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 | Steady Breath |
|---|---|---|---|
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Swap | B | Windsweep 3 |
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Black Luna | C | Armor March 3 |
| S | Phantom Spd 1 | ||
Make Black Knight the unexpectedly agile armor unit as befitting of his fearsome reputation.
Force enemies to play your bait-game. 34 base speed with a hidden +5 "spd" with the Phantom Speed seal -- and potential goads/hones from fellow armor allies-- lets Black Knight attack majority enemies safely on player phase.
On enemy phase, enemies will have to deal with +4 def from Steady Breath and the inevitable fully charged Black Luna wiping them from existence.
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This could be a bane for Arena players who face Black Knight on defense teams since they can't bait him as the usual strat to counter armored units.
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Alondite | A | Steady Stance 3 |
|---|---|---|---|
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Reposition | B | Renewal 3 |
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Black Luna | C | Hone Armor |
| S | Squad Ace A 1 | ||
Also works with earth boost for a defence increase even when initiating. Works well with an armour march ally, and he's strong enough to hold his own without summoner support. Keep away from non-green mages.
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Alondite | A | Fury 3 |
|---|---|---|---|
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Pivot | B | Wings of Mercy 3 |
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Black Luna | C | Hone Spd 3 |
| S | Speed +1 | ||
With S-rank summoner support, the ever-mysterious Black Knight marches onto the battlefield with only a single sub-40 stat: resistance. Even this weakness, he can shrug off in all cases except Reinhardt (and the rare min-maxed Dire Thunder Olwen), due to Alondite's built-in Distant Counter. With the exclusive Black Luna and with his movement penalty almost nullified by Pivot, the Black Knight is truly a fearsome unit that, if handled incorrectly, can single-handedly leave entire teams in checkmate.
Fury boosts the Black Knight's stats to their insane 40+ stature while causing minimal damage to him, considering his typical armored unit's monstrous HP, helped by his support.
Wings of Mercy offers our enigmatic knight further increased movement, giving him the option of teleporting around the map to his allies in need.
C-slot is optional and depends on the team. On an armored team, any armor buffs will do. Otherwise, the choice is yours.
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Alondite | A | Steady Stance 3 |
|---|---|---|---|
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Rally Attack | B | Wings of Mercy 3 |
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Black Luna | C | Threaten Def 3 |
| S | Quickened Pulse | ||
Pretty simple and effective build. I suggest using someone who is prone to having less than half their health most of the time. It works with units who have fury too. Units like Azura and Ninian are perfect partners as they are frail. Rally Attack is there to support allies as the Black Knight can only move one space. Quickened Pulse is there for Black Luna.
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Alondite | A | Steady Breath |
|---|---|---|---|
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Pivot | B | Wrath 3 |
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Black Luna | C | Atk Smoke 3 |
| S | Quickened Pulse | ||
*Stats shown with merged +1, Summoner Support, and Weapon*
Optimal IVs (When possible): +Atk, +Spd / -Res.
Weapon: Alondite
Assist: Pivot / Swap / Rally Def, Res
Special: Black Luna / Aether
A-Slot: Steady Breath / Life and Death / Distant Defence / Steady Stance / Fury (optional)
B-Slot: Wrath / Vantage / Guard / Quick-Reposte / Wings of Mercy / Renewal
C-Slot: Attack Smoke / Armour March / Panic Ploy / Threaten / Armour Buff
Sacred Seal: Quickened-Pulse / Panic Ploy
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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