Blue Knight









  • ICE




  • Clear endgame Side EP “Mystification/Emblem” #05. Purchase in BP Shop



Show/Hide Special Moves



 SP-power1  Bash  Power Attack. A single hard overhead smash with the broadsword.

  • GAUGE COST: 200
 SP-rushing2  Charge   Rushing Attack. Charges in with the tip of the broadsword, skewering enemies in path.

  • GAUGE COST: 250
 SP-combo2  Swivel  Combo Attack. A heavy backhand spinning slash followed by a powerful overhead smash.

  • GAUGE COST: 250




Show/Hide Incarnate Skills



 I-projectile3  Sweep  Projectile Attack. Projects Blue Knight’s Godly Aura through the tip of his sword as he slowly drags it horizontally across the landscape.

  • COOLDOWN: 15
 I-combo4  Lion Knight Destroy  Combo Attack. Abandon’s all reason and the mind succumbs to anger. Unleashes a vicious 8-hit combo of heavy slashes with the broadsword.

  • COOLDOWN: 30




Show/Hide Healing & Buffs



 SpUPSpdUP  Limit Surpass  Reduces Self SP Consumption. Increases Self Movement Speed.

  • SP Use Reduction:
    • Lv1 = 20%
    • Lv500 = 26%
    • Lv1000 = 32%
  • Movement Speed Increase:
    • Lv1 = 20%
    • Lv500 = 26%
    • Lv1000 = 32%
  • Duration:
    • Lv1 = 40 Seconds
    • Lv500 = 60 Seconds
    • Lv1000 = 80 Seconds
  • COOLDOWN: 180 Seconds
 AtkUPHPDown  Pain Killer  Increases Self Attack. Gains HP Drain.

  • Attack Increase:
    • Lv1 = 30%
    • Lv500 = 40%
    • Lv1000 = 50%
  • HP Drain:
    • Lv1 = 50%
    • Lv500 = 75%
    • Lv1000 = 100%
  • Duration:
    • Lv1 = 20 Seconds
    • Lv500 = 40 Seconds
    • Lv1000 = 60 Seconds
  • COOLDOWN: 180 Seconds




Show/Hide Passive Skills



 Neo Acceleration  Allows the use of faster Accel Move & Super Jump techniques.
 Blue Pride  Blue Knight’s unique fighting style.
 Increase Attack  Increases physical damage dealt by weapons by 10%.
 Increase Ice Attack  Increases damage of Ice based attacks by 10%.
 Increase Ice Resistance  Reduces damage received from Ice based attacks by 20%.
 Increase Critical Rate  Increases the probability of landing a critical strike by 20%.
 Increase Special Gauge  Increases Max Special Gauge by 10%.
 Increase Special Gauge Regeneration  Increases the rate of gaining Special Gauge by 10%.
 Cooldown Time Decrease  Decreases the cooldown time of Sword Skills & Special Moves by 10%.
 Increase Down Resistance  Increases resistance to DOWN and Stagger status ailments.
 Increase Attack+  Increases physical damage dealt by weapons by 20%.
 Stamina Saver  Reduces the cost of stamina based actions by 20%.
 Increase Physical Defense  Decrease amount of damage received by physical attacks by 10%.
 Switch Boost  Increases the power of Switch by 10%.
 Skill Connect Boost  Increases power of Skill Connect by 10%.
 Increase Ice Attack+  Increases damage of Ice based attacks by 20%.
 Increase Ice Resistance+  Reduces damage received from Ice based attacks by 36%.
 Increase Physical Defense+  Decrease amount of damage received by physical attacks by 20%.
 Increase Special Gauge+  Increases Max Special Gauge by 30%.
 Increase Special Gauge Regeneration+  Increases the rate of gaining Special Gauge by 30%.
[Lv1000] Cooldown Time Decrease+  Decreases the cooldown time of Sword Skills & Special Moves by 20%.
[Lv1050] Increase Jump Efficiency  Decreases the amount of stamina used by jumping related actions.
[Lv1100] Increase Down Resistance+  Even further increases resistance to DOWN and Stagger status ailments.
[Lv1200] Increase Step Invul Duration  Increases the amount of invulnerability time during a step.



This section is written as an more in-depth extension to the AW & SAO Character Overview post and is meant to be used hand in hand with the General Leveling Guide. The purpose of this How-To-Play is to offer players of all levels a skeleton plan which enables them to build their characters up to their full potential. With that being said, it is indeed recommended that you do follow the steps described here.

Accel World characters need a solid team (In particular, a competent Buffer) in order for them to truly shine. They serve as mainly Elemental Attackers and should only typically be used when the team already has all of the key characters that make up Buffer, Debuffer and Healer.

I am aware that AW characters are PvP oriented but I don’t really care about PvP so this How-To-Play is written with co-op play mind.

-Equipment Selection-

Blue Knight’s Main Element is Ice so he is highly compatible with Ice Engraved Stones and Enhanced Armaments that Increase Ice Abilities.

But since a AW characters rely on Elemental Damage for their main damage output, they can benefit greatly from simply using the appropriate Elemental Engraved Stones & Elemental Equipment for each corresponding Boss Weakness. It may appear as a hassle to constantly change equipment for every Boss Weakness but the difference is effectively Double Damage since elemental damage is multiplied by 2 if a boss is weak to that element (Also, if a boss resists an element, that specific Elemental Damage will be reduced by 90%).

For information on which each Bosses weaknesses and resistances, there are Weak/Resist spreadsheets on the Boss Guides page.

In the event that a boss is indeed Resistant to all elements, pick the Engraved Stone and the Elemental Equipment that the team will most likely end up using. Example: a Team with Strea, Seven & Kirito will result in a definite use of Enhance Earth since there is no other Elemental Enhance in the team makeup.

**For some tips on how to select the appropriate Accessories for your character, consult the Selecting Equipment guide.

-AW Combat Guide-

AW characters cannot fly. On top of this, using Special Moves consumes the Special Gauge which is only filled by landing Square & Triangle attacks. This makes AW Combat a lot more complicated as you constantly have to be attacking to build the Special Gauge meter while at the same time trying to control your altitude. But don’t worry, a little bit of practice and picking up some good habits will help you become effective at combat as well as gain enjoyment from using these characters.

Building Special Gauge Meter:

When a fight starts, you will typically always have 0 meter. It would be ideal if there was a nearby mob monster you could smack around for meter gain but if there isn’t do not rush straight to the boss. If you rush straight to the boss you could become out of range of the SAO characters buffs with increase your strength tremendously. Patiently wait for your SAO teammates to cast all of their buff skills and once they are finished, Accel Move in for combat.

Spend the first few moments of the Boss fight restricting yourself to Square and Triangle attacks in order to build a good amount of meter. You can use your Incarnate Skills to punctuate your normal attacks but the purpose here is meter building, not damage output.

Triangle attacks build the most meter but don’t use them if you have below 50% stamina. If you run out of stamina, you will simply fall straight to the ground since you will become unable to Jump, Dash, Super Jump & Accel Move which are important for maintaining altitude.

Once you have around 60%+ meter, you can start using Special Moves rather aggressively and do Skill Connect combos into Incarnate Skills. Just keep in mind that you will be restricted to building meter if you completely exhaust your meter gauge. Because of this, it is recommended that you can get into the good rhythm of using short Skill Connect combos into Incarnate Skills and then building meter while the Incarnate Skills are on cooldown.

The reason why is a good idea to never completely exhaust your meter gauge is for CHRISTMAS. “Christmas” is what I call it when a boss is either DOWNED or does an attack with long duration and is rendered completely helpless for around 30 seconds. This is the time when everyone drops what they are doing and focuses completely on damage output. A lot of AW characters wait for Christmas so they can activate their Mega Buffs and deal high damage. So if you don’t have any meter when it’s Christmas, you will miss out on your biggest chance to deal maximum damage.

Controlling Altitude:

Majority of the Bosses in this game do in fact fly. Therefore it is extremely important for characters who cannot fly to know who to maintain a stable altitude where they feel comfortable and are in full control of the situation.

Your 4 main tools for controlling altitude are Square Attacks, Jumps, Super Jumps and Accel Moves.

Since all of the tools used for Vertical Movement consume a considerable amount of Stamina, there are times when you will just have to float in a safe place and use Square Attacks in order to maintain altitude while regenerating Stamina. Square Attacks don’t use any Stamina. So if you ever run out of Stamina, use Square attacks so that you don’t fall all the way to the ground.

For advanced players, would be ideal if you could land these Square Attacks on a Boss since you could build meter at the same time. If you spot an incoming attack you can simply Jump Cancel the Square Attack into a a quick Guard. If your timing is perfect, you can Instant Block the attack and go right back into Square Attacks without losing any altitude.

Jumps can be used to maintain altitude but be careful. If you use many jumps in quick succession you will rapidly drain your Stamina Gauge and fall right to the ground in failure. For this reason, you should train yourself to use basic jumps simply for maintaining your level of altitude as opposed to long distance upward movement.

Super Jumps and Accel Moves are the tools used to cover large amounts of distance. Quite often when you use one of these techniques, you can move a lot more than intended to and be caught off guard that you are now more displaced than you expected to be. This is especially the case with the Super Jump.

When you are in a boss fight and you have fallen considerably far underneath a boss, use the Accel Move in order to get back onto the Boss’ same Altitude level. Note that this will only work if you can still lock on to the boss. Do not use the Super Jump if you can still lock on to the boss unless you are prepared to elevate much higher than the boss. If you cannot lock on to the boss it means that you are really far below a boss and a Super Jump will be needed to put you into lock-on range.

But be careful since using an Accel Move from underneath a Boss puts you directly in front of the boss and you will be vulnerable its attacks.

-Video of Offensive Skills & Play Sample-

-Using Blue Knight-

Accel World characters are built for combat. They do not have many buff skills so they do not have to worry about constantly casting buffs the way SAO characters do. Because of this, they have a lot of freedom in their playstyle and benefit a lot from being played aggressively. But keep in mind that there is a huge difference between playing Aggressively and playing Recklessly. AW characters don’t have free access to Healing Skills so you have to play with caution.

Blue Knight is a powerhouse. He has an incredibly solid set of Sword Skills that provide a good selection of power, range and distance covering. He also has some of the lowest Gauge Cost of Skills of all the AW characters in the game meaning he doesn’t have to spend that much time building meter and he can focus purely on dealing damage.

The downside to his Skill set is that he doesn’t have Super Armor outside of his Grade 4 Incarnate skill “Lion Knight Destroy”. This means that he can’t be reckless in his use of Skill Connect combos. Also this skill has a rather lengthy activation time so it happens quite often that bosses move away in the middle of the skill.

Its worth noting that Sweep is an extremely powerful skill and it awards good character placement with incredible damage. This skill has long startup and no Super Armor so you need to use it with care.

-Using Buff Skills-

Accel World character buffs typically provide a larger increase than SAO buffs but have a considerably shorter duration. Since Buffs can be overwritten in this game I would like to emphasize that AW chara buffs do in fact overwrite SAO Buffs, but once the AW buff duration is over, they revert back to the SAO buffs. However, This doesn’t hold true when an AW buff changes the kind of element used when it comes to Element Enhance buffs (Same Element overwrites are still good though).

Blue Knight’s “Limit Surpass” buff can be used as often as you see fit. It helps with traveling long distances as well as maintaining altitude in boss fights.

Blue Knights “Pain Killer” grants the highest attack boost in the game. It does drain almost all of your HP, but this can be offset by using an HP Regen item before activating the buff. Since it only lasts for max of 60 seconds, you should only use it when you can maximize damage. Using it when you have tons of Special Gauge meter or when a Boss is DOWNed will yield some incredibly good results.


AW characters have no access to Healing Magic. Therefore, Healing Items become their main source of HP Recovery outside of relying on Healer teammates. Since they have few skills and end up having lots of free space in their Pallet, you can equip tons of Healing Items directly to their Pallet for quick healing access.

Since using a Healing Item leaves you vulnerable to attacks, its good form to first super jump as high as you can and then use an item while falling to the ground.

When you take damage with AW characters, don’t be a hero. Pop a quick HP Regen item and then continue fighting cautiously. If you have taken considerable damage, fall back to safety and use an Ancient Fruit (Full Recovery item) or a Pure Healing Crystal (Party HP 50% Recovery item).

It would be the best thing for you, as an AW character, if you had a healer who would care about you and heal you constantly. But don’t be a burden to the team. Understand that you don’t have free access to healing and don’t fight recklessly.

 -BK’s Opinion on Blue Knight-

Blue Knight (I call him Naito) is one of the Strongest AW Character in the game. He gets an 50% Attack buff (Black Lotus is the only other character with such a high increase buff) and a multi hit beam projectile attack that mows down pretty much anything if you have the correct Elemental Equipment and patience to wait for an opening.

All AW characters need a solid team to be effective and Naito is no exception. But with a great team and correct equipment, Naito is exceptionally strong.

Its worth noting that Naito isn’t the 2Hand Sword of AW characters. He only has one move with Super Armor so you can’t play him with disrespect.

But that’s what I like about him. Aside from this, I also have a not-so-secret fetish for running around with 1HP because I play better if there’s no doubt the next hit will kill me.

So taking all of this into account, its almost like this character was designed just for me. Thanks Artdink (^..^)

Anyway, it goes without saying but Naito is definitely one of the Low Key Gods lurking in the AW roster that many players may not even stumble upon. Whatever you do, do not sleep on this guy. He is too good to be ignored.

He’s also super cool.