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

Master classesフォートレス · Castle Knight
WeaponsAxe, spear
Movement4
TypeInfantryArmored

Class requirements

Recommended levelLv45
ProficiencyHeavy Armor C
Any proficiencyAxe A, Spear A
Certification itemMaster License
UnlockUnlocked after clearing section 1 of the Promised One's story
ChapterUnlocked after clearing section 1 of the Promised One's story (Part III)

Growth rate modifiersTotal +55%

HP+25%
Str+20%
Mag-5%
Spd-15%
Dex+5%
Def+30%
Res-10%
Lck+0%
Cha+5%

Stats

HPStrMagSpdDexDefResLckCha
Bonus960-6413-200

Class and mastery skills

CategorySkillsEffect
Class skillsCombat Arts +3Equippable combat arts +3
Class skillsDefendingDef +7Protection +7 when the foe initiates combat
Mastery skillInterceptReduces damage taken by 5 when attacked

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

Recommended characters for this class

Playing this class

Castle Knight specializes in stopping physical enemies: class Defense +13, another +7 when attacking second, and Intercept mastery for 5 less damage taken. Buccar can hold the front with it. Step aside for mages; armor's high Defense cannot fix Resistance.

Castle Knight's Intercept mastery says “damage taken reduced by 5 when attacked” at the lower right. Heavy Armor C and either Axe A or Spear A are shown below left.
Castle Knight's Intercept mastery says “damage taken reduced by 5 when attacked” at the lower right. Heavy Armor C and either Axe A or Spear A are shown below left.

Who suits the class

  • Buccar: continue from Dreadnought as a physical wall. Armored Movement +2 alleviates the four-space Movement weakness once learned.
  • Goliath: develop Defense in Dreadnought and Castle Knight, then deploy as Sentinel to keep pace.
  • Ninae, Theodora: visit briefly for Intercept, then move to Elephant Rider or Sentinel.

How to train

Unlocks after Part 3 Segment 1. Recommended exam level 45, Heavy Armor C, and either Axe A or Spear A. Uses axes and spears with base Movement 4.

Growth modifiers are HP +25, Strength +20, Defense +30, Speed −15, and Resistance −10. Let physical enemies initiate for Strike-Last Def +7 and leave mages to allies. Spear users can switch between Castle Knight and Sentinel for physical and magical enemies respectively.

When to use it

Stay when you need a physical wall; leave after mastery if only borrowing Intercept. Its direct 5-point damage reduction needs neither a kill nor full HP, making it worthwhile for units taking hits. Return Theodora to Sentinel afterward to avoid prolonged Speed and Resistance losses. Majide can continue to Great Knight for mobility.