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Dark Knight
Bravely Second

Dark Knight

Learn about the Dark Knight abilities in bravely second, including Dark Bane (sacrifices 20% HP for 1.25x dark damage) and Minus Strike (damages based on lost HP).

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Learn about the Dark Knight abilities in bravely second, including Dark Bane (sacrifices 20% HP for 1.25x dark damage) and Minus Strike (damages based on lost HP).

Specialty: Adversity

Each time you suffer damage equal to at least 25% of your maximum HP, your Physical Attack, Physical Defence, Magical Attack and Magical Defence all increase by 10% for three turns. While the stat increase is small, it's a free ability that can help against tough foes. You can also use Black Bane to trigger it reliably.

Level 1: Dark Bane

Type: Command | Cost: None

You sacrifice 20% of your maximum HP to inflict 1.25 times dark-based damage to a single foe. This is good against foes weak to dark, but otherwise too risky to use by itself. You can use Heal Wall on a foe so your Dark Knight heals between each attack, or assign Exorcist as a secondary job and use Undo HP to revert your Dark Knight’s HP back to normal.

Level 2: Blind Immunity

Type: Support | Cost: 1 slot

You are immune to blind during battle. For physical-based jobs like the Dark Knight, being blinded is hugely crippling. While enemies that cause blind are rare by the time you acquire the Dark Knight, having an additional way to deal with it is appreciated.

Level 3: Adversity

Type: Support | Cost: 1 slot

Each time you suffer damage equal to at least 25% of your maximum HP, your Physical Attack, Physical Defence, Magical Attack and Magical Defence all increase by 10% for three turns. This ability is tailor-made for Dark Knights and not particularly useful when on other jobs, unless you’re assigning Dark Knight as a secondary job.

Level 4: Blaze of Glory

Type: Support | Cost: 1 slot

When you are KO’d, you deal 4 times damage to all enemies. This does not trigger when KO’d by poison or freeze damage. Being KO’d isn’t nice, but if you’re going down anyway, this is a great ability to exact revenge on your foes.

Level 5: Minus Strike

Type: Command | Cost: None

Damages one enemy equal to the amount of HP you have lost. Damage is capped at 9999 unless Bravely Second is activated. With enough HP buffs, you can consistently rack up 9999 damage. Since your Dark Knight needs to be at roughly 1 HP to deal significant damage, you’ll need to find ways to protect them like the Valkyrie’s Spirit Barrier, the Exorcist’s Undo Action, etc. Or you can just let your Dark Knight perish and trigger Blaze of Glory.

Level 6: Black Bane

Type: Command | Cost: None

You sacrifice 30% of your maximum HP to inflict 1.5 times dark-based damage to all foes. The cost is heavy, but the damage is considerable, especially when there are more foes. Afterwards, you can use the HP reduction to power Minus Strike or rely on the Exorcist’s Undo HP to return to full health.

Level 7: Absorb Magic

Type: Command | Cost: None

From the start of the turn, you take no damage from magic attacks and instead recover MP equal to the MP used for the attack. This does not work for certain magic attacks. Where Elemental Barrier fails to help, Absorb Magic is a great way to cheese foes that rely on magic for attacks. You could even combine it with the Guardian’s Soul Mirror to negate most physical and magical damage. Be cautious that some elusive attacks, particularly from the Ba’als, are unaffected by Absorb Magic.

Level 8: Dark Nebula

Type: Command | Cost: None

You sacrifice 20% of your maximum HP to inflict 4 times dark-based damage to everyone on the battlefield. The damage is incredible and easily capable of wrecking bosses. To use it well, you should cast Elemental Barrier on your party or your attack will backfire badly.

Level 9: Life or Death

Type: Command | Cost: None

Your Physical Attack, Physical Defence, Magical Attack and Magical Defence all increase by 50%, but you are inflicted with Doom. When the situation is grave, this ability could potentially save the day. However, it’s far too risky to use normally and largely made redundant by, say, the Fencer’s Bloody Wolf and the final buffs from a Performer. You could use it safely with Re-raise or Resurrection Mist.

Level 10: Rage

Type: Command | Cost: 2 BP

You trigger Dark Bane up to 5 times on random foes or until your HP falls to 1. For the cost of three turns, you can potentially get two free attacks. As with regular Dark Bane, your safest bet is to cast Heal Wall or something similar on the enemy so your Dark Knight recovers HP between each hit.

Level 11: Funeral Pyre

Type: Command | Cost: None

You sacrifice 30% of your maximum HP to inflict dark-based damage to an enemy. The damage inflicted increases the lower the target’s BP (up to a maximum of 6.25 times damage). This is an immensely damaging blow to any foe that’s stupid (or brave) enough to drop to -3 BP.

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