travel
Blue-Rose Bouquet500G · Flowers
Training Bracelet450G · Training
Eastern Tea Leaves2000G · DrinksLikesDoing as one pleases, food, animals, smoked meatInterestsTraining, competing as a gladiator
Bond partners9 characters · 7 can reach A · 1 have confirmed paired endings
Letters indicate the highest available support conversation (C = support Lv2, B = support Lv3, A = support Lv4);
A paired ending is confirmed,For the rules, seeBonds。
A huge gladiator known as the Ox-Slayer. Standing 2.50 meters tall, he possesses overwhelmingStrand a rock-hard body. Often cast as the villain in the arena, so his popularity seems to fall short of his strength.
Details
| Title | A burly gladiator |
|---|---|
| Affiliation | Flame Mane |
| Height | 250 cm |
| Birthday | 6/21 |
| Likes | Doing as one pleases, food, animals, smoked meat |
| Interests | Training, competing as a gladiator |
| Japanese voice | Ryunosuke WatanukiWikipedia (Japanese) |
| English voice actor | Damon AlumsVoice actor database |
In the story
Late-entry examinerLight spoilers
When Cai’s party takes the late-entry exam, 95 teams compete for just 4 places; they were originally to fight wild beasts. Goliath changes the rules himself and demands that the entrants challenge him. Only after defeating him does Cai’s party qualify for the Heroic Games.
Individual ending: Returns homeSpoilers
In his solo ending, he returns home as a hero of the Underworld War and reconciles with those who once drove him away. His people choose him as their leader; applying what he learned from Bertrand and his friends, he leads his homeland to prosperity.
Trivia
- His name matches Goliath, the giant warrior in the Bible, and later became a term for something huge and powerful.
Heavyweight Class
Wrath Strike
Swords Lv. 1
Swords Lv. 2
Swords Lv. 3
Spears Lv. 1
Spears Lv. 2
Spears Lv. 3
Spears Lv. 4
Bows Lv. 1
Bows Lv. 2
Bows Lv. 3
Bows Lv. 4
Fists Lv. 1
Fists Lv. 2
Fists Lv. 3
Fists Lv. 4
White Magic Lv. 1
White Magic Lv. 2
White Magic Lv. 3
Barrier
White Magic Lv. 4
White-Magic Mastery
Black Magic Lv. 1
Black Magic Lv. 3
Black Magic Lv. 4
Defensive Formation
Bld
White Magic Lv. 5
Black Magic Lv. 5
Cai
Dietrich
Theodora
Leda


Axes Lv. 5
Absolute Defense
Follow-Up Guard
Chop
Blaze Blow
Swords Lv. 4
Swords Lv. 5
Swordfaire
Tempest Spear
Guardian Thrust
Vanguard Spear
Raging Tempest
Spears Lv. 5
Spearfaire
Curved Shot
Heavy Lead Arrow
Mighty Shot
Leaden Draw
Bows Lv. 5
Bowfaire
Mighty Fist
Battle Blow
Retreating Assault
Mind's-Eye Blow
Fists Lv. 5
Fistfaire
Positioning
Close Quarters+
Infantry Move
Threaten+
Defensive Formation+
Black Magic Lv. 2
Black-Magic Mastery
A
A
A
A
A
A
A
B
B