Eternal Legend - Final Fantasy X-2 - Dresspheres
Final Fantasy X-2 Dresspheres

Dark Knight

It can be difficult to remember who the good guys are supposed to be. The Dark Knight, decked out in spiky black armour, has the grim reaper on speed dial and her Arcana contains the art of the one hit kill. She's even quite prepared to sacrifice herself in the name of combat via Darkness and Charon, and worryingly does so with a smile on her face.

The Dark Knight's obsession with pain does have some upsides, however. The most notable is her high HP which means she can live through things that would obliterate other classes, and the useful array of statusproof auto-abilities can keep her standing even longer.

Pros
Cons
Acquisition

Chapter 2/5. Beneath Bevelle, in a section where you have to use a combination of lifts to reach the save sphere in the next area. Activate all of the switches near the lifts to create a platform bridge to this dressphere.

Summary
NamePrerequisiteAP NamePrerequisiteAP
Attack-*** Darkness-***
Drain-20 Demi-20
ConfuseDemi30 BreakConfuse40
Bio-30 DoomBio20
DeathDoom50 Black SkyDeath100
Charon-20 Poisonproof-30
StoneproofPoisonproof30 ConfuseproofStoneproof30
Curseproof-30 DeathproofCurseproof40
Abilities
AttackATB
MP0
ChargeNone
Recover100%
Learning
APN/A
PrerequisiteN/A

That sword is not just for show, and the Dark Knight definitely knows how to wield it. More importantly, she knows how to make it go through anything that stands in her way.

 
DarknessATB
MP0
Charge80%
RecoverNone
Learning
APN/A
PrerequisiteN/A

The knight's staple ability is this explosion of pain that hits every enemy on the battlefield, and does so slightly faster than her standard physical attack. The downside is the rather disturbing pleasure/pain theme, costing the user one eighth of their maximum HP for the privilege.

 
DrainATB
MP8
Charge100%
RecoverNone
Learning
AP20
PrerequisiteN/A

With all of her HP going on Darknessing all over the place, it's not fair to rely on the white mages and stockpiled potions all of the time. Drain adds insult to considerable injury by absorbing an enemy's own HP, allowing the Dark Knight to use it to fuel her unusual tastes and finish off the job.

 
DemiATB
MP10
Charge120%
RecoverNone
Learning
AP20
PrerequisiteN/A

The classic gravity-elemental bomb, tearing through the enemy party's defence and ripping off one quarter of each target's remaining HP. Naturally this becomes less useful as the battle goes on and the HP pool decreases, but as an opening move against a group of enemies it sets the scene rather nicely.

 
ConfuseATB
MP12
Charge120%
RecoverNone
Learning
AP30
PrerequisiteDemi

A simple no-damage attack which twists the mind of its target, causing them to lose control and start attacking anyone and anything. A confused enemy may use any skill at its disposal, even white magic, making this the only way of having Gun Mages learn White Wind and Mighty Guard. Confusion wears off after a while or if the victim is physically attacked, so is best used sparingly.

 
BreakATB
MP20
Charge120%
RecoverNone
Learning
AP40
PrerequisiteConfuse

Break attempts to Petrify the target, turning them instantly to stone and shattering them in one fell swoop. This is an effective instant kill against most opponents regardless of HP, while having no effect whatsoever on those immune to rocking out.

 
BioATB
MP16
Charge120%
RecoverNone
Learning
AP30
PrerequisiteN/A

An ill wind comes, bringing with it the swirling green clouds of Poison. All members in the enemy party are hit, and while they take no damage from the attack they will be left feeling decidedly under the weather, steadily losing HP for the remainder of the (now much shorter) battle. A nice opening gambit before switching to another dressphere.

 
DoomATB
MP18
Charge120%
RecoverNone
Learning
AP20
PrerequisiteBio

A more final and more effective version of Bio, inflicting Doom on a single target. This devastating skill renders the victim's pension plan useless, giving them just a short while before their number literally comes up and they drop dead on the spot. The only defence against Doom is an immunity; Once the timer starts, it cannot be cancelled.

 
DeathATB
MP24
Charge130%
RecoverNone
Learning
AP50
PrerequisiteDoom

For when you really need something dead right now. Death doesn't worry about such trifiling matters as HP or defence, simply summoning the reaper and bringing a premature halt to further action. Naturally it doesn't work on the toughest of creatures. Spoilsports.

 
Black SkyATB
MP80
Charge150%
RecoverNone
Learning
AP100
PrerequisiteDeath

Armageddon in compact form. For the costly sum of 80MP and an incredibly long wait, Black Sky peppers the enemy party with a shower of explosive orbs.

 
CharonATB
MP0
Charge80%
RecoverReally not applicable
Learning
AP20
PrerequisiteN/A

A life for a life. The hollow implosive thud and impressive shock corona signals a rapid decrease in the target's HP, which is all well and good. But when the smoke clears the Dark Knight is nowhere to be found, having removed herself from battle with no hope of revival. The ferryman asks a high price indeed.

 
PoisonproofATB
 TypeAuto-Ability
Learning
AP30
PrerequisiteN/A

The Dark Knight lives for hitpoints, and so should stock up on as many as possible. Being hit with Poison hurts her more than it would any other class, and nullifies the effect of the essential Regen that you remembered to cast at the start of battle. Protect against it with this vital auto-ability.

 
StoneproofATB
 TypeAuto-Ability
Learning
AP30
PrerequisitePoisonproof

Completely protects against all forms of Petrification. Turning things to stone is a surprisingly common form of attack, particularly in dangerous areas like the Via Infinito, making this a vital part of any Dark Knight's defensive array.

 
ConfuseproofATB
 TypeAuto-Ability
Learning
AP30
PrerequisiteStoneproof

With the immense power of the black warrior comes the responsibility of not neatly carving your attentive white mage companions in two. Confuseproof protects against such light-headed tomfoolery and, in doing so, protects those around her.

 
CurseproofATB
 TypeAuto-Ability
Learning
AP30
PrerequisiteN/A

One of the Dark Knight's major malfunctions is her lack of speed, which means it is often useful to quickly switch out to a more active garment. That potentially makes Curse a painful ailment from which to suffer. In practice, however, you'll probably never even see Curse in effect let alone be inspired to protect against it.

 
DeathproofATB
 TypeAuto-Ability
Learning
AP40
PrerequisiteCurseproof

Sadly, Deathproof is not immortality as its title would suggest. Instead it protects the knight from the Death status ailment, which a few very powerful enemies use in a no-damage instant kill attack. Incredibly useful against these monsters, worthless otherwise. Does not protect against the knight's own Charon.


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