
Klapka
Dクラプカ · KlapkaAn endgame recruit locked to Guardian. Fill a gap with current spear arts and learned abilities; plan no reclasses or assumed White Magic, and count Defense stacks from zero each map.
Spirit of SilverAfter combat, has a Def% chance to activate,Def+1 (up to +10) (until the end of battle)Nine stats
| HP | Str | Mag | Spd | Dex | Def | Res | Lck | Cha | Total | |
|---|---|---|---|---|---|---|---|---|---|---|
| Growth rates | 40% | 40% | 10% | 25% | 45% | 50% | 15% | 25% | 35% | 285% |
| Overall rank63 characters total | Rank 36 | Rank 29 | Rank 60 | Rank 56 | Rank 22 | Rank 2 | Rank 58 | Rank 55 | Rank 30 | Rank 60 |
| Base statsGuardian Lv63 | 57 | 37 | 6 | 18 | 35 | 47 | 16 | 19 | 25 | 260 |
| Base stat ranking63 characters total | Rank 2 | Rank 2 | Rank 31 | Rank 11 | Rank 3 | Rank 1 | Rank 7 | Rank 5 | Rank 2 | Rank 3 |
| Lv60 expected statsPersonal growths only | 57 | 37 | 6 | 18 | 35 | 47 | 16 | 19 | 25 | 260 |
| Expected rank62 characters total | Rank 41 | Rank 33 | Rank 61 | Rank 57 | Rank 43 | Rank 6 | Rank 49 | Rank 60 | Rank 43 | Rank 63 |
Proficiency
Starting skills
| Category | Skills | Effect |
|---|---|---|
| Personal skill | Spirit of Silver | After combat, has a Def% chance to activate,Def+1 (up to +10) (until the end of battle) |
Use high Defense and Spirit of Silver to withstand repeated physical attacks. Class changes are unavailable; this is a Guardian equipment setup, not a new class chain.
Focus on taking physical hits with high Defense and counterattacking with a spear; use the old Guardian setup’s
Javelin for 2-tile coverage, with Da Mina Spear improving combat-art Hit; the specific weapon is filled in by this site.
Jagaimo’s endgame team review treats him as a temporary substitute when the main team is short-handed and avoids lengthy further training. Keep Guardian and use spears, Lend Defense, and white magic where available from his learned options, without detours or a divine class. All specific equipment follows the previous Guardian setup; the video did not provide a complete build.
Klapka’s fixed Guardian class and physical tanking
After joining, keep
Klapka in
Guardian and equip him for spears and physical durability. He cannot change class through exams and has no Beginner-to-Divine route. He joins in Section 6 of the Promised One’s story, so continue training his existing
Guardian.
The fixed Guardian class holds the front with spears
| Current class | Available proficiencies | Class effects | Mastery |
|---|---|---|---|
Guardian | Spear, White Magic | Combat Arts +2, Magic Heal +10 | Brace |
Guardian permits both spears and white magic, letting him take physical hits up front and add healing if he has learned spells. Although
Guardian can cast,
Klapka must still learn each spell. Check his available healing before assigning that role. Without spells, use him as a spear user and physical tank.
Because he cannot change classes, common options for other characters, such as mastering
Castle Knight or entering divine classes for stats, are not training routes for him. He can still earn
Guardian mastery in his current class, but he must actually fill its class experience. A high joining level does not mean he has already learned the mastery skill.
Survive combat before stacking Spirit of Silver
After each combat,
Spirit of Silver has a chance equal to current Defense as a percentage to grant Defense +1, stacking to +10 on the same map. Higher Defense improves activation odds, and stacks improve physical durability further. It only checks after combat; he does not start a map with 10 extra Defense.
This skill requires surviving the current fight first. Before the first stack, use current stats for incoming damage. If it fails to activate, the next forecast still uses the original Defense. Existing stacks support repeated physical engagements but do not raise low Resistance. They expire at the end of the map and restart from zero next time.
Prioritize HP, Defense, Strength, and Resistance
| HP | Strength | Magic | Speed | Dexterity | Defense | Resistance | Luck | Charm | Total |
|---|---|---|---|---|---|---|---|---|---|
| 40% | 40% | 10% | 25% | 45% | 50% | 15% | 25% | 35% | 285% |
When assessing growth, prioritize HP, Defense, Strength, and Resistance. HP and Defense form the foundation of his physical durability, and Defense also affects
Spirit of Silver’s activation chance. Strength gives
Counter meaningful damage. His personal Resistance growth is only 15%; good growth in that stat noticeably eases the pressure from magical enemies.
Magic, Speed, Luck, or Charm falling below expectations does not require changing his role. His Magic growth is 10%, so even when healing, he mainly relies on
Guardian’s
Magic Heal +10. Follow-ups and critical hits are not his core damage plan, so there is no need to chase Luck or Speed aggressively. Charm mainly affects gambit Hit. His 45% Dexterity growth helps his spear accuracy, and Spear, Infantry, and White Magic are his strong proficiencies.
He fills a physical role. Speed growth of 25% leaves him vulnerable to fast enemies’ follow-ups, while Resistance growth of 15% makes spells dangerous. High Defense does not solve either issue. When placing him in enemy range, check damage type and follow-ups, choosing enemies he can survive first.
Joining last limits the return on training
Defense growth of 50% is among the highest, and
Spirit of Silver adds more. Spears and Dexterity support
Counter after taking hits. However, total growth of 285% is low, and being unable to change class removes many development options. Joining in Section 6 of the Promised One’s story leaves very few battles. These limits put him in D overall, chiefly because of short availability and limited training choices.
If your team is already established, he does not need to take resources away from units you have trained for a long time. If you need a temporary physical frontliner, his joining level, spears, and Defense can fill that gap. If you specifically want to use him for the final few battles, completing his current equipment and learned-skill setup is more practical than planning a multi-class route he cannot complete.
Keep him alive in section 5
Keep
Klapka alive in the relevant Section 5 battle of the Promised One’s story for a chance to recruit him at the start of Section 6. This story recruitment needs no gifts, Support grinding, or negotiation materials.
If you are preparing to recruit everyone, you can complete
Theodora’s story before reaching this sequence.
Coffee and a strategy manuscript make good gifts
He likes pride in his homeland, his beloved wife, and heroic tales. He dislikes unreasonable people, excessive luxury, and boasting. Prioritize these gifts:
| Preference | Gifts |
|---|---|
| Loves | |
| Likes |
Check spear arts for accuracy and defensive benefits
| Combat art | Durability cost | Might / Hit / Crit modifier | Effect |
|---|---|---|---|
Tempest Spear | 2 | +4/+10/0 | Basic spear art with reliable accuracy |
Armored Blow | 4 | +3/0/0 | Cannot follow up; after a kill, Protection +3 until the next player phase |
Protective Storm | 6 | +5/0/0 | Protection +7 during combat |
Spike | 2 | +4/+10/0 | Axe combat art; Guardian cannot use axes |
Lend Defense | 0 | — | Defense +2 to an adjacent ally until the next player phase |
All of these actions have range 1.
Protective Storm’s Protection bonus applies during that battle.
Armored Blow requires a kill before its later benefit takes effect and also costs him the ability to follow up. If he cannot defeat an enemy in one hit, check the forecast before deciding between boosting Protection and using
Tempest Spear for better accuracy. On turns without a target for
Careful Attack, use
Lend Defense to support an adjacent ally. There is no need to risk a dangerous
Counter just to stack
Spirit of Silver.
Healing and chance-based damage reduction have conditions
CritDef has a 30% chance to halve damage when taking a critical hit. Position him using the damage without activation.
Learnable white magic
Laia has 15 base uses, healing Might 3, and range 1. It restores a little allied HP, with an occasional extra 100 healing. He must have learned it and retain uses; the large heal is only occasional.
Guardian’s
Magic Heal +10 supports backup healing, but his main role remains spears and physical durability.
He has no support conversation partners.
More guides
- Klapka's growth and class choicesGameWith
- Klapka training and class choices (Game8 English)Game8
- Klapka's growth and class choicesAltema guide team
Site guides

Check his stats, available spear arts, and spell menu on joining before deciding what he can tank or whether he can heal. Do not immediately replace your main tank.

Training route by stage
Part 1: Complete Theodora’s prerequisites
He cannot be recruited in Part 1, so you cannot train Soldier, armor, riding, levels, proficiency, or equipment for him. Complete Theodora’s prerequisites to recruit him in Part 3.
Part 2: Complete War prerequisites
Completion of Theodora’s Part 1 and War affects recruitment. See the recruitment page for clearing or skipping War. There is no evidence of controllable training for him at this point; do not apply another character’s Guardian leveling route.
Part 3: Fill gaps with his existing abilities
Keep him alive against Mahadu in Section 5. He formally joins after returning to the capital, at the start of Section 6, with Theodora’s prerequisites also required. Appearing as an ally in battle does not yet allow long-term training.
Joining level, Spear and White Magic ranks, and completed mastery are unconfirmed. Open his menu on joining to check HP, Defense, and Attack Speed, then choose learned skills and Combat Arts. He cannot reclass, so reserve no certification item. Little training time remains near the end.

Spirit of Silver starts from current Defense.
Survive the engagement first so stacked Defense can help the next one. Calculate the first engagement at zero stacks; even kills may not trigger it. The bonus is Defense and does not stop magic.

Guardian permits White Magic. Check the spell menu to see whether he has learned any on joining, then plan healing and Resquia around currently available options.
Choose an available, accurate spear and select spear arts by the forecast. Fixed Battalions, mounts, Blessings, and a full skill setup are unconfirmed. He has not trained other classes and cannot equip masteries such as Castle Knight’s Intercept or Warrior’s Practiced Art. Whether Guardian is mastered on joining is also unconfirmed; exclude mastery benefits from survival calculations until checked.
Survive at zero Defense stacks before taking another fight
Use the forecast to receive only a few physical enemies he can survive, rather than charging alone. A complete main team need not replace anyone. Use him to block temporarily if short on units. Assume Defense stacking does not trigger first, then take the next fight only if he survives.
Recruitment
Meet Theodora-route prerequisites, then keep him alive in the relevant Part 3 fifth-segment battle. Formal joining occurs at the next stage after returning to the imperial capital. See Klapka's recruitment requirements.
A locked Guardian cannot collect general reclass benefits
- Stockpiling passes for master or divine classes despite his locked class.
- Assuming Guardian's White Magic access means he already knows healing or Resquia.
- Calculating the first fight with Spirit of Silver's +10 Defense, or treating it as permanent growth.
- Using end-of-map Defense stacks to face mages while ignoring Resistance and follow-ups.
- Dragging out turns for a theoretical training ceiling despite his endgame-only window.
Comments
Ji
Spears Lv. 3Hit and Avo +5 when a spear is equipped
BraceProtection +3 after defeating an enemy (until the next player phase)
CritDef30% chance to halve damage taken from a critical hit
Close Quarters+[Infantry] Adjacent enemies suffer Movement -2
Defensive FormationAdjacent allies gain protection +1
Spirit of SilverAfter combat, has a Def% chance to activate,Def+1 (up to +10) (until the end of battle)
Combat Arts +2Equippable combat arts +2
Magic Heal +10Healing allies with magic restores +10 HP
Tempest SpearCost 2 Mt 4 Hit 10
Armored BlowCost 4 Mt 3 Hit 0
Protective StormCost 6 Mt 5 Hit 0
LaiaMt 3
Victory GemEquippedWt 3
Mons Iron Squad计策「两壁之阵」Follow the current training route; meet each slot’s equipment and proficiency requirements first.
Javelin
Spears Lv. 3Hit and Avo +5 when a spear is equipped
BraceProtection +3 after defeating an enemy (until the next player phase)
CritDef30% chance to halve damage taken from a critical hit
Close Quarters+[Infantry] Adjacent enemies suffer Movement -2
Defensive FormationAdjacent allies gain protection +1
Spirit of SilverAfter combat, has a Def% chance to activate,Def+1 (up to +10) (until the end of battle)
Combat Arts +2Equippable combat arts +2
Magic Heal +10Healing allies with magic restores +10 HP
Tempest SpearCost 2 Mt 4 Hit 10
Armored BlowCost 4 Mt 3 Hit 0
Protective StormCost 6 Mt 5 Hit 0
LaiaMt 3
Victory GemEquippedWt 3
Steel-Shield Guard计策「三方之阵」Use
JavelinPrepare to fight at 2-tile range; up close, switch according to Hit and durability to
Ji or Da Mina Spear.
Ji
Spears Lv. 3Hit and Avo +5 when a spear is equipped
BraceProtection +3 after defeating an enemy (until the next player phase)
CritDef30% chance to halve damage taken from a critical hit
Close Quarters+[Infantry] Adjacent enemies suffer Movement -2
Defensive FormationAdjacent allies gain protection +1
Spirit of SilverAfter combat, has a Def% chance to activate,Def+1 (up to +10) (until the end of battle)
Combat Arts +2Equippable combat arts +2
Magic Heal +10Healing allies with magic restores +10 HP
Tempest SpearCost 2 Mt 4 Hit 10
Armored BlowCost 4 Mt 3 Hit 0
Lend DefenseCost 0 Mt 0 Hit 0
LaiaMt 3
Victory GemEquippedWt 3
Rookie Vanguard计策「纵列之阵」Fill a slot with the abilities already available at recruitment; leave unlearned mastery and spell slots empty.
DexWidely recommendedDexVery strongDexUseful for specific strategies
| Proficiency | |
|---|---|
D Tempest SpearD+ Spears Lv. 1C Armored BlowC+ Spears Lv. 2B Protective StormB+ Spears Lv. 3A Raging TempestA+ Spears Lv. 4S Spears Lv. 5S+ Spearfaire | |
D White Magic Lv. 1C White Magic Lv. 2B White Magic Lv. 3A White Magic Lv. 4S White Magic Lv. 5S+ White-Magic Mastery | |
B Close Quarters+A Infantry MoveS Avoid Fatality+S+ Infantry Move+ | |
D Lend DefenseC Defensive FormationB Lend Defense+A Defensive Formation+ | |
D+ Swords Lv. 1C+ Swords Lv. 2B+ Swords Lv. 3A+ Swords Lv. 4S Swords Lv. 5S+ Swordfaire | |
D SpikeD+ Axes Lv. 1C+ Axes Lv. 2B+ Axes Lv. 3A+ Axes Lv. 4S Axes Lv. 5S+ Axefaire | |
D+ Bows Lv. 1C+ Bows Lv. 2B+ Bows Lv. 3A+ Bows Lv. 4S Bows Lv. 5S+ Bowfaire | |
D+ Fists Lv. 1C+ Fists Lv. 2B+ Fists Lv. 3A+ Fists Lv. 4S Fists Lv. 5S+ Fistfaire | |
D Black Magic Lv. 1C Black Magic Lv. 2B Black Magic Lv. 3A Black Magic Lv. 4S Black Magic Lv. 5S+ Black-Magic Mastery | |
D CritDef |
Klapka: unavailable for recruitment on all four Part I routes; joins in Part III.
Cai's storyCannot recruitCannot be recruited in Part I (may appear as a guest or enemy)
Dietrich's storyCannot recruitCannot be recruited in Part I (may appear as a guest or enemy)
Theodora's storyCannot recruitCannot be recruited in Part I (may appear as a guest or enemy)
Leda's storyCannot recruitCannot be recruited in Part I (may appear as a guest or enemy)
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 favorite gifts and available in shops. Klapka mainly favors coffee. Favorites display double arrows in-game and grant the most affinity.
Find where to buy these on the map→ Where to buy all 8 favorite gifts→

Favorite8 items
Likes1 items
LikesMoza pride, his beloved wife, heroic talesInterestsDisciplining soldiers, collecting eastern porcelain
Details
| Title | Mosa's general |
|---|---|
| Affiliation | Moza Army |
| Likes | Moza pride, his beloved wife, heroic tales |
| Interests | Disciplining soldiers, collecting eastern porcelain |
| Japanese voice | TBD |
| English voice actor | TBD |
In the story
Negotiation on the queen's routeSpoilers
Klapka leads troops against Theodora on her route. Seeing the trust his soldiers place in him, she treats him courteously and retains him as a hostage for negotiations; this later helps her secure a favorable peace treaty.
Returns to battle as reinforcementsSpoilers
Late in Part III, he appears as an ally in Part III, Section Five. If he survives the battle, he joins the Promised One's party.
Solo epilogue: Reports on the great war to his homelandSpoilers
In his solo ending, he returns to Mossa and reports to the king on the war that decided the world's fate. The king praises him for bringing Mossa renown abroad and rewards him generously; he continues serving on the front line.
Spike

Spears Lv. 1
Spears Lv. 2
Raging Tempest
Spears Lv. 4
Spears Lv. 5
Spearfaire
White Magic Lv. 1
White Magic Lv. 2
White Magic Lv. 3
White Magic Lv. 4
White Magic Lv. 5
White-Magic Mastery
Infantry Move
Avoid Fatality+
Infantry Move+
Lend Defense+
Defensive Formation+
Swords Lv. 1
Swords Lv. 2
Swords Lv. 3
Swords Lv. 4
Swords Lv. 5
Swordfaire
Axes Lv. 1
Axes Lv. 2
Axes Lv. 3
Axes Lv. 4
Axes Lv. 5
Axefaire
Bows Lv. 1
Bows Lv. 2
Bows Lv. 3
Bows Lv. 4
Bows Lv. 5
Bowfaire
Fists Lv. 1
Fists Lv. 2
Fists Lv. 3
Fists Lv. 4
Fists Lv. 5
Fistfaire
Black Magic Lv. 1
Black Magic Lv. 2
Black Magic Lv. 3
Black Magic Lv. 4
Black Magic Lv. 5
Black-Magic Mastery







