PvP Job Series: Dark Knight

As we are nearing the end of the Tactics PvP Job Series, we discuss the competitive viability of the Dark Knight job as the main role in competitive PvP.

PvP Performance Statcard

Effectiveness

Rating: 4.5 out of 5.

Stats

Rating: 3.5 out of 5.

Overall

Rating: 4.5 out of 5.

Dark Knight is a very solid option for PvP game modes. We will expand more on the reasoning below, starting with their abilities.

For more information on this job, visit the job link: Dark Knight

Abilities

Dark Knights use their Darkness skillset to absorb the HP or MP from foes or deal massive single target or area damage. Some of their abilities, such as Abyssal Blade or Unholy Sacrifice damage the caster after use, but they will still typically leave a dent in whoever they damage if they aren’t already KO’d from their attacks. Dark Knights are the only generic job that can equip Knight’s Swords or Fell Swords so they are the closest thing to unique sword users such as Orlandeau or Agrias. It is very important to note that they must have a Sword, Knight’s Sword or Fell Sword equipped to use their abilities and all of their attacks have a 100% hit rate. Now let’s take a closer look at their abilities:

Sanguine Sword (action) – Absorbs HP from the target. This simple skill is one of the best ways to sustain long-term fights as it directly heals you for the damage done.

Crushing Blow (action) – This hard-hitting ability does a ton of single-target damage with a 25% chance to inflict stop status.

Abyssal Blade (action) – This conal attack deals more damage the closer the target is to the caster. Inflicts 20% of your maximum HP to yourself afterwards.

Unholy Sacrifice (action) – Considered a “bomb,” the user deals dark area damage around themselves and inflicts 30% of their maximum HP to themselves afterwards. Works best around loosely stacked or tightly stacked enemy formations.

Vehemence (support) – Increases your damage dealt by 50% and increases your damage taken by 50%. This is a risk/reward support ability that incentives the “glass cannon” playstyle, trading sustain for raw damage. Works well on both physical and magick builds.

HP Boost (support) – Increases your maximum HP by 20%. The more a character is stacking into HP through job and gear, the futher your sustainability increases.

Move +3 (movement) – Though this ability is not available in the Starter format, this is the quintisential mobility option if looking at easily traversing the map.

Stats

Stats as a primary job: HP: 80% | MP: 90% | SP: 100% | PA: 140% | MA: 80%
C-EV: 0 | Move: 3 | Jump: 3


Can equip: Swords, Knight’s Swords, Fell Swords, Flails, Axes, Shields, Helmets, Armor, Clothing, Robes

Dark Knights are the most substantial physical attack job out of all generics with their 140% PA. With great strength, they do have some downsides; they have zero class evasion, standard Move and Jump of 3, and not a ton of HP bulk. They are the only generic job that can equip Knight’s Swords and Fell Swords (Knight’s Swords are better in most situations due to their access to buffs and having access to a shield or dual wield, whereas Fell Swords are two-handed). Dark Knights do have access to helmets and armor to increase their 80% HP to fairly robust values or robes, such as Lordly Robe if speccing for a mixed build. Since they have high Physical Attack, they can utilize Martial Arts or Jump as well.

Conclusion

Dark Knights are one of the top choices in PvP due to the sustainability and damage of their Darkness skillset. Though they are very strong, they have to be within a range of 3 tiles to effectively use their kit, so smart opponents will likely try to cripple them early but if they get in range, they can do some serious damage to the opposition quickly.