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Bravely Second: End Layer
Strategy Guide

Author(s): Vincent Lau
First Published: 14-04-2016 / 00:00 GMT
Last Updated: 22-07-2020 / 13:24 GMT
Version: 1.1 (????) 10-08-2020 / 08:28 GMT

Knight is a sturdy physical-based job that's great at tanking hits. It has exceptional Vitality and high armour aptitudes, especially in shields, allowing it to serve its purpose well. With decent Strength, it's capable of dealing decent damage back too.

Like White Mage and Black Mage, the Knight is another of those "earlygame jobs that joins late". However unlike those two jobs, the Knight doesn't have any comparable rivals until later on. Also, while it's not the best job, it has some amazing abilities too.

Specialty: Protect Ally

If an ally with less than 20% HP receives a single-target physical attack, the user takes the damage for the ally.

This ability can be used to protect fragile allies like healers or spell-casters. If you acquired the Merchant job, this is effectively a reverse White Knight. Can also be abused against foes that only use single-target attacks, by purposely making your other party members go below 20% HP.

Level 1: Stomp

Type Cost
Command None
Deal 1.25 times damage to an enemy, but decreases the user's Physical Defence and Magic Defence by 25% (down to a minimum of 75%).

As an offensive ability that costs nothing, it's pretty decent. The defence drop hurts, but Knights are naturally tanky, so it's not too noticeable most of the time.

Level 2: Two-Handed

Type Cost
Support 1 slot
Axes, spears, staves, katanas, greatswords can be equipped in both hands to double the weapon's Physical Attack.

At the time you acquire Knight, enemies are become increasingly more resilient and Two-Handed is one of the best ways to deal with them (the other being the Ninja's Dual Wield). You'll need to sacrifice a shield, but the attack boost is usually worth it.

This ability also works well with other physical jobs like Fencer and Swordmaster. Just bear in mind that Dual Wield slightly outperforms Two-Handed, but early on, you may not see much of a difference.

Level 3: Ironclad

Type Cost
Command 5 MP
Increases the user's Physical Defence to its maximum level (usually 150%) for one turn at the start of the turn.

This is an effective alternative to Defaulting, although you can't save up BP. Best used in conjunction with Protect Ally so you can tank hits even more effectively.

Level 4: Protect Ally

Type Cost
Support 1 slot
If an ally with less than 20% HP receives a single-target physical attack, the user takes the damage for the ally.

Nothing's really changed despite this now being a support ability rather than a Specialty. If you prefer, you can now use this in the (better) tanky jobs that follow after the Knight.

Level 5: Shield Lore

Type Cost
Support 1 slot
Increases the user's shield proficiency to S.

This ability is nice for healers if they have a shield.

Level 6: Shield Strike

Type Cost
Command 8 MP
Attack one enemy and increase the user's Physical Defence by 25% (up to 150%) for two turns. Only available when a shield is equipped.

This is pretty much the opposite of Stomp and fantastic if you're focusing on defence. Obviously, you can't use this together with Two-Handed, so you'll have to choose one (more power) or the other (more protection).

Level 7: Full Cover

Type Cost
Command None
Choose an ally. For one turn, from the start of the turn, the user takes single-target physical damage in place of the ally, but only suffers half damage.

A better version of Protect Ally that only protects one ally. Hopefully you only have a single wounded ally at a time then!

Level 8: Dual Shield

Type Cost
Support 1 slot
Enables a shield to be equipped in the right hand, in addition to the left hand.

If defence is all that matters, this is one of the best abilities to have. With two shields, full armour and the Freelancer's Physical Defence 20% Up, you've got yourself one heck of a wall. Trouble is, you can't use normal attacks and your damage output drops to the floor...

Level 9: Chivalrous Spirit

Type Cost
Support 1 slot
Each time the user uses Protect Ally, Full Cover, White Knight or Iron Wall, their Physical Defence increases by 25% (up to 150%) for five turns.

If protecting allies is your M.O., this ability is a perfect fit.

Level 10: Super Charge

Type Cost
Command 1 BP
Attack an enemy, converting double the user's Physical Defence into attack power.

This ability was born to be used with Dual Shields. With the massive Physical Defence from all your shields and armour, Super Charge hits like a Knight-shaped truck. Who says you can't have offence and defence?

Level 11: Iron Wall

Type Cost
Command None
For one turn, from the start of the turn, the user takes single-target physical damage in place of any ally, but only suffers half damage.

This ability is the perfect fusion of Protect Ally and Full Cover--in other words, the ultimate protecting move. Combine it with Dual Shields to stop foes that rely on single-target attacks straight in their tracks. It's incredible, but watch out for foes that use group attacks.

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Guide Information

  • Publisher
    Square Enix
  • Platforms
    3DS
  • Genre
    Role-playing
  • Guide Release
    14 April 2016
  • Last Updated
    22 July 2020
  • Guide Author
    Vincent Lau

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Two years after the Heroes of Light calmed the Four Crystals, Luxendarc is at peace. Agnes Oblige is now Pope of the Crystal Orthodoxy, working with the Duchy of Eternia to maintain peace and prosperity in the land.

But there are those who do not wish for peace. The Glanz Empire and its leader Kaiser Oblivion kidnap Pope Agnes despite the efforts of her protector Yew Geneolgia and set out to conquer Eternia. Yew survived the attack and wakes up a week later, determined to rescue his beloved Pope Agnes and stop the advancing Empire once and for all. And so your journey begins…

Our guide is filled with a plethora of information to help you on your journey through Luxendarc including:

  • Complete start-to-finish walkthrough of the main quest.
  • Full coverage of the Barter Sub-Scenario System and how to obtain new asterisks.
  • Every other side quest explained in full.
  • A full examination of the job system and use of the new additions to the Bravely battle system..
  • Post-game dungeons, Ba'al strategies, bosses and other content.
  • Details on the village-building mini-game centred around the reconstruction of Magnolia’s home and much more!

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