Etrian Odyssey Wiki
Etrian Odyssey Wiki
Holy defenders of the weak. A protector's sword and shield are invaluable tools when in the dungeon.
Protector description, Etrian Odyssey
EO1Protectors

Holy paladins clad in heavy armor.

The Protector is a class of holy knights specialized in defending others from harm. Donning the strongest armor on top of naturally high HP and VIT, Protectors are the team's pillar and shield against the horrors and treacheries of the Labyrinth. Their versatile defenses can be applied to themselves, a particular line, or the entire party to mitigate the damage they take. Though mainly concerned with physical damage, Protectors can ward off magic attacks and restore their allies' health. They attract the most hostile attention on the front line, but with advanced techniques can be just as effective on the back line. When no one is in need of protection, Protectors can dish out respectable damage in retaliation.

Profile[]

The Protector is a must when exploring the labyrinth. They have high defense and HP, meaning they will usually be the back row's last pillar of support. F. Guard and B. Guard reduce damage the front or back row takes a limited number of times that turn. They enable the much better Defender skill that reduces damage the whole party takes indefinitely. Protectors can also Provoke the enemies to focus on them and Parry their attacks, and even nullify elemental damage sent toward the party using Antifire, Antivolt, or Anticold. Their Strength stat is tied with Ronin for the highest in the game, supporting their use of a sword and their damage skill Smite. Finally, a few basic healing skills in form of Cure and Cure II round out their arsenal.

  • Strengths: Excellent defense, good attack power, and healing abilities.
  • Weaknesses: Specific defenses are a gamble, no elemental attacks, slow to move if not guarding.

Stat Progression[]

Main article: Protector/Stats#EO1
Level HP TP STR TEC VIT AGI LUC
1 27 13 10 8 9 6 9
30 205 71 43 35 39 27 39
50 358 111 65 54 60 42 60
70 516 151 82 68 75 53 75

Skill Tree[]

Note: Skills are listed in the same order that is used in the game and do not necessarily unlock one after another. See the "Requires" column to see how to unlock a skill. If that column has dashes in it the skill is accessible at level one; no other skill is needed to unlock it. Skills are maxed at level 10.

  • Stat Increases and Passive Skills are passive benefits that grant bonuses without being activated.
  • Search Skills are out-of-battle skills, mostly for gathering materials or controlling monster behaviour.
  • Defense Skills allow the Protector to heighten his and the party's defense.
  • Shield Skills cover a lot of defense option against physical and magical damage.
  • Extra shows skill detail or any special bonuses that are gained at certain levels.
Skill Description Type Requires Extra
HP Up Increase maximum HP. Stat Increase -----
TP Up Increase maximum TP. Stat Increase -----
DEF Up Increase physical defense. Stat Increase -----
Shields Increase elemental defense. Stat Increase -----
Aegis Preparedness for death makes it possible to survive with 1 HP. Passive Skill DEF Up Lv5
En Garde Chance of automatically blocking enemy attacks. Passive Skill DEF Up Lv7
Shields Lv7
Provoke Increase defense and divert the enemy's attention to you. Special Skill DEF Up Lv1 Lv1-4 increase aggro.
Lv5-10 increase defense
Flee Sacrifice HP to escape from battle to the previous floor. Escape Skill DEF Up Lv3
Parry Await the enemy's attack to parry it and negate the damage. Defense Skill
Fortify Digs in for ironclad defense against physical damage. Defense Skill DEF Up Lv3
Shields Lv3
Defender Organizes the party into a formation of increased defense. Defense Skill F. Guard Lv3
B. Guard Lv3
F. Guard May take damage in the front line's place. Shield Skill Shields Lv1
B. Guard May take damage in the back line's place.
Antifire Briefly raises the party's fire resistance. Shield Skill Shields Lv5
TP Up Lv3
At Lv5, nullifies element.
Lv6-10 absorbs element.
Antivolt Briefly raises the party's volt resistance.
Anticold Briefly raises the party's ice resistance.
Smite Deals a powerful bash to the enemy. Shield Skill Shields Lv10
Fortify Lv5
At Lv5 gains chance of inflicting Arm Bind.
Cure Heals a small amount of HP. Healing Skill HP Up Lv3
Cure II Heals a medium amount of HP. Healing Skill HP Up Lv5
Stalker Cautious steps reduce the chances of enemy encounters. Search Skill DEF Up Lv5
Mine Mine for materials at item points. Search Skill -----

External Links[]

Profile[]

Protectors refocus their role as the party tank with modernizations and new skills in the remake. Stats are rearranged to put VIT at the top, like standard tanks, then AGI lowest and the rest hovering around the median. Front and Rear Guard do away with limited activation nonsense. Defender returns with less damage reduction and a turn limit. The healing skills all scale with TEC and they trade Cure II for Party Cure, although Medics with more TEC heal better. Their elemental defense skills, Fire, Ice, and Volt Wall, now defend against a single instance of the damage type per party member. They gain Prayer, which slightly regenerates the party's HP and TP to increase their overall stamina and allow for longer exploration or grinding trips. Another new skill is Bravery's Gift, which temporarily dramatically raises their HP and allows them to take all hits that the rest of the party would take, potentially sacrificing the Protector to buy everyone else a turn's reprieve. On the offensive end of the spectrum, Shield Smite is joined by Shield Rush that strikes all enemies while applying a physical attack debuff.

  • Strengths: Excellent defense, reasonable strength, healing abilities.
  • Weaknesses: Specific defenses are a gamble, no elemental attacks, slow to move if not guarding, low TP.

Stat Progression[]

Main article: Protector/Stats#EOU
Level HP TP STR TEC VIT AGI LUC
1 40 26 7 6 10 5 7
30 155 84 19 18 26 12 18
70 375 184 39 38 53 23 35
99 579 271 55 54 73 31 48

Skills[]

Skill Description Type Requires Extra
Shield Mastery Enables Shield skills and increases defense when a shield is equipped. Mastery None Can be augmented with Grimoire Stones.
Front Guard Reduces physical damage to the front line this turn. Shield Shield Mastery Lv1
Rear Guard Reduces physical damage to the back line this turn.
Defender Raises the party's physical defense for 3 turns. Buff Front Guard Lv5
Rear Guard Lv5
Lv. 5 and 10 increase duration.
Fire Wall Protects the party from the first fire attack this turn. Shield Shield Mastery Lv3 Lv5 blocks attack. Lv10 absorbs. Overrides other Wall skills.
Ice Wall Protects the party from the first ice attack this turn.
Volt Wall Protects the party from the first volt attack this turn.
Shield Smite Melee bash attack to 1 enemy, may cause arm bind. Shield Shield Mastery Lv7 Lv. 5 and 10 increase arm bind rate.
Shield Rush Melee bash attack to all enemies, reduces their physical attack. Shield Shield Smite Lv5 Lv. 5 and 10 increase attack debuff strength.
Bravery's Gift Raises user's maximum HP and causes them to take all damage for the party this turn. Guard Shield Mastery Lv10
DEF Up Raises physical defense. Stat Up None
Provoke Raises chance of being targeted for 3 turns. Buff DEF Up Lv1 Lv. 5 and 10 increase duration.
Parry May block physical attacks to the user's line this turn. Guard Provoke Lv5
Fortify Raises user's defense for 3 turns. Buff DEF Up Lv3 Lv. 5 and 10 increase duration.
Aegis May survive a mortal blow with 1 HP. Passive DEF Up Lv5
En Garde Occasionally guard to reduce damage sustained. Passive Fortify Lv3
Aegis Lv3
HP Up Raises max HP. Stat Up None
Safe Passage Lowers damage sustained from damage tiles for a certain number of steps. Field HP Up Lv1
Flee Consumes party's HP to escape from battle to floor entrance. Escape Safe Passage Lv3 Lv. 5 and 10 reduce HP consumption.
Cure Restores an ally's HP. Healing HP Up Lv3 Lv. 5 and 10 increase turn speed.
Party Cure Restores party's HP. HP Up Lv5
Prayer Party restores HP and TP after a battle. Passive Cure Lv5
Party Cure Lv3
Does not stack.
TP Up Raises max TP. Stat Up None
Mine Allows the user to find more resources when mining. Gather None Can be augmented with Grimoire Stones.

Grimoire Stones[]

Skills to generate:

  • Elemental Walls: Good damage prevention when handling enemies with strong elemental attacks.
  • Prayer: Extends party stamina while journeying through the labyrinth. Once acquired on a Grimoire, the Protector can Rest to reallocate the skill points spent there to other more important skills.
  • Aegis: Pass to other party members to give them a chance to resist death.
  • Parry: Other shield-using party members can gain a defensive skill to use.

Skills best given to Protectors:

  • Physical attack skills: Lets the Protector do reasonable damage when not needed to go on the defense. Sword skills are preferred as they normally are seen with swords without Grimoire equip bonuses.
  • ATK Up: Protectors do not get this skill. Give them this skill to increase the damage they do when they go on the offense.

External Links[]

Profile[]

The protector's role is better-defined when fighting on High Lagaard. New skills allow more versatility when choosing who to defend: the entire party with All Guard, or a single member with 1 Guard. The Protector kept his skills for individual elemental defenses, but also gained Antiall, which boosts the entire party's defense against all elements. They also lost their ability to heal HP, but gained Refresh to heal status ailments. The Beast class is unlocked early in the game, durable brawlers with a different style of tanking.

  • Strengths: Excellent defense, reasonable strength.
  • Weaknesses: Specific defenses are a gamble, no elemental attacks, slow to move if not guarding.
  • Force Skill - Painless: Granting the entire party the ultimate defense, the protector completely blocks all forms of damage for a single turn.

Stat Progression[]

Main article: Protector/Stats#EO2
Level HP TP STR TEC VIT AGI LUC
1 48 22 5 5 8 4 5
30 226 78 21 16 40 13 24
70 537 158 48 30 75 29 52
99 771 328 65 47 93 48 70

Skills[]

Skill Description Type Requires Extra
HP Up Increase maximum HP. Stat Increase -----
TP Up Increase maximum TP.
STR Up Increase strength.
TEC Up Increase technique.
VIT Up Increase vitality.
AGI Up Increase agility.
LUC Up Increase luck.
Esc Up Increases chances of successfully escaping from battle. Stat Increase -----
Shields Needed to learn shield skills. Mastery Skill -----
Aegis Preparedness for death makes it possible to survive. Passive Skill HP Regen Lv5
Riskwall Lv5
En Garde Chance of automatically blocking enemy attacks. Passive Skill Shields Lv5
HP Regen Restores a small amount of HP after every turn in battle. Passive Skill HP Up Lv1
Riskwall Physical defense increases as the protector loses HP. Passive Skill HP Up Lv3
Smite Powerful shield strike that may bind an enemy's arms. Shield Skill Shields Lv10
F. Guard Shield skill that may take damage in the front line's place. Shield Skill Shields Lv1
B. Guard Shield skill that may take damage in the back line's place.
A. Guard Shield skill that may take damage in the party's place. Shield Skill F. Guard Lv5
B. Guard Lv5
1 Guard Shield skill that may take heavy damage for one party member. Shield Skill Shields Lv7
Antifire Protects the party from fire attacks for 1 turn. Shield Skill Shields Lv3
Anticold Protects the party from ice attacks for 1 turn.
Antivolt Protects the party from volt attacks for 1 turn.
Antiall Protects the party from all elemental attacks for 1 turn. Shield Skill TEC Up Lv10
Shields Lv10
Fortify Digs in for ironclad defense against physical damage, Support Skill VIT Up Lv1
Provoke Increase defense and divert the enemy's attention to you. Support Skill -----
Parry Await the enemy's attack to parry it and negate the damage. Special Skill Provoke Lv3
Refresh Remove status ailments from one party member. Healing Skill TEC Up Lv1
Flee Escape from battle to the previous floor. Escape Skill -----
Mine Mine for minerals at item points. Search Skill -----

External Links[]

Profile[]

Protectors in EO2U have undergone several skill changes. Healing returns to their lineup, starting with Heal Guard that rushes to the aid of an injured party member, then Line Cure and Line Heal for more widespread restoration. Parry now is a passive skill, behaving more in line with En Garde from the original game, and also Shield Mastery now occasionally blocks physical attacks sent towards themselves. Aside from Provoke, none of Protector's skills in this game take damage in another character's place, allowing Beast to specialize into that style of tanking. Rather than something like Bravery's Gift from the previous Untold, their strongest skill Sentinel Guard shares the Protector's formidable DEF with the party.

While Protectors can normally only use swords, the Highlander DLC allows them to also wield axes and spears.

  • Strengths: Unparalleled durability and damage prevention abilities.
  • Weaknesses: Middling offense, low speed; Shield attack skills are costly.
  • Force Boost - Shield Protect: For 3 turns, damage sustained by party members protected by Shield skills is halved, after the damage reduction from said skill.
  • Force Break - Perfect Defense: Negates all damage (and additional effects of damaging attacks) dealt to the party for the turn.

Stat Progression[]

Main article: Protector/Stats#EO2U
Level HP TP STR TEC VIT AGI LUC
1 40 31 7 6 10 5 7
30 156 161 19 18 26 12 18
70 375 365 41 39 53 23 37
99 575 492 58 55 74 32 51

Skills[]

Shield Attack-Type skills calculate their damage primarily off the DEF bonus of the equipped shield, rather than the Protector's raw ATK score.

Skill Description Type Requires Extra
Shield Mastery Enables shield skills and may void physical attacks with shield equipped. Mastery None
Front Guard
Lowers all physical damage to the front row this turn. Guard Shield Mastery Lv1
Rear Guard
Lowers all physical damage to the back row this turn.
Keep Guard
Lowers physical damage to an ally until end of next turn. Guard Front Guard Lv3
Rear Guard Lv3
Also disables other Guard skills next turn.
Fire Wall
Protects the party against the first fire attack this turn. Guard Shield Mastery Lv3 Lv5 nulls damage. Lv10 absorbs.
Ice Wall
Protects the party against the first ice attack this turn.
Volt Wall
Protects the party against the first volt attack this turn.
Heal Guard
Restores an ally's HP and lowers physical damage to that ally for the turn. Guard Shield Mastery Lv5
Shield Smite
Melee bash attack to 1 enemy, may cause arm bind Shield Attack Shield Mastery Lv7 Lv5 and 10 increase arm bind rate.
Shield Rush
Melee bash attack to all enemies, reduces their physical ATK for 3 turns. Shield Attack Shield Smite Lv5 Lv5 and 10 increase attack debuff strength.
Sentinel Guard
Reduces physical damage to the entire party. Cannot use Guard skills next turn. Guard Shield Mastery Lv10 Also temporarily boosts all allies' defensive stats.
Phys DEF Up Raises physical DEF. Stat Up None
Provoke
Raises chances of being targeted for 3 turns. Support Phys DEF Up Lv1 Lv5 and 10 increase duration and add physical DEF bonus.
Pre-Provoke May use Provoke at start of battle. Passive Provoke Lv5 Max Lv5
Fortify
Raises user's physical DEF for 3 turns. Support Phys DEF Up Lv3 Lv5 and 10 increase duration.
Parry May void physical attacks towards user's line. Passive Phys DEF Up Lv5 Max Lv5. Doesn't need a shield to trigger.
Elem DEF Up Raises elemental DEF. Stat Up None
Line Cure
Restores 1 line's HP. Healing Elem DEF Up Lv3
Line Heal
Greatly restores 1 line's HP. Healing Line Cure Lv5 Slower but stronger than Line Heal.
Aegis May survive a mortal blow with 1 HP. Passive Elem DEF Up Lv5
Armor of Light
May block binds, ailments, and debuffs to user for 3 turns. Support Elem DEF Up Lv10 Lv5 and 10 increase speed. Lv10 increases duration.
HP Up Raises max HP. Stat Up None
Flee
Escapes from battle to floor entrance. Consumes party HP if successful. Special HP Up Lv3
TP Up Raises max TP. Stat Up None
Mine Allows user to find more resources while mining. Gather None

Grimoire[]

Skills to generate:

  • Parry: Random blocks across the party can aid survival.
  • Aegis: With a bit of luck, other party members also get to survive mortal blows.
  • Elemental Walls: Mandated when fighting the Storm Emperor, Blizzard King, and Great Dragon.
  • Sentinel Guard: Having 2 characters alternate Sentinel Guard can provide great damage reduction.

Skills best given to Protectors:

  • Phys ATK Up: Protectors lack this skill in their skill tree.
  • Healing Rhythm (Troubadour): Provoke-using Protectors get passive regeneration while taking hits for the party.
  • Hit-Taker (Beast): For emergency use. Shield Mastery and Parry can also help block several physical hits the Protector will be taking.
  • Revive (Medic): Utilize the Protector's low speed to revive a fallen ally after the enemies have attacked.

External Links[]

Profile[]

The series' first poster class and original tank has answered the call to Maginia. As the only specialized tank class in the game, Protectors have their work cut out for them. They most resemble Protectors from The Fafnir Knight, but they draw inspiration from their counterparts all across the series. Healing skills are largely set aside to make room for Ally Shield and Line Shield.

  • Strengths: Unparalleled durability and damage prevention abilities.
  • Weaknesses: Middling offense, low speed.
  • Force Boost - Shield Protect: For 3 turns, damage sustained by party members protected by Guard skills is halved, after the damage reduction from said skill.
  • Force Break - Painless: Negates all damage (and additional effects of damaging attacks) dealt to the party for the turn.

Stat Progression[]

Main article: Protector/Stats#EON
Level HP TP STR INT VIT WIS AGI LUC
1 60 52 13 10 20 15 8 13
30 120 99 28 22 44 32 18 28
70 245 199 59 47 94 68 39 61
99 367 296 90 71 142 103 60 92
130 532 427 131 104 208 150 88 134

Skills[]

Skill Description Type Requires Extra
Shield Protect For 3 turns, the damage reduction of Guard skills is boosted. Force Boost --
Painless
Voids all damage to the party for this turn. Force Break
NOVICE
Front Guard
Reduces physical damage to the front line for this turn. Guard None
Rear Guard
Reduces physical damage to the back line for this turn. Front Guard Lv2
Ally Shield
Take damage in place of an ally for this turn. Guard None
Fortify
Increases your physical/elemental DEF for 3 turns. Buff Ally Shield Lv2 Lv4 and 8 increase duration and action speed.
Shield Smite
Melee bash attack to 1 enemy. May bind hte enemy's arms. Shield None Lv5 and 10 increase arm bind rate.
Taunt
Increases your draw rate and all DEF for 3 turns. Buff None Lv4 and 8 increase duration and action speed.
Preemptive Taunt May use Taunt at the start of the battle. Passive Taunt Lv2 Will not activate if another Preemptive Taunt triggered.
Healing Wall When the user guards via DEFEND, allies in the same line recover HP. Heal None
Chop Increases material yield from chopping in the labyrinth. Gather None
VETERAN
Recovery Guard
For one turn, an ally line takes reduced phys damage and recovers from binds. Guard Rear Guard Lv1
Aegis May survive a mortal blow with 1 HP left. Passive Fortify Lv1
Shield Bash
Melee bash attack to all enemies. Lowers their physical attack for 3 turns. Shield Shield Smite Lv3 Lv5 and 10 increase attack debuff.
Keep Guard
Lowers physical/elemental damage to an ally until end of next turn. Guard None Prevents use of other Guard skills while active.
Phys DEF Up Increases physical DEF. Stat Up None
Elem DEF Up Increases elemental DEF.
Fire Wall
Protects against one fire attack for all allies this turn. Guard None Lv4 negates damage. Lv5 and 6 absorb damage.
Ice Wall
Protects against one ice attack for all allies this turn.
Volt Wall
Protects against one volt attack for all allies this turn.
MASTER
HP Up Increases maximum HP. Stat Up None
Heal Guard
Restores one line's HP and lowers physical damage to them for this turn. Guard Recover Guard Lv2
Line Shield
Protects one line for this turn and takes any damage they would sustain. Guard Aegis Lv3
En Garde Occasionally guards to reduce damage sustained. Passive Line Shield Lv3
Shield Flare
Until end of next turn, taking damage will trigger a ranged fire counterattack. Shield Shield Rush Lv3
Full Guard
Reduces damage taken by the party for one turn. Cooldown: 6 turns. Guard Fire Wall Lv2
Ice Wall Lv2
Volt Wall Lv2
Lv5 and 10 reduce cooldown.

Skill Breakdown[]

Do you really need a Protector? For many, this is not even a choice. Why take chances when one can have the best protection available? For others this is a real and pertinent question, for there are more facets to defense than full plate armor and a shield. There are enough other tanky classes to fill out a durable front line, while also contributing in other ways like offense, healing, or debuffs. Medics can have such absurd healing throughput to simply power the party through battles. Enemy attacks can also be entirely avoided, through evasion skills, shutting them down with ailments and binds, or having sufficient offensive power to be first to inflict the ultimate status effect, death. Broadly speaking, one picks a Protector so others needn't be concerned with defending themselves, instead specializing into roles that do the killing, healing, exploring, etc. On Picnic difficulty, battles are hardly more than speedbumps, but when underleveled, underprepared, and in over your head, a Protector can definitely make the difference between making it home for dinner or filling the belly of a creature of the forest.

After Protector's debut in the first two games, the defensive specialist paradigm was transformed by the Hoplite. Among several innovations, the highlights were Bodyguard, the way Line Guard did away with limited activations per use, and an emphasis on being effective on both lines. After that, Fortresses refocused onto the front line and ran a gameplay loop where they redirect a lot more attacks towards themselves, then counterattack or heal up afterward. It is from Fortress that Taunt, Ally Shield, Line Shield, and Healing Wall originate. It was in light of these two games that renovations were made in the Untolds. From Shield Bearer Dragoons come Recovery Guard and Full Guard, and Counter Guard can be seen in Shield Flare.

The first and most basic thing a Protector can do is use the DEFEND action. This will half all incoming damage for the Protector for the turn at no TP cost, and after taking Healing Wall it also heals the Protector and their linemate(s) scaling with the Protector's max HP. As demonstrated by Charis, constantly hiding behind a shield is not exactly a winning strategy, but it is worth the time when a lot of damage is about to hit the Protector. Preemptive Taunt followed with a string of DEFENDs is extremely efficient defense against random encounters, but DEFEND is also wise to consider for multiple members of the team when a monster is telegraphing an attack. Also, enemy AI prefers to target characters with the most remaining HP, which DEFEND helps the Protector keep more of.

Monsters will randomly target other adventurers, even with Taunt's aggro boost, and area-of-effect attacks blow right past the Protector. They have two different approaches to deal with this:

  1. Remotely reduce damage other party members take. This includes all "-Guard" skills, the elemental "-Wall" skills, and to a lesser extent Healing Wall. Heal Guard, Protector's only WIS-based healing skill, doesn't heal for much more than Healing Wall due to preference for HP over WIS, but for its hefty TP cost it can be used on the entire other line and heals using the arms. Keep Guard is best used when you expect the Protector to not use a shielding skill next turn. The Walls are highly effective against certain monsters, and Full Guard is very powerful at max level with only 3 turns cooldown. The whole party can double down on defense for a turn by DEFENDing while the Protector uses one of these skills.
  2. Forcibly redirect attacks against allies onto the Protector using Ally and Line Shield. These two skills bank on the Protector's innate robustness and are supported by their entire branch. Since no damage will get through while the Protector stands, the team can be extra aggressive, but the most vulnerable allies are priority. They are also very effective at triggering Shield Flare and other counterattack skills. En Garde can half the damage, but is treated like an auto-DEFEND, so is disabled when using the actual DEFEND, and attacks that are normally melee are not affected by the range penalty when redirected this way.

Both approaches can be useful for and from either line, but the former is more often better used on the Protector's own line and the latter better used on the opposite line. The front line can be filled with fragile short range fighters watched over from the rear, or the Protector can maintain the front for a full rear line. Defensive modifiers generally stack multiplicatively, so two Protectors can stack Ally/Line Shield with a Guard skill, and the Force Boost Shield Protect halves whatever damage is taken again, but usually won't reduce hits down to 1 damage. Protector's attack skills, Shield Smite and Shield Bash, also have defensive use.

Subclassing[]

In Etrian Odyssey Nexus, Protectors can gain the ability to subclass like the rest of the adventurers.

Subclasses for Protector[]

Though hailing as the only dedicated tank class, several other classes possess defensive skills Protectors can appreciate. Also, since Protector skills require no other piece of equipment than a shield, they have no restrictions from using their subclass's weapon when they don't need to guard the party.

  • Ronin is best known for damage output, but a Protector can take full advantage of the defensive Clear Stance and rotate to Upper Stance when defense is less important. Shield Bash and Shield Rush turn into incredibly hard-hitting bash attacks with the damage-boosting passives augmenting them.
  • Highlander offers some of the best passives for Protectors that take hits in place of the party. Bloody Veil greatly tones down attacks coming in barrages, perfect for Line Shield, and can be applied at the start of turns with Bloody Offense's HP drain. Any hit can trigger Bloodlust. Spirit Shield and Blood Fortune are great support in some situations, and the staples HP Up and Phys DEF Up are there. Protectors in this game can already equip spears by default, but picking up a few attack skills harks back to Hoplite.
  • Gunner lets a Protector operate from the backline with full efficiency, emulating the Dragoon's role. Medic Bullet cures what Recovery Guard doesn't, and Cover Support and Healing Wall work simultaneously. All of the gun skills are good for an offensive edge.
  • Sovereign helps Reinforce liberal use of Taunt and Fortify, essentially enjoying bonus HP every turn from Royal Dignity.
  • Ninja raises the Protector's evasion substantially, improving Taunt, Ally Shield, and Line Shield, and Reflexes makes every successful dodge extend the Protector's TP. Use Ninpo: Double to cover the entire party.
  • Imperial gives the Protector access to Drive Blades and Drive skills to deal bursts of damage. The long cooldown times are almost a non-issue to the Protector as they can just use that time to guard the party, with Heat Shield adding another layer of durability, and the massive turn speed penalty with heavy equipment is irrelevant since Guard skills always have priority.
  • Hero gives the Protector attack skills using their Shield that guard the whole party and do damage to enemies, combining defense with offense, though with less effective damage reduction than Guard skills. The Encourage line of passives also helps protect others, through the minor healing but more importantly Heroic Steel and Great Bravery that draw danger away from allies who are on the brink of defeat.

Protector as Subclass[]

When a party keeps taking just a little too much damage, a Protector subclass can be just the thing needed. It is usually best on support members that use the Guard and Wall skills to counteract specific difficulties, but some other classes like to attract hostile attention, and a few skills help bulk up party members who have proven too vulnerable.

  • Medic gains a greater defensive role. Recovery Guard and Heal Guard let them work even while their heads are bound, on top of protecting the line being healed. Shield Smite gives them access to arm bind to lock down enemies alongside Head Bash. HP Up and Phys DEF Up add some bulk for better survival.
  • Highlander pairs Bloody Veil and Bloodlust with Taunt and Line Shield, turning defense into sheer offense. Shield Smite and Bash give another physical damage type that isn't stab in case of resistant enemies.
  • Sovereign uses the shield to defend the party in times with too much heat going around, while at other times enjoying extra passive defense that helps them devote more time to buffing and enhancing the rest of the team.
  • Ninja can replicate the Ninja/Hoplite combo of their home game by doubling up clones to use Guard skills on the whole party. They can also take on whole enemy assaults due to unmatched evasion from Diversion Gambit and other skills, enabling generous use of Line Shield.
  • Harbinger already possesses impressive defensive skills from their bias towards Deathguard, including Stifling Miasma, that Protector's Guard skills combine with to dramatically weaken incoming attacks. They provide more options by not expending Miasma, but Recovery Guard is especially useful since it cures what Atonement doesn't. The shield beefs up physical defense, while Miasma Armor offsets its speed penalty. Shield Bash can hit all enemies and inflicts a debuff that stacks with Stifling Miasma.

External Links[]

Profile[]

Equipment when registered: Knife, Buckler.

Availability: Complete the tutorial by exploring the Mysterious Labyrinth.

Stat Progression[]

Main article: Protector/Stats#EMD
Level HP TP STR TEC VIT AGI LUC EXP to next level Total EXP
1 50 35 7 5 9 4 5 220 0
30 308 141 113 92 57 63 73 30,000 245,100
50 358 178 134 113 77 86 94 30,000 845,100
70 378 198 154 133 97 106 114 30,000 1,445,100
99 407 227 183 162 126 135 143 - 2,315,100

Skills[]

Skill Description Type Prerequisites Lv Max Extra
Aegis Shield Nullify all damage the party would take for 2 turns. Blast Skill / Shield Skill Report the quest Offering a protector manual 1 Cost 3 Blast Gauge
NOVICE (LV1)
Proficiency Recover some TP each time you take damage from the enemy. Passive None 1 Recover 3 TP per hit.
HP Up Increases your maximum HP. Passive None 5 Add +20/+5/+5/+5/+10 HP.
Provoke For 3 turns, increase your physical defense and draw enemy attacks. Active / Head Skill / Shield Skill None 5 TP Cost 7 - 11. Last 4 turns at Lv3. Last 5 turns at Lv5.
Shield Smite Melee bash attack. If successful, may bind the enemy's arms for 5 turns. Active / Arms Skill / Shield Skill None 5 TP Cost 8 - 12. Bind Arms for 6 turns after Lv4.
Defense Boost Increases physical defense. Passive None 10 Add +3/+1/+1/+1/+1/+1/+1/+1/+1/+1 Def
Refresh Recover all ailments for a selected ally. Active / Head Skill None 3 TP Cost 10 - 6
Mineralogy May find extra materials when gathering at a mining point. Passive None 10
VETERAN (LV10)
Expertise Recover some TP each time you take damage from the enemy. Passive Proficiency Lv1 1 Recover 1 more TP per hit.
HP Regen Increase your natural HP recovery rate. Passive HP Up Lv3 5
Cover For 3 turns, take damage in place of allies in a 1-space radius. Active / Arms Skill / Shield Skill Provoke Lv3 5 TP Cost 10 - 14. Lasts 4 turns at Lv3. Last 6 turns at Lv5.
Shield Bash Melee bash attack. If successful, the enemy is sent flying. Active / Arms Skill / Shield Skill Shield Smite Lv3 8 TP Cost 12 - 20.
Fire Wall Increase fire resistance for all allies within the room for 5 turns. Active / Arms Skill / Shield Skill Defense Boost Lv3 5 TP Cost 8 - 12. Last 6 turns at Lv3. Last 8 turns at Lv5.
Ice Wall Increase ice resistance for all allies within the room for 5 turns.
Volt Wall Increase volt resistance for all allies within the room for 5 turns.
Desperado The lower your HP, the higher your physical defense is boosted. Passive HP Regen Lv3 5
MASTER (LV20)
Enlightenment Recover some TP each time you take damage from the enemy. Passive Expertise Lv1 1 Recover 1 more TP per hit.
Aegis May survive a mortal blow. Passive None 7
Diversion Draw enemies in the room towards you. Active / Head Skill Cover Lv3 5 TP Cost 15 - 7
Full Guard Increase physical defense of all allies within the room for 5 turns. Active / Arms Skill / Shield Skill None 5 TP Cost 11 - 15. Last 6 turns at Lv3. Last 8 turns at Lv5.
Divine Wall Increase resistance to all damage for all allies within the room for 5 turns. Active / Arms Skill / Shield Skill Fire Wall Lv3
Ice Wall Lv3
Volt Wall Lv3
5 TP Cost 11 - 15. Last 6 turns at Lv3. Last 8 turns at Lv5.

Gallery[]

External Links[]

Gallery[]

Trivia[]

  • In Japanese comic strips and webcomics, both official and doujins, the blond female protector from the first two games is referred to as Sensei (Master), most of the time by Medi-Ko.

Names in other languages[]

Language Name Meaning
Japanese パラディン Paladin
English Protector
French Protecteur / Protectrice
Paladin (DS Europe)
German Paladín (DS Europe)
Spanish Soldado (DS Europe) Soldier
Italian Paladino (DS Europe)
Chinese (Simplified) 圣骑士
Chinese (Traditional) 聖騎士
Korean 팔라딘