Gildas and Mirdyn are popular characters in Tactics Ogre: Reborn, and it's clear to see why. They're important to the story, they both join up when the game starts getting more difficult (with one route's exception), and they're very powerful characters.

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They make for such great combatants mostly thanks to their unique class, White Knight. While Ozma and Ravness can access the class too, Gildas and Mirdyn are the originators and don't really have any viable alternatives when you look at how powerful White Knight can really be.

White Knight Build

White Knight is a fantastic class with some truly powerful skills. Taking both Gildas and Mirdyn along to a fight might mean you want some variety, however!

Class

White Knight

Equipment

Best one-handed sword or two-handed sword, best shield (if applicable), and a movement-based accessory such as the Sidhe Ring or Ring of Clouds.

Spells

All ranks of Heal. Don't bother with Awaken.

Skills

Swords (2H), Velocity Shift, Paralysis Blade, Pincer Attack

Swords (1H), Velocity Shift, Rampart Aura, Guardian Force

As you can see by the skills listed above, you can kit out a White Knight to lean either more offensively or defensively. The White Knight using two-handed swords is the more offensive of the two, while the one who gets a hand free to equip a shield is the defensive one.

  • Velocity Shift is a seriously fantastic auto-ability that will move surrounding units (and the White Knight themselves) up the turn order significantly. This is best used in the thick of it, so don't let your White Knights stray too far from the pack.
  • Having all the Heal spells is merely a flexibility thing - White Knights shouldn't be your primary healers, but they're okay for topping allies off, and Heal spells can be used to damage undead enemies who would otherwise be out of reach.
  • Paralysis Blade can be put to great use when it triggers - consider attacking more threatening enemies when it triggers instead of finishing off weakened foes.
  • You can consider thedefensive White Knight a souped-up regular Knight, and won't need to bring one along - especially if you bring along the offensive White Knight too.

The strategy with these knights is rather simple. Both make for great vanguards in an army formation, though the defensively-oriented one thrives more in smaller maps with chokepoints to defend.

Bringing both White Knights is a decent option in any situation - they have good survivability and a great offense, and having two sources of Velocity Shift around can turn the tide of battle in a significant way if they trigger enough.

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