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![]() ![]() ATK Acupressure helps amplify the Rune-Knight's power to even greater heights, while DEF Acupressure improves the longevity of the provoking Rune-Knight. This lets the God-Hand quickly patch them up after taking a barrage of enemy attacks, or restore their LF in order to unleash a full-powered Brave Sword. God-Hand: Rune-Knights pair well with God-Hands for their priority healing.It works on skills you may not expect, like Hack, helping the Agent crit more to trigger Assassin's React. Agent: TROY: Ice has a pretty crazy interaction with Ice Enchant, such that every regular and skill attack that hits the debuffed enemy triggers the follow-up.Samurai: Samurai move faster, so can pull off Focus Breathing first to substitute for Life Oath, allowing the Rune-Knight to skip straight into Brave Sword.All this makes the Rune-Knight one of the strongest classes to have in standby. ![]() If one creates backup teams consisting of 6 Rune-Knights, it is possible to create a Unison attack where all 6 of them unload full-power Brave Swords on a target, presenting unparalleled upfront burst damage that ends bosses on the third turn. ![]() Their Buddy skill decreases enemy MDF, thereby improving MAT-based damage. In inactive teams, the Rune-Knight is one of the fastest-charging classes. Taking deep but calculated risks and prevailing in the end is the best part of Rune-Knights. Even if the Rune-Knight ends up dying in the process, tremendous damage will still be dealt if Knight's Pride successfully activates. Otherwise it synergizes beautifully with earlier skills like Life Oath and Vengeful Sword, and you already want to keep a Rune-Knight alive and kicking to take hits for the team. Boosting maximum LF and keeping the Rune-Knight healthy while spamming Brave Sword is a great strategy to deal massive DPS. Make no mistake, the potential of this attack is absolutely immense. By successfully navigating the risks, they can take on certain enemies way ahead of their level, because if they have Clench active at the right moments, it doesn't matter how much damage Rune-Knights take, just recast Clench and keep surviving.īrave Sword is the capstone that makes all this flow like a river. These make Rune-Knights stronger combatants at very low health. Add Toughness React and Clench to the mix. This means Rune-Knights are ultimately not constrained by Mana, but by whether these attacks deal enough damage and enough healing to survive. Notice that Aspir Sword restores Mana and costs no Mana, so theoretically Rune-Knights have bottomless Mana so long as they alternate between Drain Sword and Aspir Sword. However, these attacks have high Mana costs. To start off, Drain Sword deals way more damage than Ice and Lightning Swords and usually restores way more Life than Knight's Grace, and Vengeful Sword establishes a pattern of dealing even more damage after taking hits in place of allies, as a tank should. Rune-Knights receive serious flair from Skill Development 1 that ignites their core dynamic. Ice and Lightning Sword, while not exactly tank abilities, set the flavor of a magical frontliner and can inflict Freeze and Paralysis. ![]() When that is not enough they can forcibly redirect attention to themselves with Provoke and Substitute. Life Oath increases their current and maximum LF, which can push the total ahead of their allies to make them a more attractive target. They already take the least damage from enemy attacks, so their healing skill, Knight's Grace, provides all the healing they need for themselves, and sustains their companions in the fight. When Rune-Knights are unlocked, they start off with all the basics of effective tanks. They have unmatched DEF and MDF and above average LF, and skills that improve their allies' survival as well as their own, so they are the best tanks. Rune-Knights are magic-based frontline warriors that risk their LF to protect allies and unleash devastating attacks. ![]()
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