Table of Contents
- Default
- Attack
- Special
- Injured




Black Knight - Sinister General |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | |||||
Middle | 22 | 10 | 8 | 9 | 5 |
High |
HP | ATK | SPD | DEF | RES | |
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Low | |||||
Middle | 48 | 34 | 34 | 35 | 18 |
High |
IV Sets
Key stats worth increasing through nature if possible. | |
Complementary stats that matter, but not to the point of picking them over key stats for nature increase. | |
Relatively worthless stat that can safely be decreased through nature. |
HP | ATK | SPD | DEF | RES |
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This unit has no access to IVs.
Skill Sets
Blade of the Goddess (Mixed Phase)
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Alondite | A | Steady Breath Alternate: Steady Stance 3 |
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Swap Alternate: Pivot |
B | Bold Fighter 3 |
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Black Luna | C | Armor March 3 Alternate: Ward Armor |
SP | 1980 | S | Quick Riposte 3 |
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Weapon: Alondite
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Assist: Swap / Pivot
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Special: Black Luna
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Passive A: Steady Breath / Warding Breath / Steady Stance
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Passive B: Bold Fighter
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Passive C: Armor March / Armor Buff / Panic Ploy
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Sacred Seal: Quick Riposte / Quickened Pulse
This set aims to give Black Knight strong potential on both Player and Enemy Phase through guaranteed doubles and Black Luna activations, making him a dominant force no matter the situation.
Bold Fighter in the B slot is what makes Black Knight’s Player Phase power, granting him a guaranteed follow-up attack and extra Special cooldown when he initiates combat. If his enemy retaliates and doesn’t have something that prevents Special charge such as Guard, he will always activate Black Luna on his second attack, making Black Knight an extremely dangerous foe to bait.
The A slot and Sacred Seal is for securing Black Knight’s power on Enemy Phase. Steady Breath as the A slot grants him a nice boost to Defense as well as an extra Special charge whenever he’s attacked, once again allowing him to guarantee a Black Luna activation on his second attack. To ensure he will perform his second attack, Quick Riposte is used as the Sacred Seal to guarantee a follow-up on Enemy Phase when he’s above 70% HP. Another Sacred Seal option is Quickened Pulse. Quickened Pulse reduces Black Luna's Cooldown by one at the start of the battle, down to two. If Black Knight is then attacked, Black Luna will fully charge and will activate on his first retaliation. Black Knight’s personal weapon Alondite also ensures that he can retaliate against whoever attacks him unless a skill that blocks counterattacks is used. Alternatively, Warding Breath could be used to give the same Special charge effect as Steady Breath but boosting Resistance instead of Defense. If neither skill is available, Black Knight’s default Steady Stance works nice for a strong boost to Defense.
For the C slot, Black Knight should be equipped with an armor skill if he’s on an armored team. Armor March, while expensive, allows him to offset the poor movement of armors. Ward Armor is another good option which allows Black Knight to boost the defenses of his fellow armored units. If Black Knight is not on a armor team, Panic Ploy allows him to turn his opponent’s buffs into debuffs. He can make great use of Panic Ploy thanks to his solid HP. For his Assist, both Swap and Pivot are good general choices for armor units.
Immovable General (Defensive Enemy Phase)
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Alondite | A | Steady Stance 3 Alternate: Close Def 3 |
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Swap Alternate: Pivot |
B | Vengeful Fighter 3 Alternate: Quick Riposte 3 |
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Black Luna | C | Armor March 3 Alternate: Ward Armor |
SP | 2395 | S | Close Def 3 |
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Weapon: Alondite
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Assist: Swap / Pivot
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Special: Black Luna
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Passive A: Steady Stance / Close Def
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Passive B: Vengeful Fighter / Quick Riposte
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Passive C: Armor March / Armor Buff / Panic Ploy
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Sacred Seal: Close Def / Distant Def
This set is designed to give Black Knight a strong Enemy Phase presence, particularly against physical opponents.
Alondite, Black Knight’s personal weapon, comes with built-in Distant Counter, which allows Black Knight to retaliate against ranged foes and frees up his A slot skill for something else. Black Knight’s default A slot Steady Stance is a strong option, granting him with a solid Defense boost whenever he’s attacked. Close Def is another strong option, granting the same Defense boost with a bonus Resistance boost too, though only when attacked at close range. In the B slot, Vengeful Fighter grants Black Knight with a guaranteed follow-up on Enemy Phase when he’s above half HP, as well as extra Special charge whenever he counterattacks, allowing him to always activate his powerful Special Black Luna on his second attack. For a cheaper alternative, Quick Riposte grants the same guaranteed follow-up effect as Vengeful Fighter, though with a stricter HP requirement and no extra Special charge. Finally, Black Knight can take one’s choice of either Close Def or Distant Def for extra Defense and Resistance when he’s attacked at either close range or a distance depending on which is used.
The C slot should be an armor buff if Black Knight is alongside other armored units. Armor March lets him give himself and adjacent armored allies one extra movement point at the start of each turn. A cheaper alternative could be Ward Armor, which allows Black Knight to buff the defenses of nearby armored allies. If Black Knight is not alongside other armored units, Panic Ploy is a nice option that he can put to use thanks to his solid HP. For the Assist, Swap, and Pivot are both popular and strong choices for armored units to help them with their positioning and mobility.
No Discretion Exercised (Quad Attack)
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Brave Sword+ | A | Death Blow 4 Alternate: Death Blow 3 |
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Swap Alternate: Pivot |
B | Bold Fighter 3 |
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Black Luna | C | Armor March 3 Alternate: Ward Armor |
SP | 2345 | S | Quickened Pulse |
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Weapon: Brave Sword+
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Assist: Swap / Pivot
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Special: Black Luna
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Passive A: Death Blow
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Passive B: Bold Fighter
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Passive C: Armor March / Armor Buff / Panic Ploy
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Sacred Seal: Quickened Pulse
A more gimmicky but still potent set, Black Knight can unleash a lot of destructive power with a Brave Sword.
The Brave Sword gives Black Knight a second attack when he initiates combat, and the potential to perform four attacks if he naturally doubles. With Black Knight being an armored unit, he can completely offset the need to outspeed with Bold Fighter, giving him a guaranteed follow-up attack when he initiates combat. With this, Black Knight will always perform four attacks.
His power doesn’t stop there though. Bold Fighter also has the added benefit of giving two special charge per attack instead of the usual one. If Black Knight has the Quickened Pulse Sacred Seal, his Special Black Luna will start at a cooldown of two. Combined with Bold Fighter, Black Knight will activate Black Luna on his second attack, before the enemy can even retaliate. In addition to this, if his enemy retaliates, he can potentially activate Black Luna twice in a single round of combat, assuming his opponent isn’t already KO’d by his fourth attack. Death Blow in the A slot is also used to push Black Knight’s raw damage even further.
Assuming Black Knight can survive the enemy’s first retaliation, he can potentially handle incredibly defensive blue threats, including fully merged Nowi with a Defense boon, Def refined Breath, Steady Breath, Close Def, and a buff from Fortify Dragons (so long as Nowi doesn’t have Guard). He will be incredibly injured in the process, so do take caution even if he can handle such threats.
For his C slot, Armor March will let Black Knight boost the movement of himself and adjacent armored units by one, making it easier for Black Knight to strike his ideal foe. Armor buffs such as Ward Armor are also strong choices in a armored team. Outside of an armored team, Black Knight with his high HP can utilize Panic Ploy to turn the foe’s buffs into debuffs.
Introduction
Before you is perhaps one of the strongest and most well-known villains in all of Fire Emblem. The Black Knight is an armored sword unit obtained for free through the Tempest Trials, or can be purchased from his starter bundle. It is undeniable that Black Knight is one of, if not the best free unit available in Heroes. Even without access to random IVs and full merging potential, Black Knight remains an incredibly strong unit with fantastic stats and skills.
He comes equipped with two exclusive skills that only he and Zelgius can use: Alondite and Black Luna. Alondite is a legendary sword with Distant Counter built-in, allowing him to retaliate against ranged units. The real powerhouse here is Black Luna, cutting the enemies defenses by a whopping 80% when activated. These two skills mixed with his fantastic stats bar Resistance and access to powerful armor abilities makes him a dominant force.
While he is arguably worse than Zelgius who has access to random IVs, Black Knight remains an amazing unit and is certainly not someone to pass up if he’s ever available during a Tempest Trials as a reward. If you do not have Black Knight, he is a must purchase with Heroic Grails.
Strengths
Fantastic stats
Black Knight has very well optimized stats with the exception of his Resistance. With 34 Attack, Black Knight packs a punch behind each of his attacks. On top of this, his HP of 48 and Defense of 35 gives him amazing physical bulk. His Speed of 34 is also fairly good, helping him defensively by giving him decent potential for avoiding enemy follow-up attacks.
Alondite
Alondite is Black Knight’s personal sword. This legendary sword has 16 might and possesses built-in Distant Counter. Having Distant Counter built into Alondite is strong as it frees up Black Knight’s A skill slot for something else, such as Steady Breath or Steady Stance.
Black Luna
Black Luna is Black Knight’s personal Special. Black Luna is an enhanced version of the regular Luna, reducing the enemies defenses by 80% when activated. Black Luna also has the same cooldown length as the regular Luna at three. Black Luna is incredibly powerful, and allows Black Knight to deal with extremely physically defensive units.
Armor Strengths
As Black Knight is an armored unit, he has access to powerful exclusive armored unit skills such as Bold Fighter and Vengeful Fighter, both of which are incredibly powerful. He will also enjoy the benefits of skills such as Ward Armor, Goad Armor, and Armor March.
Weaknesses
Bad Resistance
Black Knight’s main weakness is his low Resistance of 18. Black Knight is very susceptible to attacks from enemy mages and dragons, so caution is advised when letting a magical unit attack Black Knight, especially if they have Weapon Triangle advantage.
Armor Weaknesses
While armored units certainly have their strengths, they also certainly have their weaknesses. By default, armored units can only move one space per turn, limiting their mobility without support from skills such as Armor March, Guidance, or the Armored Boots Sacred Seal. Armor effective weapons such as Armorsmasher and Slaying Spear also become more common in higher scoring arena due to armored foes such as Black Knight being prevalent there.
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Wo Dao+ (+Spd) | A | Flashing Blade 4 |
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Reposition | B | Guard 3 |
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Black Luna | C | Even Atk Wave 3 |
S | Quickened Pulse |
A Black Luna build, this involves Wo Dao+. Wo Dao+ (+Spd) raises the Black Knight's Speed to an amazing 37, causing Flashing Blade 4 to be better than Heavy Blade 4, as he has 48 Attack with his weapon. Reposition is the preferred Assist, but really, it's player preference. Guard is to block enemy specials, especially those with the Slaying Spear. Even Atk Wave is for a kick in the Black Knight's Attack, to boost Black Luna's power. Finally, Quickened Pulse just makes his first Black Luna quicker to use.
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Slaying Edge+ (+Spd) | A | Distant Counter |
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Swap | B | Special Fighter 3 |
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Black Luna | C | Armor March 3 |
S | Atk/Spd Bond 3 |
A pretty straightforward build, that basically utiize BK's speed stats without using bold/vengeful fighter. On enemy phase, it is insta proc Black Luna with extra +5 atk from Atk/spd bond. so unless you one-shoted BK, you are gonna have a bad time. You can also use fierce stance on seal if you just gonna focusing on pure damage.
I recommend having another armor unit along side with BK, to provided him with Hone armor for extra atk and spd, also armor march from BK help with mobility issue.
Even thougth he is a Gen 1 unit, BK still a monster that will destroy tons of units regardless of triangle advantage.
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Wo Dao+ (+Atk) | A | Death Blow 4 |
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Swap | B | Bold Fighter 3 |
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Black Luna | C | Armor March 3 |
S | Sturdy Blow 2 |
This alternate build I want to complete for BK takes Black Luna's insane damage output, and tries to blow it through the roof via his player phase prowess. Wo Dao for might, Death blow 4, and Sturdy Blow all provide player phase atk or damage, armor march is for mobility, and Bold Fighter is to ensure his player phase attacks trigger black luna. This build is weak on the enemy phase, so be careful about where he ends up after the fight.
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Alondite | A | Steady Breath |
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Swap | B | Wrath 3 |
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Black Luna | C | Def Tactic 3 |
S | Quickened Pulse |
Black Luna is such a powerful special, so the goal of this set is to pop them off as fast as possible. QP gets black luna to a 2 turn cooldown, and when he enemy-phases, steady breath triggers. Black Luna hits, and now, he's hopefully at 75% hp. Black Luna is at 2 turn cooldown again, and the cycle continues. So as long as he can tank the hit, whatever hits him gets hit with black-luna + 10 extra wrath damage. If you're poor like me though, and don't have a spare brave or legendary ike to fodder, pairing him up with brave lucina would work too, and you could swap out his A skill for a stance (i recommend fierce stance from bantu or his native steady stance).
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Alondite | A | Steady Breath |
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Reposition | B | Vengeful Fighter 3 |
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Black Luna | C | Drive Def 2 |
S | Renewal 3 |
This Enemy Phase build for the Black Knight focuses on the time-tested strategy of sticking him in the enemy's range and waiting.
Vengeful Fighter and Steady Breath allow him to keep launching Black Luna, while Renewal keeps him in the Vengeful Fighter range.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Only Inheritable by Sword Units.
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50 | 1 | 6 |
![]() Only Inheritable by Sword Units.
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100 | 1 | 8 |
![]() Learns by default at 4 ★ Only Inheritable by Sword Units.
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200 | 1 | 11 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Special Skills
Special Skills | SP | Turns |
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![]() Learns by default at 4 ★ Non-inheritable by Staff-wielding units.
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100 | 3 |
![]() Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
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200 | 3 |
![]() Unlocks at 5 ★ Non-Inheritable skill.
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500 | 3 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Inheritable by all units.
Unlocks at 4 ★ |
50 | A |
![]() Inheritable by all units.
Unlocks at 4 ★ |
100 | A |
![]() Inheritable by all units.
Unlocks at 5 ★ |
200 | A |
![]() Inheritable by all units.
Unlocks at 4 ★ |
60 | B |
![]() Inheritable by all units.
Unlocks at 4 ★ |
120 | B |
![]() Inheritable by all units.
Unlocks at 4 ★ |
240 | B |
Other Info
Origin |
Fire Emblem: Path of Radiance
Fire Emblem: Radiant Dawn
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