Gloucester is a mounted Dark Knight → Doom Knight who turns his own HP into power. He thrives on low-HP buffs, life-steal, and a devastating row attack after promotion. Use him as a cavalry bruiser/control hybrid that deletes infantry lines, especially when enemies are debuffed.

 

How to Recruit Gloucester

Clear the Drakenhold quest “Black Knight of the Dunes.” After you defeat him, he’s freed from Zenoira’s control and joins your army.

 

Class Overview: Dark Knight → Doom Knight (Cavalry)

Identity: Skills scale with lower HP; gains sustain tools and a powerful row nuke post-promotion.

Strengths: High Phys ATK; cavalry mobility; excellent into infantry.

Weaknesses: Vulnerable to anti-cavalry and focused burst when he can’t lifesteal.

Leader Effect: Quick Rest (shorter rest downtime on the overworld).

Valor (promoted): Attack Call II, deploy a sigil that boosts allied damage by 20% in its area.

 

Stats and Growth

Gloucester’s spread screams cavalry bruiser: huge damage ceiling, mediocre reliability, and real fragility vs. magic until you gear/support him.

  • AP / PP: 1 / 1 – simple turns pre-promotion; relies on PP passives and on-kill momentum.
  • HP: B – healthy enough to trade, but don’t greed too low without lifesteal queued.
  • Physical Attack: S – his identity; enables low-HP nukes and big row hits post-promotion.
  • Physical Defense: C – fine into melee, still wants a protector or self-sustain.
  • Magical Attack: C – minor contribution; matters a bit on mixed-type skills.
  • Magical Defense: E – his biggest weakness; bring mag-res gear or a healer screen on caster maps.
  • Accuracy: D – can whiff; consider accuracy/true-strike support so finishers land.
  • Evasion: F – he’s not dodging; plan to block/soak or lifesteal back.
  • Crit Rate: E – not crit-reliant; prioritize flat ATK/accuracy over crit.
  • Guard Rate: C – occasional blocks help, but don’t depend on them.
  • Initiative: E – acts later by default; pair with initiative buffs if turn order matters.
  • Leader Effect: Quick Rest – faster overworld recovery; nice QoL for a main push squad.
  • Growth Type: All-Rounder / Go-Getter – steady gains with a tempo lean; really spikes after promotion when his kit “clicks.”

 

Skills and Abilities

Dark Knight (base)

  • Vengeful Axe (1 AP): Single-target strike; potency increases as HP falls (up to +100). Core low-HP finisher.
  • Venom Axe (1 AP, Lv10): Single-target hit that Poisons, reliable chip to set up lifesteal.
  • Vengeance (1 PP): After being attacked: +20% ATK & +20% DEF (stacks); if ≤50% HP, also +1 PP. Great mid-fight ramp.
  • Sanguine Arts (1 PP, Lv15): Before using an active: heal for 50% of damage dealt on your next attack. Your safety valve.

Doom Knight (promotion highlights)

  • Dark Flame (2 AP, Lv20): Spend 30% HP to hit a row (phys+mag); +50 potency vs. debuffed and inflicts Burn. This is his signature nuke.
  • Demonic Pact (1 PP, Lv25): After using an active, sacrifice 25% HP → +1 AP (fuel more chains if you can safely lifesteal after).

 

Best Equipment and Accessories

Axe: Early on, consider a weapon with a strong active skill to bridge until Dark Flame (e.g., a stun/crushing axe). Later, pick high Phys ATK; magical axes can slightly improve Dark Flame’s mixed scaling but aren’t mandatory.

Armor: Phys-leaning pieces first; swap to Mag-resist vs caster maps (Mag DEF is low).

Accessories:

  • Carnelian Pendant (+1 AP): Enables Vengeful/Venom into follow-ups, and longer chains post-promotion.
  • Lapis Pendant (+1 PP): Keeps Vengeance/Sanguine/Demonic Pact economy humming.
  • Accuracy trinket: Offsets D Accuracy so finishes don’t whiff.

(Use the highest-tier versions you’ve unlocked.)

 

Ideal Unit Placement & Team Synergy

Front or mid row in a cavalry or mixed bruiser squad, with at least one debuffer and one healer:

  • Debuff enablers (e.g., Berengaria, Shamans, Wyverns): amplify Dark Flame with pre-fight debuffs for the +50 potency bonus.
  • Protectors/Healers (Josef, Scarlett/Sharon): keep him alive through Sanguine Arts windows and after Demonic Pact HP sacrifices.
  • Infantry targets: aim him at infantry-heavy lines to exploit cavalry effectiveness.

 

Tips and Strategy

Tactic suggestions (priority order):

  1. Dark Flame (2 AP) → Condition: “Row with ≥2 enemies” or “Targets Debuffed” (big AoE when promoted).
  2. Sanguine Arts (PP) → Condition: “Before next attack & HP ≤ 60%” (convert next hit into a large heal).
  3. Vengeful Axe (1 AP) → Condition: “Self HP low” (finishers when lifesteal is primed).
  4. Venom Axe (1 AP) → Condition: “Target Healthy/No Debuff” (apply Poison to set up Dark Flame).
  5. Demonic Pact (PP) → Condition: “After attack & safe to drop HP” (extend your turn, only if you can heal right after).
  6. Vengeance (PP) → leave on (free ATK/DEF stacks after being hit).

Play notes

Pre-20 plan: lean on Vengeance stacking and a good weapon skill; don’t over-greed HP until you have Sanguine Arts online.

Post-promotion plan: Debuff first → Dark Flame → Sanguine finisher to heal back what you spent.

Sigil timing: drop Attack Call II for boss pushes or clustered brawls; it’s a team-wide +20% damage zone.

 

Final Thoughts

Gloucester snowballs through risk → reward: spend HP for huge damage, then lifesteal it back. Set him up with reliable debuffs, protect him from anti-cavalry bursts, and he’ll scythe through infantry lines while empowering allies with his damage sigil. Once Dark Flame unlocks, he goes from decent to fight-warping.

–

Featured image is from this YouTube video by tanx6160 (Michelle) and used under Fair Use.

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