|Armour Preference||Light Armour Sigil|
|Weapon Preference||Ranged Weapon Sigil|
Marksman is a Class in King Arthur: Knight's Tale. Marksman excel at dealing damage from range with a Ranged Weapon, but perform poorly in melee combat and when engaged by one or more enemies. They wear Light Armour and have less Vitality than some other Classes, making them a bit of a glass cannon.
All Marksman Heroes
Listed below are the following Heroes that specialize in this class:
Marksman Class Build Guide
How To Build A Marksman - In this King Arthur: Knight’s Tale Marksman Class Guide, we are going to show you how to build your Marksman 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 Marksman who specializes in inflicting multiple Status Effects while dealing massive damage from a distance, then this King Arthur: Knight’s Tale Marksman Class Guide is for you!
Similar to Arcanists, Marksmen are weak in the melee range particularly due to the absence of Armour in the early game, resulting in receiving injuries and Vitality damage often. As such, they must always stay at the sideline throughout the encounter. They also utilize covers to reduce the damage they take from ranged enemies. Marksmen like Lady Dindraine and Sir Bors have a variety of single-target Skills to inflict Burning and Poison. These are powerful Status Effects because more often than not, they kill affected creatures after 1 turn.
As a Marksman, your goal is to improve both Weapon Damage and Armour Breaking Stats to amplify overall damage while destroying Armour. It’s equally important to increase Perception to at least 2 in order to alert you of hidden traps and enemies lurking in the shadows so you don’t take surprise damage. And finally, you should also improve Physical Debuff Resist to lower the effectiveness of physical status effects such as Knockdown, Vulnerability, and Weakness in instances when enemies successfully position themselves beside these ranged Heroes.
In terms of party composition, it’s absolutely important to have at least 1 Defender to act as a meat shield should the fight lack environmental covers. Doing so will protect your squishy Marksmen. You can then include another Marksman, Champion, Vanguard, or Arcanist. All of these are excellent damage dealers so you will have the capability to annihilate multiple enemies more efficiently.
List of Marksman Skills
Skills for the Marksman Class in King Arthur: Knight's Tale allow a Marksman Hero to attack their enemies from long range, they are capable of hunting down enemy units that try to flee and are much more effective at using Ovewatch Attacks. Marksman Skills also have various effects that can apply negative status effects towards an enemy unit.
Ranged attack that deals 100% Weapon Damage.
Ranged Attack that deals 100% Weapon Damage and Poisons the damaged Unit for 2 Turn(s). Poison: Suffers 10% Damage at the start of their Turn, and deals -20% Damage.
Ranged Attack that deals 70% Weapon Damage and causes Burning on the damaged Unit for 2 Turn(s). Burning: Suffers 40% Damage at the start of their Turn.
Ranged Attack with X Armour Piercing that consumes all remaining AP. Deals 25% Weapon Damage per AP spent. The amount of Armour Piercing increases by 1 every 2 Levels.
Quick movement in a straight line. The Hero becomes immune to Opportunity Attacks while Dashing.
Deals 70% Weapon Damage in an Area of 3x3 Tiles.
Deals 75% Weapon Damage to every Unit in a straight line.
Deals 100% Weapon Damage in 3x3 Area, ignoring Block.
Causes 20% Vulnerability against Ranged Attacks to the Target for 1 turn.
Deals 100% Weapon Damage and cause Silence for 1 Turn.
Deals 150% Weapon Damage and causes Slow for 1 Turn. Slow: Movement costs 100% more AP.
Places a Hidden Gas Trap on an empty Tile. The Trap triggers when an Enemy enters its Tile or an Adjacent Tile, dealing 100% Weapon Damage to every Unit within3x3 Tiles Range and leaving a cloud that lasts for 2 Turns.
The Hero detects Enemy Traps from a number of Tiles Range equal to the Hero's Perception. The Hero gains 1 Movement AP each Turn. +1 Perception.
The Hero receives -X Damage from Ranged Attacks. The amount of Damage Reduction increases by 1 every 4 Levels.
The Hero gains 1 AP when killing a Unit.
+20% Overwatch Damage.
Decreases the AP cost of Skills causing Poison by 1.
+15% Weapon Damage for the First Attack on each Turn, if no AP was spent in that Turn. The Bonus Damage is retained when spending Movement AP.
+50% to Burning Damage.
+1 Tiles Range for all Skills used from Cover.
+1 Tiles Range for all Attacks.
Dodge the first incoming Melee Attack each Turn.
AP Cost of all Skills is reduced by 1 while one Enemy is present in the Encounter.
+20% Weapon Damage against Units with less than 25% Vitality.
Regain 2 HP for each hit. The amount of HP regained increases by 1 every 4 Levels.
The Hero can also wear Medium Armour Sigils.
Enemies prioritize attacking any other Unit if the Hero is farther than 6 Tiles away.
Potion effects on the Hero are increased by 50%.
Marksman Notes & Tips
- Try to pick off enemies that might damage your melee units first, to prevent them from taking damage.
- Use Marksman to take out enemy ranged units to prevent them from firing upon you and your melee units unchecked.
- Don't forget to use Overwatch with Marksman when you have no easy target. It can often kill enemies that move into its range.