Jerome is a cavalry Great Knight,a resilient frontline bruiser who deletes priority targets, pierces columns with Stun, and snowballs tempo via on-kill AP refunds. With cavalry auras and follow-ups that trigger off allied riders, he excels in squads that stack mounted units and push fast.
How to Recruit Jerome
Head to Albion and clear the Liberation Quest “The Battle for Largion.” After the fight, you can recruit or execute Jerome in the story scene; recruit him to add a Great Knight (arrives with a spear and shield). Expect ~Lv 30–32 enemies and barricades you can smash with Heavy Swing.
Class Overview: Great Knight (Mounted / Spear & Shield)
Identity: Column control, strong single-target finishers, and cavalry synergies.
Leader Effect: Quick Rest (his unit’s overworld wait time after resting is reduced).
Matchups: Excellent vs infantry; watch out for anti-cavalry skills and high-evasion fliers.
Stats and Growth
A well-rounded cavalry carry who leans offense while staying sturdy on the front.
- AP / PP: 2 / 2 – flexible; class kit refunds AP on kills.
- HP: B – reliable frontline pool.
- Physical ATK / DEF: A / B – hard hits with solid bulk.
- Mag ATK / DEF: E / C – limited magic; average MAG durability.
- Accuracy / Evasion: C / C – generally consistent; can whiff vs dodge tanks.
- Crit / Guard Rate: C / D – doesn’t rely on crits/blocks.
- Initiative: B – acts early enough to set columns and secure kills.
- Leader Effect: Quick Rest – good for aggressive, rotating cavalry comps.
Skills and Abilities
Actives
- Assaulting Lance (1 AP): Single-target strike; +1 AP if it kills. Core snowball button.
- Wild Rush (1 AP, Lv10): Piercing column that inflicts Stun, amazing opener or follow-up on stacked columns.
- Pile Thrust (2 AP, Lv20): 3-hit single-target; +1 AP if it kills, your high-ceiling finisher.
Passives
- Quick Guard (1 PP): Before a physical hit, apply a medium guard to Jerome, cheap safety.
- Cavalier Call (1 PP, Lv15): Before Jerome’s active, grant +20% ATK to cavalry allies in his row (stacks). Enables mounted deathballs.
- Knight’s Pursuit (1 PP, Lv25): After a cavalry ally’s active, perform a piercing column follow-up, turns ally swings into extra damage.
Valor (VP)
- Wild Rush II (2 VP): Field nuke that damages all enemy units in range (extra vs infantry leaders). Great for opening assaults or cleanup.
Best Equipment and Accessories
Spear: Prioritize Phys ATK + Accuracy so Pile Thrust and Assaulting Lance secure kills; on-hit utility (e.g., Armor-Down) is gravy.
Shield: Look for bulk / guard / mitigation to stabilize into counterfire.
Armor: Mixed or Phys-leaning; swap to Mag-resist on caster-heavy maps.
Accessories:
- Carnelian Pendant (+1 AP): Enables Wild Rush → Pile Thrust or Assaulting Lance + utility in one clash.
- Lapis Pendant (+1 PP): Keeps Cavalier Call and Knight’s Pursuit online every engagement.
- Accuracy/Crit trinket (flex): Pushes kills over thresholds to trigger AP refunds consistently.
(Use the highest-tier versions you’ve unlocked.)
Ideal Unit Placement & Team Synergy
Front-row cavalry core, center or flank. He thrives with:
Mounted allies (Clive, Adel, Renault): stack Cavalier Call and chain Knight’s Pursuit procs for brutal column pressure.
Debuffers / DEF breakers (Aubin, shamans): set kill thresholds so Assaulting Lance / Pile Thrust reliably refund AP.
Backline supports (buffers/healers): keep Jerome upright while your cavalry line snowballs.
Avoid lanes with heavy anti-cavalry tech or high-evasion fliers unless you have accuracy support.
Tips and Strategy
Tactic suggestions (priority order):
- Cavalier Call (PP) → Before acting (always on in mounted rows; stacking auras supercharge your frontline).
- Wild Rush (1 AP) → Condition: “Column ≥2 or need Stun” (set control and chip across a line).
- Pile Thrust (2 AP) → Condition: “Target HP low / finish for refund” (secure kill → +1 AP).
- Assaulting Lance (1 AP) → Condition: “Wounded priority target” (+1 AP on kill to keep the chain going).
- Knight’s Pursuit (PP) → After mounted ally acts (free column follow-ups to collapse enemy formations).
- Quick Guard (PP) → Always enabled (cheap pre-hit guard to steady the lane).
Play notes
AP chaining is the win condition. Script your tactics to finish with Pile Thrust / Assaulting Lance so AP refunds fuel more actions.
Build a cavalry row. Jerome’s Cavalier Call and Knight’s Pursuit scale hardest when surrounded by other mounted allies.
Pick lanes wisely. Into high-evasion fliers or anti-cavalry lines, rotate or bring accuracy support and non-cavalry screens.
Final Thoughts
Jerome is a plug-and-play Great Knight who shines in mounted deathball comps: he sets columns with Stun, converts kills into extra AP, and buffs fellow riders to overwhelm lanes. Give him accuracy and AP/PP economy, park him with other cavalry, and watch your frontline chain actions until the enemy collapses.
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Featured image is from this YouTube video by tanx6160 (Michelle) and used under Fair Use.