Champion Skills in King Arthur: Knight's Tale, are the different active and passive abilities for the Champion class. Active Skills are these actions or abilities that are used in combat, each skill is either used as an offensive tactic to damage and inflict negative status ailments against hostile characters or it can also be used to support yourself and your allies such as recovering their HP or providing buffs and different effects. While Passive Skills grant permanent buffs and effects to the hero's stats and overall performance. Skills require AP (Action Points) for it to be executed and each skill requires Skill Points for it to be unlocked. This page covers a list of all the Champion Skills shown in King Arthur: Knight's Tale.
Champion Build Guide
How To Build A Champion - In this King: Arthur: Knight’s Tale Champion Class Guide, we are going to show you how to build your Champion from the ground up in terms of the active and passive skills you should acquire, the Heroes you need to create a reliable party, and the gear you have to equip.
If you are looking for a Champion who effortlessly slays enemies with their Two-Handed Weapons while taking enough damage to serve as a secondary tank, then this King Arthur: Knight’s Tale Champion Class Guide is for you!
Can I Respec my Skill Points?
There are two ways that can be done in order to respec a hero's skill points. First, is by spending gold at the Training Ground in Camelot. Just choose the hero you want to respec his/her skill points. And second, there is a consumable tome item called the Tome of Regret that resets the hero's skill points once it is consumed.
Skills Guide for King Arthur: Knight's Tale
Skills in King Arthur: Knight's Tale are divided into two types, Active Skills and Passive Skills. Active Skills are used during Encounters that normally require a certain number of AP (Action Points) in order to execute it, while Passive Skills further boost the effects of an Active Skill, unlock permanent effects to the Hero's stats, and more. Active Skills are identified in square shapes, while Passive Skills are presented as large circles. Most Active Skills and some Passive Skills can even increase its effectiveness by unlocking its Masteries.
Each Hero starts off with a set of Tier 1 Skills and upon spending a certain amount of SP (Skill Points) will unlock more skills that can be learned under Tier 2 and Tier 3. All Skills in King Arthur: Knights Tale require 2 SP in order to learn them, regardless if it is an Active or Passive Skill, however, if a Hero has certain Traits like the Talented trait, they are able to learn new active skills by just spending 1 SP. Each Hero gains 2 SP (Skill Points) for every increase of the Hero's Character Level.
King Arthur: Knight's Tale Champion Skills
Deals 100% Weapon Damage to an Adjacent Enemy.
Deals 170% Weapon Damage to an Adjacent Enemy, but with -20% Armour Breaking, and each point of Armour on the Target reduces the Damage dealt by 3 additional point(s).
Deals 75% Weapon Damage to every Unit in a 3 Tiles wide Area.
Deals 150% Weapon Damage to an Adjacent Enemy with +15% Armour Breaking.
Choose a Unit. Earth Shaker deals 120% Weapon Damage to chosen Unit and everyone along its path. Cannot be Blocked.
Deals 25% Weapon Damage to an Adjacent Enemy and causes Knockback.
Deals 100% Weapon Damage to Adjacent Units.
The Hero consumes all remaining AP. Until their next Turn, they gain a Counter Attack per 2 AP consumed.
The Hero gains +7 Armour for 1 Turn(s). The amount of Armour gained increases by 1 every 2 Levels.
Jumps to the Target dealing 100% Weapon Damage to them and 75% to adjacent Units.
Targets starts Bleeding and deals -x% less Damage for 2 Turns(s).
Gain +20% Weapon Damage for 2 Turn(s).
Gains X Armour for 1 turn (1 Armour per level).
Charges at Enemy and Attacks them for 150% Weapon Damage.
The Hero and Allies gain +2 AP for 1 Turn(s).
Deals 75% Weapon Damage in a 2 Tles long 90 degree Cone (3 Tiles in the front row, 5 Tiles in the back row).
Adjacent Units are Blinded for 1 Turn(s). Blind: 80% chance to miss the Target.
Gain +10% stackable Weapon Damage for 2 Turns after every Kill.
The Hero gains +5% cumulative Weapon Damage for each Tile of movement until the End of Turn.
+50% Weapon Damage for Bleeding effects.
The Hero deals 10% more Weapon Damage.
When an Enemy hits the Hero, the Hero gains +10% Weapon Damage against that Enemy until the end of the Encounter.
The Hero loses 1 less AP from Heavy Armour Sigils
+10% Vitality from Accessories and Trinkets. +10% HP from Armour Sigils.
The Hero gains +5% Weapon Damage per unspent AP from the previous Turn.
While Outnumbered, the Hero gains 1 Unbreakable Armour for each Adjacent Enemy. The amount of Unbreakable Armour gained increases by 1 Every 10 Levels.
+20% efficiency for Stun and Slow effects.
The Hero gains +20% Weapon Damage against Slowed or Stunned Units.
Extra Area Damage
+20% Weapon Damage for every Skill that deals Damage in an Area.
Reduce Armour loss by 20%.
The Hero deals +15% Weapon Damage while they are not Adjacent with any Ally.