Fire Emblem: Fortune's WeaveAnna's Notebook
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Armored Knight

Intermediate classesArmored Knight · Armored Knight
WeaponsAxes, spears, swords
Movement4
TypeInfantryArmored

Class requirements

Recommended levelLv20Can take this tier's exam 20 levels below the recommended level; Cai at Lv17: Light Cavalry 18%, Myrmidon 14%, Archer 8%.
Renown4
ProficiencyHeavy Armor E+
Any proficiencyAxe C, Spear C
Certification itemSpecialty License

Growth rate modifiersTotal +40%

HP+10%
Str+10%
Mag-5%
Spd-5%
Dex+5%
Def+25%
Res-5%
Lck+0%
Cha+5%

Stats

HPStrMagSpdDexDefResLckCha
Bonus210-204000
Base stats—10———10———

Class and mastery skills

CategorySkillsEffect
Class skillsCombat Arts +1Equippable combat arts +1
Class skillsDefendingDef+3Protection +3 when the foe initiates combat
Mastery skillGreat CounterAttack +3 when the foe initiates combat

Mastery skill: Learned by maxing out this class's experience. Retained after changing class.

Recommended characters for this class

Playing this class

Armored Knight receives physical enemies with high Defense, then weakens them through counters. Growth modifiers are Defense +25 and HP/Strength +10 each, with Speed and Resistance −5 each. Keep it out of mage range.

Combat animation: the unit’s class appears in the upper left. Class determines not only available weapons but also defense and movement range. Both sides’ HP bars and stats such as hit and crit appear at the bottom.
Combat scene: the unit’s class is labeled at the upper left. A class determines usable weapons as well as Def and movement range. Below are both sides’ HP bars and stats such as Hit and Crit

Who benefits

  • Goliath and Buccar: Enter from Soldier to build Strength and Defense before Dreadnought. Buccar’s armored movement helps him keep pace.
  • Dadao has high Strength and Defense growth and extra Attack when neither side doubles, fitting the armor route.
  • Esmeralda suits frontline Pilum use, weakening enemies with one-to-two-range counters.

Training route

Prepare the exam for level 20 and Renown 4, with Heavy Armor E+ and either Axe C or Spear C. Uses swords, spears, and axes.

When the enemy attacks first, the innate Strike-Last Def +3 adds Protection. Mastery Great Counter adds Attack +3. Let a few physical enemies initiate, with the back line healing and finishing. Movement is only 4, so deploy it near the front.

When to leave

Counterattackers should get Great Counter before changing classes. Continue to Dreadnought for tanking. Dietrich can return to offense if borrowing only the skill. Low Speed and high Defense also suit weapon-experience farming: use a weapon that deals damage without killing too quickly.