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Imperial EO4

An Imperial Knight. When raw force isn't sufficient, you aren't using enough.

Loyal knights who use a unique drive blade. Attacks with it can be devastating, but place a heavy burden on its inner workings.
Imperial description, Etrian Odyssey IV


Imperials specialize in the ways of the Drive Blade. They can pinpoint, as well as abuse, an enemy's weakness, through either weakening the target or by unleashing a powerful elemental blow that deals intense damage. The class as a whole centers around damage spiking and dealing massive damage in one attack, rather than protracted damage over time.

Overview[]

The main draw of the Imperials lie in the immense power of their Drive Blade skills, which can do immense amounts of damage, capable of reaching the thousands without needing any buffs. To offset this, the Drive skills come with incredibly long cooldown periods. To make up for this critical shortcoming, the Imperial backs this offense with lighter, faster attacks and abilities intended to cool down their weapon during rounds it's overheated.

Because of their heavy armor, they boast decent defense - third place behind the Fortress and Landsknecht, and they are capable of having higher defense than the latter if they take a subclass that enables shield use. Because Imperials have reduced defense on rounds they're preparing a Drive attack, however, this advantage isn't quite as pronounced as it otherwise could be. Imperials are resoundingly bad at crowd control without either subclassing or investing in Wide Effect, but their tremendous burst damage output makes them prime class selections for beating bosses.

  • Strengths: Phenomenal strength of attack skills, capable of reaching thousands of damage without buffs.
  • Weaknesses: Terrible Agility growth, long cooldown times between Drive skills, small TP pool.

To Unlock[]

Defeat Cradle Guardian and Guardian Head in B3F of the Echoing Library. After reporting to the Outland Count, you will obtain the "Drive Blade Key" which unlocks the Imperial Class. If you spared Logre after the boss fight with him, he also offers himself as a permanent party member as a Lv. 47 Imperial/Landsknecht.

Stat Progression[]

Main article: Imperial/Stats#EO4
Level HP TP STR TEC VIT AGI LUC
1 47 24 9 8 7 4 5
35 231 85 37 30 33 22 20
70 420 148 64 53 59 40 36
99 576 177 81 72 76 51 50

Skill Tree[]

Skill Description Type Prerequisites Extra
NOVICE
Proficiency Decreases the drive blade's cooldown time by 1 turn. Class None
Sharp Edge Melee cut attack to 1 enemy. Reduces cooldown time by 1 turn. Drive Blade None
Impulse Edge Melee cut attack to 1 enemy. Recovers your TP. Can only be used after Sharp Edge. Drive Blade Sharp Edge Lv2
Assault Drive Slow but powerful melee cut attack to 1 enemy. Lowers DEF until use. 8-turn cooldown. Drive Blade None
Heat Sink Reduces cooldown time by 3 turns. Drive Blade Assault Drive Lv2 Leveling reduces cost.
Rear Guard Has 1 ally act last for 5 turns and increases their defenses. Support None
Power Boost Increases your physical attack power. Support None
Mineralogy Greater chance of finding extra ore when mining. Passive None
VETERAN
Expertise Decreases the drive blade's cooldown time by an additional turn. Class Proficiency
Cool Edge Melee cut attack to 1 enemy. Reduces cooldown by 2 turns. Can be used after Sharp Edge or Impulse Edge. Drive Blade Impulse Edge Lv2
Charge Edge Melee cut attack to 1 enemy. Increases attack power next turn. Can be used after Sharp, Cool, or Impulse Edge. Drive Blade Cool Edge Lv2
Flame Drive Slow but powerful melee fire cut attack to 1 enemy. Lowers DEF until use. 9-turn Cooldown. Drive Blade Heat Sink Lv2
Freeze Drive Slow but powerful melee ice cut attack to 1 enemy. Lowers DEF until use. 9-turn Cooldown.
Shock Drive Slow but powerful melee volt cut attack to 1 enemy. Lowers DEF until use. 9-turn Cooldown.
Hawkeye Decreases 1 enemy's elemental defense for 3 turns. Support None Does not increase untyped damage.
Absorber Recover some TP after striking an enemy's weakness. Passive Hawkeye Lv2 Can be triggered by Burst skills, works on physical weaknesses, and stacks if a multi-hitting skill hits weaknesses.
Hunter Sense Chance of gathering food without depleting the resource point. Sky None
MASTER
Enlightenment Decreases the drive blade's cooldown time by an additional turn. Class Expertise
Ignition Cools your drive blade and prevents it from overheating for 3 turns. Can only be used after overheating 4 times. Drive Blade None Leveling reduces cost and number of overheats needed.
Overdrive Null Ignition for ranged untyped attack to all enemies. Lowers DEF until use. Drive Blade Ignition Lv4 Not affected by Power Boost.
Finisher Recover some TP when you defeat an enemy. Passive None TP regain increases if multiple enemies are defeated at once.
Wide Effect Skills that target 1 enemy may gain a splash effect. Passive Finisher Lv3
Accel Drive Slow but powerful melee untyped cut attack to 1 enemy. Lowers DEF until use. 9-turn cooldown. Drive Blade None
Drive Mastery The more your drive blade overheats in battle, the more damage you do. Passive Accel Drive Lv3 Damage boost stacks and caps at +100% damage.
Element Boost Increases elemental and untyped attack power. Passive None

Combos[]

The following assume that Enlightenment has been attained by the Imperial for a 6-turn cooldown on elemental and Accel Drives.

  • Drive → Sharp Edge → Heat Sink: Fastest combo that enables a Drive every 3 turns. High TP consumption - recommended only to quickly attain Ignition.
  • Drive → Sharp Edge → Impulse Edge → Cool Edge: Standard cost-efficient combo that enables a Drive every 4 turns.
  • Drive → Sharp Edge → Cool Edge → Charge Edge: Turn-efficient combo that enables a Charged Drive every 4 turns. Used if TP conservation is of low priority.
  • Drive → Sharp Edge → Impulse Edge → Sharp Edge → Impulse Edge: Slightly longer combo that also allows for rapid TP regeneration.
  • Drive → (action) → Sharp Edge → Cool Edge: For Imperials with a buff-related subclass, the free turn allows them to set up or support the party.

Subclassing[]

Subclasses for Imperials[]

Due to how they work and their limited weapon choices, Imperials are difficult to subclass. They benefit heaviest from classes that bolster their already-existing fighting power, and in very different ways. Some subclass examples following this are:

  • Landsknecht: Covers one of the Imperial's main flaws by being able to act first even with Drive skills and increase their damage by doing so in the process (mainly thanks to Vanguard and Initiative), it also offers more AoE options with their sword skills during turns when the Drive is cooling down. Access to another Power Boost further raises their offense, and shield use and Iron Wall can further reinforce their defenses.
  • Nightseeker: Mainly good thanks Follow Trace, you can obtain ridiculous results in both cooldown management and damage thanks to double skill casts. Barring that, there's no good benefit to taking a Nightseeker subclass.
  • Fortress: Offers more defensive passives to help the Imperial survive on the front lines. HP Boost and Iron Wall, when combined with access to shields, offsets the defense penalty of any Drive skill. Knight's Boon helps in recovery from ailments and binds, shortening the time the Imperial is disabled.
  • Runemaster: Offers the most direct benefits and enables the most powerful overall elemental damage exploitation thanks to Runic Guidance and Runic Flare, which greatly benefit the elemental drives. Free Energy is always helpful to a class that has to manage its TP cautiously, and TP Boost lets the Imperial fight for longer periods of time before needing to switch to Impulse Edge to regain TP. Even the elemental Runes can create weaknesses to trigger Runic Flare and Absorber to boost the damage through the roof.
  • Bushi: Most efficient choice in general for raw damage, Blood Surge and Charge add obvious benefits to any Imperial's offensive arsenal which pay off very well in exchange for intensive TP consumption. Good execution and backup is needed to fully enjoy the benefits.

Imperials as Subclass[]

Because of how the Drive skills are built to synergize with the Imperial class skills for maximum damage, in addition to the fact that a class cannot dual wield while holding a Drive Blade, Imperials generally are not very good as a subclass. Exceptions do exist, however:

  • Sword-based Landsknechts can take up the Drive Blade for massive spikes in elemental damage. They lose on Weapon Parry, but can still support with Power and Mind Break. Spiral Slice and Double Strike are still very good sword skills to use while waiting for the Drive Blade to cool down. Element Boost, a stacking Power Boost, and Absorber are also very useful for Link-based Landsknechts.
  • Nightseekers lose out on dual-wielding, but their higher Follow Trace activation rate can either sharply increase the damage from the Drive skills, or double the effects of skills like Sharp Edge or Cool Edge to dramatically decrease the cooldown. When combined with their ailments and Foul Mastery, their burst damage can turn into a sight to behold.
  • Runemasters offer the best synergy with Imperials, but not through use of the Drive Blade. Instead, the stacking Element Boost will further amplify their elemental damage, and Absorber increases their TP sustainability, even when hitting a weakness created by their runes. Finisher can also provide extra TP to keep them fighting longer. Wide Effect can also cause their more powerful single-target Runes to splash to enemies.

Overview[]

Imperials are largely unchanged from their debut incarnation. They still specialize in dealing massive amounts of damage with their Drive Blades, capable of hitting for tens of thousands of points. This comes with several downsides, as usual - despite access to heavy armor, the Imperials are vulnerable when preparing their slow Drive skills, and their very low Agility makes it likely their attacks miss entirely. Their low TP leads to problems in protracted fights, but that is easily remedied with their new Force Break.

  • Strengths: Incredible damage spikes which are fantastic for burst parties
  • Weaknesses: Terrible TP and Agility. Low Luck leads to vulnerability to ailments.
  • Force Boost - Ignition: For 3 turns, the Drive Blade will not overheat.
  • Force Break - Conversion: Greatly restores the Imperial's TP, and can push it past their maximum.

Stat Progression[]

Main article: Imperial/Stats#EON
Level HP TP STR INT VIT WIS AGI LUC
1 58 30 18 12 18 12 7 9
30 115 61 40 26 40 27 15 20
70 234 126 86 55 85 58 33 42
99 348 189 130 83 128 87 51 64
130 505 274 191 121 188 128 74 93

Skill Tree[]

"Edge" skills marked with Combo: require that the user has used a skill marked by Starter: in the previous turn. "Edge" skills marked with Final: require either a Combo: or Starter: skill used in the previous turn. You cannot use Combo: skills twice in a row.

Skill Description Type Requires Extra
Ignition Cools user's drive blade, preventing it from overheating for 3 turns. Force Boost -- No effect if currently Overheated.
Conversion
V-head
Greatly restores user's TP, beyond MAX. Force Break
NOVICE
Sharp Edge
V-armV-str
Starter: Melee cut attack to 1 enemy. Reduces Overheat time by 1 turn. Drive Blade None
Natural Edge
V-armV-str
Starter: Melee attack to 1 enemy with equipped weapon.
Blood Edge
V-armV-str
Combo: Melee cut attack to 1 enemy. Restores user's HP for damage dealt. Drive Blade Sharp Edge Lv2
Natural Edge Lv2
Heavy Guard
V-head
For 3 turns, chosen ally gains boosted DEF, but will always act last. Buff None
Assault Drive
V-armV-str
Slow but powerful melee cut to 1 enemy. DEF decreases until activation. Drive blade will Overheat for 7 turns. Drive Blade None
Heat Sink
V-head
Reduces Overheat time by 2 turns. Drive Blade Assault Drive Lv3 Lv4 and 7 increase overheat reduction.
Heat Shield While user's blade is overheated, physical and elemental DEF increase. Passive
Avenger Restores user's HP when an ally is defeated. Passive None
Mine Increases material yield from mining in the labyrinth. Gather None
VETERAN
Massive Edge
V-armV-str
Starter: Melee cut attack to an enemy. Deals splash damage to adjacent targets. Drive Blade Blood Edge Lv3
Trip Edge
V-armV-strV-luc
Starter: Melee cut to 1 enemy. May bind legs. Lv4 and 8 increase leg bind rate.
Cool Edge
V-armV-str
Combo: Melee cut attack to 1 enemy. Reduces Overheat time by 2 turns. Drive Blade Massive Edge Lv2
Impulse Edge
V-armV-str
Combo: Melee cut attack to 1 enemy. Restores user's TP. Drive Blade Trip Edge Lv2
Intercooler Boosts the effect of Drive skills. After levelling, also reduces Overheat duration. Passive Heat Sink Lv1
Heat Shield Lv1
Flame Drive
V-armV-str
Slow but powerful melee cut/fire attack to 1 enemy. DEF decreases until activation. Drive blade will Overheat for 8 turns. Drive Blade Intercooler Lv3
Freeze Drive
V-armV-str
Slow but powerful melee cut/ice attack to one target. DEF decreases until activation. Drive blade will Overheat for 8 turns.
Shock Drive
V-armV-str
Slow but powerful melee cut/volt attack to one target. DEF decreases until activation. Drive blade will Overheat for 8 turns.
Status DEF Up Increases bind/ailment resistance. Stat Up None
MASTER
Charge Edge
V-armV-str
Final: Melee cut attack to 1 enemy. Raises user's ATK until end of next turn. Drive Blade Cool Edge Lv2 Lv6 increases attack boost.
Force Edge
V-armV-str
Final: Melee cut to 1 enemy. Raises user's Force Gauge. Drive Blade Impulse Edge Lv2 Lv6 increases Force restoration.
HP Up Increases maximum HP. Stat Up None
Accel Drive
V-armV-str
Slow but incredibly powerful melee untyped cut attack to one target. DEF decreases until activation. Drive blade will Overheat for 9 turns. Drive Blade Flame Drive Lv1
Freeze Drive Lv1
Shock Drive Lv1
Absorber Recover some TP after striking an enemy weakness. Passive None
Elem ATK Up Raises elemental ATK. Stat Up None Does not work with Accel Drive.

Combos[]

The following assume maximum investment in Intercooler for 6-turn overheats on elemental Drives and 7-turn overheats for Accel.

  • Assault Drive → Heat Sink: Early-game combo for fast spamming of a Drive skill.
  • Drive → Sharp Edge → Heat Sink: Fastest combo that enables a Drive every 3 turns. Compatible with either Elemental or Accel Drives.
  • Elemental Drive → Sharp → Cool → Charge: Turn-efficient combo that enables a Charged Elemental Drive every 4 turns. High TP consumption.
  • Accel Drive → (action) → Sharp → Cool → Charge: The extra turn for Accel Drive's cooldown frees up the Imperial to do anything, like establish a buff or restore TP, before the Edge combo.
  • Elemental Drive → Sharp → Impulse → Sharp → Impulse: Slightly longer combo that also allows for rapid TP regeneration.
  • Accel Drive → Sharp → Impulse → Sharp → Impulse → Charge: The longer cooldown for Accel Drive lets one fit in a Charge Edge for a giant burst after the combo.

Subclassing[]

Subclasses for Imperials[]

Their heavy Drive Blades makes them incompatible with a sub-weapon, thus limiting the subclasses they can pick. However, Drive Blades still count as swords for other skills, so not all hope is lost.

  • Protectors supplant the Imperial's resilience with access to shields and various defense-increasing passives, offsetting the defense penalty of the Drive skills. Elemental Walls and Front Guard assist in tanking on odd turns between Drives.
  • Ronin offer simple passives in the form of Phys ATK Up, Duel and Speed Up, letting an Imperial focus exclusively on their Drive skills. Speed Up is less important but makes the Imperial a little more accurate. A great subclass for the midgame.
  • Gunners have a very helpful Phys ATK Up to improve all Drive skills and TP Up to improve the Imperial's stamina in battle. Act Quick in particular is excellent for preparing a Drive skill - cutting up to 40% off a costly 20-60 TP skill is a very big bargain, on top of letting the Imperial fire their Drive sooner. Rolling a Multi-Shot proc on a Drive skill will deliver a colossal amount of damage at once.
  • Zodiacs are picked for elemental boost synergy. Singularity multiplies damage when striking elemental weaknesses, and TP Up raises the Imperial's battle stamina. It may be tempting to go for Free Energy, but its low proc rates and high skill point requirements deter many from investing towards it. Etheric Boon offers a stacking damage boost which greatly complements the Imperial's TP-hungry skills, and works with a max-level Charge Edge to deliver powerful blows.
  • Landsknechts have the ever-important Vanguard which can be used to skip the Imperials' waiting time and vulnerability while preparing a Drive skill. Single Devotion can also support the strength of the otherwise overlooked Assault Drive. Access to shields and associated skills offer added defenses and other things to do while overheated.
  • Heroes have a good spread of Shield and Sword skills, but the biggest attraction would possibly be using their Afterimage to replicate Drive skills. The afterimage rate is not as high as compared to a Hero main, which makes it difficult to manage a combo, but when it all connects it hits for tremendous damage. While waiting for the Drive to cool down, Shield skills can be used to defend a party that lacks a tank - the Imperial is less deterred by the low action speed.

Imperials as Subclass[]

Their Drive Blade focused skills tend to be very skill point intensive, so they're often picked for their passive skills, being one of the few sources of Elem ATK Up.

  • Zodiacs take an Imperial subclass for the elemental passive boosting, and Absorber supports their stamina by refilling TP when striking weaknesses. HP Up also improves their resilience in battle.
  • Link-focused Landsknechts will want the boost of Elem ATK Up to improve the strength of their links. Absorber will also give some TP sustain whenever they strike weaknesses, offsetting their small TP pool.
  • Heroes take the Imperial subclass to combo Drive skills with a better Afterimage generation rate. The use of Drive Blades also grants them enormous ATK bonuses to further increase their damage.

Trivia[]

  • The female Imperial designs bear resemblance to that of the female Protectors while the male Imperials resemble the War Magus and the Medic from EO and EOII.
  • Princess Gradriel from Etrian Odyssey II is chronologically the first Imperial encountered in the series. In the Etrian Untold II artbook, it's explained that a quest wherein she joined the party as a guest was planned, but later scrapped; the document explaining that she was intended to be an Imperial.


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