|Armour Preference||Heavy Armour Sigil|
|Weapon Preference||One-Handed Sigil|
Defender is a Class in King Arthur: Knight's Tale. Defenders excel at staying alive on the battlefield because of their use of Heavy Armour and Block. This allows them to mitigate much of the damage that is dealt to them, and when combined with high Hit Points, they are nearly impossible to kill. Defenders are the "Tank" Class of King Arthur: Knight's Tale, and they should be out front soaking up damage instead of your other Heroes.
All Defender Heroes
Listed below are the following Heroes that specialize in this class:
Defender Class Build Guide
How To Build A Defender - In this King: Arthur: Knight’s Tale Defender Class Guide, we are going to show you how to build your Defender 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 Defender who is capable of defending allies, one who can deal decent damage while defending, and serves as the tank, then this King Arthur: Knight’s Tale Defender Class Guide is for you!
Defenders are excellent warriors who can take huge amounts of damage without dying, taking injuries in combat, or depleting too much of their Vitality. This is due to the Heavy Armour they wear as well as the high Hit Points they have. Defenders such as Sir Mordred and Sir Pelleas also act as effective covers, especially when they need to shield Heroes without Armour like Lady Dindraine and Sir Ector. Moreover, this Tank Class is able to deal decent damage, albeit not as high as the Champions, due to their group Defender Skills such as Cleave and Flurry.
As a Defender, it’s best to also crank up the Heroes’ Physical and Mental Debuff Resists together with Block since they will constantly stay in the frontline of Combat. A high Physical and Mental Debuff Resist reduces the potency of Status Effects inflicted on them while Block decreases the damage received when they are facing the attacker. Because of this, enemies will most likely waste their Skills on the Defender in an attempt to incapacitate them.
In terms of party composition, having 2 Defenders at a time is feasible as long as this is supplemented with at least 2 Heroes who excel at dealing massive damage and inflicting status effects like the Champion and Arcanist, respectively. Doing so will allow you to end the fight faster so your Heroes take little to no Vitality damage and injuries.
List of Defender Skills
Skills for the Defender Class in King Arthur: Knight's Tale consist of both defensive and offensive actions. They are also capable of providing various buffs and effects to an ally or enemy unit. Defenders are the Tank Unit of a party and are capable of taking high amount of damage not only for themselves, but for their team as well.
Deals 100% damage to an adjacent enemy.
Causes 20% Vulnerability to target for 1 turn.
Deals 120% damage to multiple adjacent enemies in a continuous 3 grid streak.
Deals 100% Weapon Damage to 2 Adjacent Enemies. Target them separately.
Ranged Attack that deals 100% Weapon Damage ignoring any Cover and Armour. Cannot be blocked.
Runs to an Enemy and tackles them, dealing 50% Weapon Damage and causing Knockdown.
The Hero gains 40 Temporary HP for 1 Turn. The amount of Temporary HP increases by 2 per Level.
Select an Enemy within Range and Line of Sight, the choose additional Enemies within 4 Tiles from the primary Target. All Targets suffer 100% Weapon Damage.
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).
Every Enemy in 4 Tiles Range turns towards the Hero, and will spend their next Turn attacking them.
Deals 100% Weapon Damage to an Adjacent Enemy and Freezes them for 1 Turn(s). Freeze: 100% less AP for the entire Duration.
Target turns towards the Hero, and will spend their next Turn attacking them.
Deals 25% Weapon Damage to an Adjacent Enemy and causes Knockback.
Deals 125% Weapon Damage and causes Knockback.
Deals 100% Weapon Damage and cause Burning for 1 Turn.
Allies gain 1 AP and 10% Weapon Damage for 1 Turn.
Deals 150% Weapon Damage.
The Hero consumes all remaining AP to prepare for a single Overwatch which can be executed in any direction. In addition, the Hero and Allies no further than 2 Tiles gain +x Armour per 2 spent AP for 1 Turn (1 armour per 10 Levels).
Ranged Attack that deals 100% Weapon Damage and causes Burning for 1 Turn. Burning: Suffers 40% Damage at the Start of their Turn.
Adjacent Allies gain +1 AP until the end of their Turn.
Deals 150% Weapon Damage to an Adjacent Enemy and 50% to every Enemy Adjacent with them.
Regain 2 HP for each hit. The amount of HP regained increases by 1 every 4 Levels.
The Hero deals 10% more Weapon Damage.
Damage received from Overwatch Attacks and Opportunity Attacks is reduced by 30%.
+10% Vitality from Accessories and Trinkets. +10% HP from Armour Sigils.
The Hero loses 1 less AP from Heavy Armour Sigils.
+20% Mental Debuff Resist.
Block is increased by 5%.
Reduce Armour loss by 20%.
+20% Weapon Damage against Units with less than 25% Vitality.
Defender Notes & Tips
- Position your Defender somewhere it can block the path of enemies, and equip it with items that provide Armour return, such as Scroll of Victory.
- Lighten Armour is a fantastic Mastery to take since it allows you to wear better Armour while reducing the Armor Penalty to Action Points by 1.