Knight
April 4, 2017
15:30
The good news: Great survivability.  Extremely powerful weapons available, and can choose between maximizing offense and balancing offense & defense.  Access to several elements of attack.  Some neat tricks to protect allies in some boss battles.
The bad news: Not terribly interesting command-wise, spends 98% of its time using Attack.
Strength
+23
Agility
+1
Vitality
+20
Magic
-14
Hands
Daggers
Light Swords
Knight Swords
Shields
Armor
Heavy Headgear
Heavy Armor
Medium Armor
Heavy Accessories
Command
!Guard
Abilities
Level
AP
Ability
Innate
Equip Stats
Description
1
10
Cover
Yes
The Knight takes damage in place of any HP-critical ally who is attacked physically.  Note that it stops working under certain ailments (such as Charm), and the Knight takes the damage that the protected character would have received - which is probably more than the Knight would have.  It still has its uses though...
2
30
!Guard
No
Allows any class to equip !Guard.  There is not a particularly large amount of reason to have it on multiple characters, but you may still uses for it. This reduces all physical damage to 0 until the Knight's next action.  The trick here is to combine it with Cover and allies who are deliberately reduced to critical HP - this can literally nullify the threat from certain enemies and even some bosses completely, as all physical attacks against the party will be nullified!
3
50
Two-Handed
No
Strength +14
When you equip a Sword or Knight Sword (NOT a Dagger) by itself, without a shield, Double Grip is activated. 2-Handed DOUBLES the damage multiplier present for the Knight, essentially doubling the damage they do!  A handful of other weapon types can be wielded 2-handed as well; check the weapon types of available classes for relevant information.
4
100
Equip Shield
No
Enables any class to equip a Shield.  Useless in Natural, but many late-game shields are very valuable and this might be worth some use in late-game fights depending on what shields are available.
5
150
Equip Armor
No
Enables any class to use the armor the Knight can - which is Heavy Armor, Heavy Helmets, and Heavy Accessories. This does not include Shields, or other armors the Knight can't equip anyway.
6
340
Equip Swords
No
Strength +24
Enables any class to use Swords and Knight Swords.  This is also one of the most powerful +Strength transfers.
Success Strategy
Equipment.  The Knight is a powerhouse of equipment - heavy armor means amazing defense, and a wide variety of weapons and shield access.  They even have access to their own unique weapon set, Knight Swords - which are super powerful and all carry amazing effects!  On top of having access to the single strongest weapon in the game, they can even use it without a shield to double its attack power to strictly obscene levels!
Of course, don't automatically assume that Knight Swords are the only options.  Regular Swords, Daggers, and various Shields also have their places on the Knight's roster - be sure to go digging through the equipment lists!
The Knight is the only class in the challenge that can use the Brave Blade.
Knight Swords
Knight Swords use the normal Sword damage formula.  The only thing special about them is that only the Knight can use them, or any character with the Equip Swords ability.  What follows is a list of all obtainable Knight Swords and their special properties.
Accuracy: 100%
Critical Rate: 0%
Double Grip?: Yes
Magic Sword?: Yes (with one exception)
Can Throw?: Varies
Weapon
Attack Power
Where to find
Notes
Flametongue
63
Act 2, Great Forest of Moore (Or bought in Mirage in Act 3)
Fire elemental damage
Attack someone wearing a Flame Ring or Flame Shield to heal them, even through Bone Mail(!)
Cannot be thrown
Blood Sword
84
Act 2, Barrier Tower (Or Interdimensional Rift, Ruins if you missed it)
Recover HP equal to damage dealt
Magic +5 while equipped
25% hit rate ( D: )
You can get around hit rate with certain commands from other classes (such as !Aim and !X-Fight)
Actually speaking of which !X-Fight also doesn't half Drain Sword's power for some reason
Cannot be thrown
Unlike other Knight Swords, cannot be used with Magic Sword
Icebrand
65
Act 2, Exdeath's Castle (Or bought in Mirage in Act 3)
Ice elemental damage
Attack someone using the Ice Shield to heal them(!)
Cannot be thrown
Defender
99
Act 3, Fork Tower
Equip & Use: Protect (as the White Mage spell; cannot do this on iOS!)
Blocks physical attacks (25%)
Stacks with Elf Cape, but I don't believe it stacks with other weapons with the same block effect
Can be thrown
Brave Blade
150 - number of battles fled
Act 3, Moore
See the Brave Blade & Chicken Knife section for an explanation
Strength +5 while equipped
Cannot be Thrown
If used with Blue Mage's Goblin Punch (unlikely), always functions at 150 power
Excalibur
110
Act 3, Legendary Weapon
Holy elemental damage
Strength +5 while equipped
Can be Thrown
Ragnarok
140
Interdimensional Rift, Void
Steal: Interdimensional Rift, Neo Exdeath (Back Segment)
No special effects, just has the highest non-Brave Blade attack power in the game
Too bad you have to BEAT SHINRYUU to get it generally
You can steal it from Neo Exdeath, but the only ones that get to keep it are the GBA players (It will persist after the credits on your file!)
Can be Thrown
Apocalypse
145
Sealed Temple (GBA-onward Only)
Strength and Stamina +3