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The Great Knight (グレートナイト Gurēto naito) is a horse-mounted combat physical class that recurrently appears across the Fire Emblem Series, beginning from Fire Emblem: Genealogy of the Holy War. Introduced as the promoted form of the Axe Knight class, the Great Knight has also been instituted as one of the possible promotions for the Cavalier and Knight classes. The Cavalry incarnation wields Axes as their sole weapon of choice, while the Armored incarnation are known to be able to wield Swords and Lances in addition to Axes.

History in the Series

In its original inception in Genealogy of the Holy War, the Great Knight class is established as the promoted form of the Axe Knight class, focusing on strength, and wielding Axes as its sole weapon of choice.

In Thracia 776, the Great Knight class is again the promoted form of the Axe Knight class, but this iteration can dismount, and is forced to do so for indoor chapters. When dismounted, Great Knights are entirely unable to use axes, and must arm themselves with Swords.

While TearRing Saga: Utna Heroes Saga does not feature Great Knight, the Iron Knight class is retroactively similar to the Armored Great Knight incarnation introduced in the Sacred Stones, though it predates it. Like all armored units in the game, Iron Knight uses Swords exclusively.

The Great Knight class is absent until the onset of The Sacred Stones, where it is one of the promoted forms of both the Cavalier and Knight classes. This version of the class is able to wield Swords, Lance, as well Axes as its weapons of choice. Additionally Great Knights are classified as an Armor units, and have lower move than the other mounted classes.

In Radiant Dawn, the Great Knight (グレートナイト Gurēto Naito) class is known as the Axe Paladin (斧騎将グレートナイト, lit. Axe Rider General) in localized versions of the game. Radiant Dawn reverted to the original unarmored, and axe specializing version of the class and further promotes into the Gold Knight class when the necessary requirements are fulfilled.

The armored version of Great Knight appeared again in Awakening. The Great Knight possess the Luna, and Dual Guard+ class skills. Great Knight wielded all three melee weapons like in Sacred Stones, and due to Generals losing swords, are the only class with this weapon combination.

In Fates, the Great Knight class is treated as a Nohrian class, and is again an armored class with one of the promoted forms of both the Cavalier and Knight classes. While Great Knight can still use all three melee weapons, unlike other appearances, Lances are the Great Knight's main weapon as it is their highest weapon rank.

In the spinoff, Fire Emblem Warriors, the class does not feature the ability to use Lances or Swords, as well as the base class of Frederick, though their ability to use Lances and Swords are referenced within Frederick's Awakening Special. Enemy Great Knights also appears in the form of the Steel Knight (鉄騎武者, lit. Iron Calvary Warrior), an enemy-only Hoshidan version. Here, Great Knights can promote into Guardian Knights.

Overview

Combat

The Great Knight is a powerful horseback-mounted class that has higher Strength and Defense as compared to other physical damage-oriented mounted classes.

The Axe Cavalry variation of Great Knights that appears in Genealogy of the Holy War, Thracia 776 and Radiant Dawn is locked to Axes exclusively, but aside from this, it should, in most situations, be treated much as one would Paladins. Their high Strength at the cost of Skill means that they should have little difficulty with dispatching defensive units wielding lances or axes, but they will face more difficulties when dealing with faster Sword-using classes such as Swordmasters.

The armored variation of Great Knights can use Swords, Axes and Lances, giving them a better selection of weaponry compared to Paladins. However, they have poor Skill and Resistance caps (somewhat akin to that of Generals), which means they will miss more often and be more susceptible to magic attacks. They also have a Movement of 7 as a mounted unit, compared to other mounted units which have a movement of 8, which can cause problems when retreating. 

In The Sacred Stones and Awakening, Great Knights are considered to be both an armored and a horseback-mounted unit. Because of this, both armor and horse "slayer" weapons (such as Armorslayer and Halberd) are effective against Great Knights, but weapons effective against armored and mounted foes, such as the Rapier, only inflict normal bonus damage (x3 weapon might instead of x9).

In Awakening, Great Knights learn two different skills. Luna, for one, causes the opponent's Defense/Resistance to be cut in half (Defense for all physical weapons such as axes, Resistance for all magical weapons such as Levin Swords and Tomes) when activated. This skill is excellent when facing units with high Defense or Resistance as it will allow them to deal greater damage to their foes. Dual Guard+, on the other hand, increases the chances for Dual Guard to activate by 10%, which can be helpful when facing strong enemies or protecting weakened units.

In Fates, Great Knights remain arguably parallel to their Awakening incarnation, but their Lance rank caps at A while Swords and Axes cap at B. Their Skill is also reasonably higher from what it was in Awakening in comparison to other classes, making them more likely to trigger Luna whenever needed. Their Dual Guard+ skill has been replaced by the outstanding Armored Blow, a very useful skill that allows them to push through most physical attacks, provided that they initiate battle (nothing they should have much issue with, given their wide range of Movement), matching their exceptional Defense perfectly. It is also possible to further improve their assets by making them spend time as a General in order to obtain the Wary Fighter skill, ridding them of any concerns of being double attacked due to their poor Speed, essentially turning them into wide-reaching, versatile and impenetrable physical walls.

In-Game

★ - SP Class

Base Stats

HPStrMagSklSpdLckDefResMovConWtWlvCha
FE4401207701039--FE4 Axe A
FE5245/416/56/405/4-9/69-FE5 Sword Icon E FE5 Axe Icon D
FE821/208/6-4/66/7011/93613/10-Sword E Lance D Axe D
FE1033/3518/115/116/616/8015/1010/3911/836/33FE10 Axe C
FE10 3820718180171291136FE10 Axe A
FE13261106501417--SwordIconFE13 E LanceIconFE13 E AxeIconFE13 E
FE14211006631027--FE14 Sword E FE14 Lance E FE14 Axe E

Maximum Stats

HPStrMagSklSpdLckDefResMovConWtWlvCha
FE480271522223025189--FE4 Axe A
FE580202020202020-2020-FE5 Sword Icon A FE5 Axe Icon A
FE86028/26-24/2624/253029/2825/261520-Sword S Lance S Axe S
FE104526152523/253024/2216911/836/33FE10 Axe S
FE10 583417332930282291136FE10 Axe SS
FE1380482034374548307--SwordIconFE13 A LanceIconFE13 A AxeIconFE13 A
FE1465352529272837287--FE14 Sword B FE14 Lance A FE14 Axe B

Growth Rates

HPStrMagSklSpdLckDefResMovConWtWlvCha
FE4100%30%10%30%30%0%30%10%----
FE570%30%5%30%20%20%30%-----
FE870%30%-20/25%15/20%20%21%20/22%----
FE1055/60%30/60%40/25%35/40%25/40%55/30%35/40%20/35%----
FE10 105%75%55%80%60%80%60%55%----
FE1350%/95%25%/45%0%/0%15%/30%15%/30%0%/40%15%/35%5%/15%----
FE1420%20%0%10%5%5%20%0%----

Class Skills

SkillRequirements
FE4RemoveRe-MoveHidden base skill of all flying and mounted units.
FE10CantoCantoBase skill of all flying and mounted units.
FE13Luna (FE13)Luna
DualGuardPlusDual Guard+
Learnt at Level 5.
Learnt at Level 15.
FE14Luna (FE14)Luna
Diamond Strike (Skill)Armored Blow
Learnt at Level 5 and above.
Learnt at Level 15 and above.

Promotions

Base ClassPromotion MethodPromoted Class
FE4FE4 Axe Knight SpriteAxe KnightChoose the "Class Change" option in the Home Castle when the relevant unit reaches Level 20.FE4 Great Knight SpriteGreat Knight
FE5FE5 Axe knightAxe KnightUse a Knight Proof (FE5)Knight Proof on a Level 10+ Axe Knight.FE5 Great knightGreat Knight
FE8FE8 Cavalier Map SpriteCavalierUse a KnightcrestKnight Crest on a Level 10+ CavalierFE8 Great Knight Map SpriteGreat Knight
FE8 FE8 Knight Map SpriteKnightUse a KnightcrestKnight Crest on a Level 10+ KnightFE8 Great Knight Map SpriteGreat Knight
FE10Axe KnightUse a FE10mastersealMaster Seal on a Level 10+ Axe Knight or train an Axe Knight to Level 21.FE10 Kieran Axe Paladin Sprite
Axe Paladin
FE10 FE10 Kieran Axe Paladin Sprite
Axe Paladin
Use a FE10mastercrownMaster Crown on a Level 10+ Axe Paladin or train an Axe Paladin to Level 21.FE10 Kieran Gold Knight Sprite
Gold Knight
FE13FE13 Generic Cavalier Map SpriteCavalierUse a Master Seal FE13 IconMaster Seal on a Level 10+ Cavalier.FE13 Generic Great Knight Map SpriteGreat Knight
FE13 FE13 Generic Knight Map SpriteKnightUse a Master Seal FE13 IconMaster Seal on a Level 10+ Knight.FE13 Generic Great Knight Map SpriteGreat Knight
FE14FE14 Generic Cavalier Map SpriteCavalierUse a Master Seal FE13 IconMaster Seal on a Level 10+ Cavalier.FE14 Generic Great Knight Map SpriteGreat Knight
FE14 FE14 Generic Knight Map SpriteKnightUse a Master Seal FE13 IconMaster Seal on a Level 10+ Knight.FE14 Generic Great Knight Map SpriteGreat Knight
FEWWarriors Frederick Sprite
Great Knight
Use a Master Seal FE13 IconMaster Seal on Frederick.Warriors Frederick Sprite
Guardian Knight

Notable Great Knights

Genealogy of the Holy War

Thracia 776

The Sacred Stones

Radiant Dawn

Awakening

Fates

Trivia

  • In Genealogy of the Holy War, all default and potential Great Knights hail from the duchy of Dozel. Additionally Dozel's squadron of knights, Grauen Ritter was composed mostly of Great Knights.
  • In Awakening, the Great Knight's Magic cap is the lowest of all promoted classes, while it is tied with many unpromoted classes for said stat.
    • The Great Knight's Skill cap is also the lowest of all promoted classes available.
  • The Great Knight, Bride, Conqueror and Dread Fighter classes are the only ones to be able to use 3 different types of equipment with ranks in Awakening.
  • The helmet worn by generic Great Knights in Fates, with minor differences, uses the same design as the helmet for the unused female variant of the generic Great Knight from Awakening.

Gallery

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