01 Target attributes
Starting class: Knight · Soul Level 120 · Base values, without ring bonuses.
02 Equipment & rings
Heavy Greatsword +10
Two-hand it for the Strength bonus. At 66 Strength, the 1.5× two-handed multiplier reaches 99 effective Strength.
Heavy Claymore +10
A lighter alternative for cramped spaces and shorter punish windows.
Medium or heavy armor
Poise can help certain heavy attacks continue through a hit, but it does not make trades safe. Keep load below 70%.
Ring loadout
Chloranthy Ring
Offsets the long recovery after a heavy swing.
Ring of Favor
A balanced boost to health, stamina and load.
Havel’s Ring
Makes room for a heavy weapon and protective armor.
Life Ring
Adds forgiving health while you learn attack timings.
03 From first flame to endgame
- 01
EARLY · HIGH WALL
Knight starts with forgiving defenses. Pick up the Claymore near the fire-breathing wyvern when an opening appears. Meet its requirements and invest in health first.
- 02
MID · FARRON KEEP
Find the Greatsword in the swamp. Acquire the Farron Coal for Heavy infusion, then prioritize upgrades, 30+ Vigor and enough Endurance for a swing plus an escape.
- 03
LATE · LOTHRIC
Work toward 40 Vigor and 66 Strength. Adjust Vitality to your actual armor rather than forcing a heavy set. The SL120 spread assumes Knight and no stat-boosting rings.
04 In the field
- Two-hand for damage and requirements; switching back to one hand may leave a weapon unusable.
- Use reach to start a punish without stepping directly under the enemy.
- A single successful heavy hit is enough. Wait for a clear opening before swinging again.
- Against fast bosses, switch to Claymore if the ultra greatsword recovery keeps catching you.
STRENGTHS
- High stagger on regular enemies
- Excellent reach
- Straightforward stat priorities
TRADE-OFFS
- Slow recovery
- High stamina cost
- Heavy equipment needs load management