Marksman |
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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.

Poisoned Arrow
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.

Fire Arrow
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.

Aimed Shot
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.

Dash
Quick movement in a straight line. The Hero becomes immune to Opportunity Attacks while Dashing.

Poison Bomb
Deals 70% Weapon Damage in an Area of 3x3 Tiles.

Mark Target
Causes 20% Vulnerability against Ranged Attacks to the Target for 1 turn.

Crippling Shot
Deals 150% Weapon Damage and causes Slow for 1 Turn. Slow: Movement costs 100% more AP.

Gas Trap
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.

Ice Shield
3 Ice Plates start orbiting the Hero for 3 Turn(s). For the Duration, each Ice Plate can fully negate one incoming Hit.

Lightning Arrow
Deals 100% Weapon Damage and 50% Weapon Damage to 2 Enemy Units closest to them within 2 Tiles Range.

Scout
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.

Deflection
The Hero receives -X Damage from Ranged Attacks. The amount of Damage Reduction increases by 1 every 4 Levels.

Adrenaline
The Hero gains 1 AP when killing a Unit.

First Shot
+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.

Long Reach
+1 Tiles Range for all Attacks.

Assassination
+20% Weapon Damage against Units with less than 25% Vitality.

Low-Profile
Enemies prioritize attacking any other Unit if the Hero is farther than 6 Tiles away.
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.
weakest class in the game by a huge gap due to missing damage scaling passives, provides no support and deals no damage, sporting 40 damage at endgame per shot on a 6k life enemy in very hard mode, while vanguards and champions can deal up to 1k, great balancing here
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