Table of Contents
- Default
- Attack
- Special
- Injured
| Black Knight - Sinister General |
|---|
|
Related Heroes
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | |||||
| Middle | 22 | 10 | 8 | 9 | 5 |
| High |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| 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 |
|---|---|---|---|---|
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 | 1,980 | 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 | 2,395 | 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 | 2,345 | 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.
Team Options
Counters
Even with how strong Black Knight is, he definitely has his counters. Mages, particularly blue ones, will be able to deal with Black Knight quite easily. In general, Black Knight can struggle with prominent blue threats thanks to his Weapon Triangle disadvantage.
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Blue Mages: Of all blue mages, his two most prominent threats are Micaiah and Reinhardt, both able to easily KO Black Knight before he can even attack thanks to their personal weapons. Other blue mages still pose significant threat such as Ishtar, Linde, and Delthea.
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Red Mages: Though not as reliably at dealing with Black Knight as blue mages, most red mages can still deal significant damage to Black Knight. Particularly, HS Micaiah who possesses an armor effective tome and Winter Tharja who possesses high defensive stats and strong attack power. Other red mages such as SM Eirika and Summer Tana can also pose a significant threat, but these are less reliable as they will usually be KO’d by Black Knight on his retaliation unless they’re using Desperation or Black Knight is already damaged.
- Strong Blue Fighters: Due to their Weapon Triangle advantage against him, many blues beyond mages can work very well against Black Knight. Nephenee is one such threat, who possesses an exclusive Slaying Lance with armor effective damage. Blue dragons such as Nowi and Female Corrin also can handle Black Knight very well.
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Alondite | A | Life and Death 3 |
|---|---|---|---|
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Pivot | B | Vantage 3 |
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Black Luna | C | Threaten Def 3 |
| S | Panic Ploy 1 | ||
This is an aggressive build for Black Knight taking advantage of all possible encounters with Sword units and Axe units. Life and Death helps Black Knight annihilate anyone he encounters with high attack and speed although Fury is an option having the Panic Ploy seal is risky if you're taking 6 damage every encounter and you'll eventually lose the Panic Ploy range of 5 HP above someone else. Threaten Defense helps make up the 30 def reduction by Life and Death and by reducing a units defense as well as bonuses due to the Panic Ploy seal. This is a hyper offensive build that abuses all of Black Knights capabilities.
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Brave Sword+ | A | Steady Stance 3 |
|---|---|---|---|
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Reposition | B | Wrath 3 |
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Black Luna | C | Threaten Spd 3 |
| S | Quickened Pulse | ||
So, I hear you like quad black luna.
This build is the one that I find myself using in almost every battle.
The whole idea os to just push yourself to Black Luna with the Brave Sword and Black Knight's speed. The damage may seem a little small at first until you quad your way to victory or at the very least Black Luna yourself there. I also sub out Threaten Speed for Panic ploy for some situations but Threateb Speed is just good for more quads so I use it more often.
To sum up:
Speedy Black Luna
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Alondite | A | Steady Breath |
|---|---|---|---|
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Swap | B | Quick Riposte 3 |
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Black Luna | C | Panic Ploy 3 |
| S | Attack +1 | ||
Enemy Phase Tank
(Stats w/ summoner support & skills)
Desc:
Steady Breath: adds to bulk & speeds BL
QR: Allows for guaranteed x2 on faster units
Panic Ploy: Weakens ___ emblem teams.
Atk+1: Insurance
Armour buffed BK beats Panic Reinhardt
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Alondite | A | Steady Stance 3 |
|---|---|---|---|
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Swap | B | Quick Riposte 3 |
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Black Luna | C | Threaten Def 3 |
| S | Panic Ploy 1 | ||
This build is all defense and is designed around destroying the enemy team but the third enemy phase. Steady stance allows him to take multiple hits from every melee unit/dagger/bow weirder in the game, even lance users(excluding the heavy lance). His mediocre Res allows him to tank 2-4 hits from green or red mages, then counterattack. If you can get a Res buff on your team that will go a long way. Quick riposte will allow him to attack twice to ensure a ORKO or a Black Luna trigger. Threaten Def allows you to KO even armored blue units on the player phase post-activation of the skill. Panic ploy supplements Threaten def. Overall his main weakness is blue mages, so he’ll beed to be on a team with a powerful green mage such as Nino. Speed, Def and Res buffs allow him to fulfill his purpose much more effectively, so these are highly recommended to be included in your team.
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Alondite | A | Steady Stance 3 |
|---|---|---|---|
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Pivot | B | Vantage 3 |
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Black Luna | C | Ward Armor |
| S | Squad Ace A 1 | ||
The last member of my Armor Emblem team. This Black Knight build isn't anything too special and was easy to see coming with a hero that has Distant Counter built into his weapon.
Basically have your Black Knight roll in, kick ass while barely taking damage in most situations, and have Vantage ready to make those mages have to tank a hit before attacking and possibly dying before being able to even attack. If you have a Bike (Brave Ike) you can give him Steady Breath but be aware that your Bike is a good unit too so it depends on if you want to make that sacrifice or not.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Only Inheritable by Sword Units.
|
50 | 1 | 6 |
| Only Inheritable by Sword Units.
|
100 | 1 | 8 |
| Learns by default at 4 ★ Only Inheritable by Sword Units.
|
200 | 1 | 11 |
| Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
|
400 | 1 | 16 |
Special Skills
| Special Skills | SP | Turns |
|---|---|---|
New MoonResolve combat as if foe suffered Def/Res-30%Learns by default at 4 ★ Non-inheritable by Staff-wielding units.
|
100 | 3 |
LunaResolve combat as if foe suffered Def/Res-50%Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
|
200 | 3 |
Black LunaResolve combat as if foe suffered Def/Res-80%. (Skill cannot be inherited.)
Unlocks at 5 ★ Non-Inheritable skill.
|
500 | 3 |
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Unlocks at 4 ★ Inheritable by all units.
|
50 | A |
| Unlocks at 4 ★ Inheritable by all units.
|
100 | A |
| Unlocks at 5 ★ Inheritable by all units.
|
200 | A |
| Unlocks at 4 ★ Inheritable by all units.
|
60 | B |
| Unlocks at 4 ★ Inheritable by all units.
|
120 | B |
| Unlocks at 4 ★ Inheritable by all units.
|
240 | B |
Other Info
| Origin |
Fire Emblem: Path of Radiance
Fire Emblem: Radiant Dawn
|
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Banners Featured In
None

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