Unicorn Overlord: Rose Knight Team Composition Tutorial
Rose Knight Team Composition at the Time: Just entered Angel Kingdom, main team around level 35, with a 5-person party.

Team Composition: Rose Knight Team Composition: (Elder Sister Virginia, Griffin Frau, Hammer Kitra, White Knight Milian)
The Griffin and Shield Archer take out the back row first, while the rest of the front row focuses on close combat with them and Elder Sister. If it’s the back row, Elder Sister won’t be able to counterattack. Both Elder Sister and Shield Archer have 100% block chance (excluding dispels) when they start, and the Griffin has high evasion, making this melee battle very effective.

While the front row is engaged in close combat, Hammer silently buffs his attack, delivering devastating blows.

White Knight acts as the team leader, enhancing mobility and healing, making her particularly suitable for this front-line team of three.

(Variation 1: Shield Archer replaced by Elf Archer) The team lacks a teammate who can cleanse negative buffs, so consider replacing Shield Archer with Elf Archer in the back row. The task is to help the Griffin deal damage to the back row, buff the Hammer, and provide cleansing.

However, I use Elf Archer more in my other teams, so I wanted to use Shield Archer in this team as it seems more compatible with Elder Sister.
There are disadvantages and advantages. Shield Archer is versatile, can stack 100% block chance with Elder Sister’s opening skill, provides cover, heals, has chase attacks, and a 2AP skill with 200 power. Isn’t that great?
(Variation 2: White Knight replaced by Priest) High mobility in exchange for cleansing. Not suitable for pushing through stages, but suitable for arena battles.
Griffin:
- Wind Axe + Feather for speed, attacking the back row first.
- His hit rate is not sufficient on the output end, usually using Dragon Harness for guaranteed hits. But in this lineup, the Griffin needs to move first for increased speed, so I gave up on Dragon Harness and used Glasses +30 Hit Rate instead, which should bring his hit rate to S.
- Elder Sister and Shield Archer have a speed grade of D, but with the Griffin’s increased speed skill, ensure that Shield Archer acts quickly to replenish damage and eliminate the back row. Give up the guaranteed hit effect of Dragon Harness.
Virginia:
- Her hit rate on the output end is not sufficient either, so I added Sky Knight Shield +10 Hit Rate to raise it to grade B, though it’s still not quite enough. Balanced Blade and Counterattack can guarantee hits to compensate for the lack of hit rate.
You can also choose Phantom Knight Shield (magic defense shield) to make use of Elder Sister’s dual shield advantage, adding even more durability. But personally, I think Elder Sister’s magic defense is sufficient, especially considering White Knight’s magic barrier ability. It’s better to focus on increasing hit rate.
- Ground units have half the hit chance against flying units, so to reduce the hit rate pressure on teammates, use the guaranteed hit effect of Balanced Blade for flying units only.
- If there are no flying units, focus on heavy armor targets.
- If there are neither flying nor heavy armor units, use Wild Dance, as it is a 2AP skill with 150 power that bypasses defense. Prioritize targets with the highest HP to avoid wasting damage.
- If there are neither flying nor heavy armor units and AP is insufficient for a 2AP skill, use Iron Tear (cannot be blocked). Instead of using Balanced Blade (can be blocked).
- Compared to Balanced Blade, tested in simulated battle against Aryan.
Elder Sister only uses Iron Tear, while Aryan equips Guardian Arm Armor (quick block skill, medium block). Elder Sister’s 66 physical attack – Aryan’s 42 physical defense = 24 damage, triggers quick block (medium block), but block effect is not activated.
Elder Sister uses Balanced Blade, while Aryan equips Guardian Arm Armor (quick block skill, medium block). (Elder Sister’s 66 physical attack – Aryan’s 42 physical defense) x 0.5 = 12 damage, triggers quick block (medium block), reduces damage by 50%.
- Opening skill +50% block rate, +30 physical defense.
- Maiden’s Hammer (counterattack skill), release with at least 2 PP, leaving 1 PP for Royal Block in case of emergencies.
- After using the opening skill, Elder Sister already has a 100% block rate (she’s really tanky!). It’s a waste to use Royal Block when her HP is healthy, so set it to activate when HP is below 50%. Elder Sister has high defense, so lowering her HP a bit is not a problem and it can increase counterattack damage.
- Under normal circumstances, use 1 PP for the opening skill, perform 2 counterattacks, and leave 1 PP for Royal Block.
Lisa:
- She has an A ranking in physical attack, S in hit rate, E in critical, and D in speed.
Focus on speed boost rather than critical. Use Wind Bow +10 Speed, roughly increasing by one grade per 5 speed points, reaching around grade B in speed. With the Griffin’s speed boost skill of +15, she can reach grade S in speed.
- After the Griffin takes out the back row, if he doesn’t eliminate them completely, Lisa replenishes the damage for Shield Archer.
The strategy is to prioritize killing flying units in the back row, if there are none, then focus on eliminating low-HP units in the back row and reduce their numbers (Strategy 1,2).
If there are no back row units left, use the 1AP skill to continue killing flying units in the front row (Strategy 3).
If there are no flying units in the front row and not enough AP for a 2AP skill, use the 1AP skill to kill low-HP units (Strategy 4).
- First Aid Cover. With this lineup, everyone is durable or has high evasion (Griffin). Set it to activate when teammate HP is below 50% to provide cover.
Milian:
- Use magical weapons against heavy armor units, dealing double damage to infantry + magical damage. Most enemies can be eliminated in one hit, so target those with higher HP (AP Strategy 1).
- Prioritize ensuring hits with Holy Sword, but for PP replenishment purposes, not for dealing damage. Choose the enemy with the lowest evasion (AP Strategy 3).
- With PP3 + 2 = 5, there’s plenty to spare for buffing abilities like Power Roar. Set it to at least 2 PP and save a bit for Magic Barrier (PP Strategy 1).
- For Magic Barrier, if multiple allies are affected by magic damage simultaneously, prioritize giving it to the ally with high physical attack, like Hammer (PP Strategy 3).
Kitra:
- Dragon Bone Axe – Speed + PP, a perfect weapon for the Hammer. It’s okay if the damage is low, as the Hammer doesn’t lack in that department.