The Queen's Knight

queens knight code vein boss wiki guide
Location Memories of Player
Health 21,600
Reward/s 32,900 Haze
Elemental Resistance Fire 0%
Ice 0%
Lightning 0%
Blood 40%
Physical Resistance Phase 1
Crush 10%
Slash 10%
Pierce 10%

Phase 2
Crush 15%
Slash 20%
Pierce 15%

Phase 3 (15-20% HP)
Crush 25%
Slash 30%
Pierce 25%
Resists Venom, Stun
Immune Inhibit

The Queen's Knight is a Boss in Code Vein. Bosses are special Enemies that feature their own arena, a large and prominent health bar, and a variety of unique moves and abilities. You will need to choose the appropriate Blood Code, Gifts, Weapons, Blood Veil, and Companion in order to defeat these formidable foes.

 

The Queen's Knight Location

 

 

The Queen's Knight Rewards

  • 32,900 Haze

 


The Queen's Knight Tips

  • Weak against Ice, Lighting and Fire
  • High Blood Resistance
  • Each attack can deal about 600+ damage a piece. High mobility is advised.
  • Can be afflicted by Venom, Stun and Slow. Slow resistance is lower. Stun and Venom have about the same resist (20 hits on average), but need high buildup.
  • Completely Immune to Inhibit.
  • Upgrade level of at least +5 is highly recommended.

 

 

 

 

 

 

 

 

 

 





 




The Queen's Knight Strategies 

Strategy Writeup

Greatsword Strategy

I use the Queenslayer Greatsword and Berserker Blood Code for this fight. Make sure it is upgraded to +6 before facing him. The main thing you want to look out for are his shield attacks as they hit hard and aren't easy to dodge. Try to bait sword attacks, and stay a mild distance away. It's best to stay to his sword side if possible.

Bait him into attacking and then strike him once or twice if you can. You'll hit hard with this weapon, so it should go quickly. And don't be afraid to trade damage. Be sure to dodge through his charging sword attack if you can, as it hits hard if he gets you.

In phase two you'll need to dodge when he leaps into the air. Wait until the last possible second before dodging, and then strike him as you come out of your dodge.

In the last phase he'll start porting around and he'll strike at you repeatedly when he jumps into the air. Try to dodge 2 or 3 times in a row, and when you come out of your last dodge, roll out of the blood trail you'll be standing in.

Lastly, try to time your skills when he comes out of long attack animations so that he cannot interrupt you. If you time them right, you will dive under his first swing and then jump over his second.

If you defeat the boss you will see the writing "Greater Lost Dispersed" upon the screen.

 Assassin Strategy

This strategy will dabble in abusing of two status effects to deal with the boss for you: Venom and Slow. As such, a fast-hitting weapon with good recovery would be ideal (Queenslayer Blade serves for this purpose very well). Preferably transformed/infused with a Hermes Chrome (Venom), as our main damage won't come from hitting the boss itself. Be mindful of your Max Ichor and drain rating, because you will need to reapply your buffs constantly!

The bare-bones gift setup is Binding Mark, Venom Mark, and if you have it, Iron Will (as it can save you from one stray hit). The blood code itself isn't all too important as long as: A) It lets you use these three gifts, and B) Let's you roll normally (Mobility normal). Thus, any blood code with Dexterity (for the Marks) and Fortitude (Iron Will) at C rank apply for this.

More optimal/customized setup can include: Hunting Feast (to regain more ichor from hitting the boss), Lighting/Flame Weapon (since it can boost your damage a fair amount, but it's duration is short), and Concentration (allows you to exploit more opportunity windows, but expires as soon as you get hit). You can also take Adrenaline and Overdrive if you want your on-hit damage to be more substantial and of longer duration. Foulblood Barrier is an option too, if your Blood Code allows it (either innately or by tweaking with stat up passives)

Your pasives can actually be whatever you want, but anything that makes the boss easier helps, such as Savvy Evasion (you will be constantly dodging), Venom Buff (if you feel the venom buildup is too slow even with the mark),  Focused Stamina Usage (since you will be constantly entering focus mode), or Weapon Drain Rating Up (as you may be in dire need of Ichor to keep the buffs topped up). Pasives that increase your stats can be an option too if you want to use specific gifts but your blood code doesn't allow it.

Before starting the fight, buff yourself with your gifts of longer duration and Binding Mark, and then gain enough Ichor to cast the rest of buffs. You may want to hold on getting too attack-happy until you can apply at least the Slow status. As such, bait his sword attacks and abuse the boss recovery windows, and dodge as much as you can while building up your focus. Be wary of his shield attacks, as they come deceptively fast and have a lingering hitbox.

Once you are able to inflict slow (or just slightly before it applies), use Venom Mark and attack him while abusing of the Focus State stamina recovery to unleash hell upon him. This will drain his hp, and in the meanwhile you can focus on dodging and reapplying any buffs you may need, or regain any ichor you may need for phase 2.

In phase two you'll need to be ready to roll when he leaps and vanishes in the air. Wait as long as possible and then dodge forward (or to the side) when the camera changes it's angle. Make sure you're not near a wall when you do this, as it can follow up with a shield spin. If you dodged properly and you aren't near a wall, you can sneak a hit or two.

In the last phase, you will want to have at least half of your stamina ready at all times, and stay away from the middle of the arena. Once he starts spamming his teleport attacks, having stamina is essential as dodging constantly is necessary. You will need to keep it up until he teleports to the middle and then stay away from the boss in any cardinal directions from him, as blood pillars will erupt to the ground and will ruin your day if they hit. Once you've confirmed you're safe, regain your stamina while advancing towards him (or stay where you are and re-apply your buffs if needed).

Once you defeat the boss you will see the writing "Greater Lost Dispersed" upon the screen, and a series of cutscenes will play.

Video Strategy

 
 
 
 
 
 
 
 
 

Attacks & Counters

Attack Description Counter
Phase 1 (+65% Health)
Blade and Shield

Combo string that incorporates various of the boss' normal moves in one chain:

  1. First, it attacks from left to right (your right to left) in a frontal sweep. parryable icon 40px
  2. It then follows up this sweep with a Downward Slam. parryable icon 40px
  3. It immediately ends the string with a Shield Slam. unparry icon 40px

The overall combo has fast speed, but is telegraphed and consistent. If the player is far away enough in the middle of the attacks, it will end the combo prematurely.

Have enough stamina to dodge 3 times in a row. Dodge twice in any direction, then dodge the shield slam to its right side (your left side) to punish with a quick attack.
If the player wants to consume the least stamina, they can try dodging into the boss right's side (your left) instead to get behind it.

Dodging timely all the 3 attacks will considerably increase your focus gauge.

Double Sideway Swipes parryable icon 40px Swings its sword in two sweeping motions side to side. Has no follow ups and comes out fast. If the first swipe hits and staggers you, the second swipe is guaranteed to hit you. Has low recovery. Dodge in the direction the attacks are coming from. Allows for a brief window of punish, enough for a rolling attack.
Downward Slam parryable icon 40px Can be used as a standalone move, or as part of the Blade and Shield combo string. As a standalone, it has no follow up. Causes heavy stagger. Wait until the sword starts to come down, then dodge into that direction to punish.
Retreating Slash/Leap unparry icon 40px Jumps backwards a significant distance away from the player. Depending of their positioning, it may do so while also performing a slash in front. Tends to follow up with the Charging Lunge attack after creating enough distance. The slash itself deals moderately low damage. Dodge backwards and be ready to dodge the Charging Lunge. Could use the window to attack at range, but be wary of timing.
Shield Slam unparry icon 40px The boss quickly rears back its left arm (your right) with the shield and brings it forward. Comes out extremely fast, but has no lingering hitbox. Can be used as a standalone move or as part of the Blade and Shield combo string. Unblockable, and causes knockdown on hit. Try to dodge in any direction that is not backwards, as it has decently frontal reach. Due to its fast nature, its timing is brief and thus can be timely dodged easily.
Spin Bash unparry icon 40px Rears back its left arm briefly before performing two forward spins with the shield. Hits twice and causes knockdown on hit. The windup is telegraphed but the attack itself is very fast and has low recovery. Very, very hard to dodge in normal mobility, requiring proper spacing to avoid entirely. There are two ways to dodge this depending on your distance in relation to the boss, and the player must act as soon as possible to avoid getting hit:

If slightly at range, immediately retreat backwards, and when the spin is about to start, dodge backwards. If done correctly, you will be outside it's range and you will not be hit.

If completely at melee, walk into the direction the attack starts from (the arm with the shield, so to the boss left's side, your right) and once the spin is about to start, dodge behind and away from the boss. The spin will go past, missing you. Tricky to pull off.

Block Counter unparry icon 40pxSometimes it will present the shield in front of it, ready to block. If a weapon attack hits the shield (including gift triggers and bayonet shots), it will parry the attack, leaving the player vulnerable, then follow it up with a thrust that deals heavy damage and causes knockback. Any attack done against the raised shield gets their damage nullified, but not their effects (such as status buildup). Lasts for at least 2 seconds. Cannot perform any other actions. Has a higher chance to use it at the start of combat. Do not ever hit the shield, and wait it out if at range. If he performs this move while you're at melee range, get behind him and wail on its back until he lowers the shield. You can also take this opportunity to heal or buff yourself.
Be wary of your companion attacks, as it may sometimes trigger the boss' counter attack if they happen to hit the shield when raised.
Thrust parryable icon 40px Brings forward their sword close to the shield for a brief second, then extends its right arm (your left) to perform a fast forward thrust with long reach. It has absoultely no follow up, but he may cancel its recovery with a Retreating Leap. Prefers to use it when the player is out of range of its swipes, but still in range of the sword. Dodge in any direction depending on your distance. If at melee, dodge into its right side (your left), and if at range, into it's left side (your right) for a brief punish window.
The attack comes out very fast but doesn't last long, making it extremely easy to dodge if timed correctly.
Charging Lunge unparry icon 40pxFrom afar, prepares the blade similarly to the thrust, then propels itself forward at extremely high speed while also performing a spinning shield attack. The lunge itself can be blocked, but the spinning shield attack cannot. Causes knockdown on hit. Dodge into the boss to avoid the attack. It will completely go through you and miss. This is a great opportunity to punish at range, buff, or heal yourself.
Phase 2 (65-35% Health)
 Jump Slam unparry icon 40pxJumps directly into the air, then teleports to the location of the player while bringing down its sword, slamming it into the ground. Lock on can keep track of the boss at all times. Dodge sideways to avoid the attack, then punish with a quick rolling attack.
 Retreating Teleport Leap unparry icon 40px Like the Retreating Leap, but teleports in the middle of the jump and appears a medium distance behind the player. The player can follow its path while locked on. Can follow up with the Charging Lunge once it finishes teleporting. Mutually exclusive with Retreating Slash. Sit still and wait for yout stamina to recover, then pay attention in case he tries to use the Charging Lunge.
   Phase 3 (-35% Health)
Teleporting Slash Chain

unparry icon 40pxJumps directly into the air, then performs the following attacks while teleporting:

  1. A downward slam, just like the Jump Slam. It may end the combo prematurely here, albeit very rarely. Leaps sideways if performing the follow up.
  2. A descending sideways slash. This can be ommited to perform the next attack instead. Jumps directly into the air again if performing the follow up.
  3. A descending plunging attack in the middle of the arena, which envelopes the boss in a blood sphere, and causes blood trails to erupt in a cross shape after a brief delay. The blood trails travel a medium distance before disappearing. Causes knockdown.

All these moves can be tracked while locked on, and may serve for memorizing the dodge timing. The attacks are fast, but the final attack has a very long recovery time.

Stay away from the middle of the arena at all times. Dodge either to the left or to the right for the first attack, then repeat again if he performs the second. Use your lock on's reticle to visualize the dodge timings.
For the final attack, pay attention to the ground near the knight, where black pathways will emerge from it. Stay away from those paths, as the blood trails will erupt from them. After avoiding them, use this opportunity to heal or buff. Don't go into melee until the attack itself has ended.
 Charging Lunge Combo  unparry icon 40px In this phase, the Charging Lunge attack now can be chained into the Teleporting Slash Chain. Has a brief delay before the boss can chain the attacks together. Dodge into the attack, briefly wait out for the follow up while recovering stamina, then dodge accordingly to the Teleporting Slash Chain moves.
Jumping Leap into Teleporting Sweep unparry icon 40px Like the Retreating Teleport Leap, but teleports in the middle of the jump to reappear near melee and perform a descending sideways slash. The player can follow its path while locked on. Can follow up with Teleporting Slash Chain. Wait until the lock on mark appears near you, then dodge in any direction. Be wary of any follow ups.

 

 

The Queen's Knight Lore

Lore notes, information on folklore, etc go here

Lore theories should be clearly marked as such.

 

The Queen's Knight Notes & Trivia

  • This boss was the first boss you could fight in the Network Test version of the game.

 

 




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    • Anonymous

      If he becomes invisible for you, you need to cap your FPS at 60. I play at 144+ and he would without fail stay invisible shortly after the second phase. Capping my frames made the fight a breeze.

      Sometimes the glitch can resolve itself when he shifts into the air again, but I wouldn't rely on that. Just take the FPS hit for the fight. :)

      • Anonymous

        Poison has been the most effective method I found out, you activate it as a skill and keep wailing on her for the poison to take effect

        • Anonymous

          One of the easiest bosses to tank with a zweihander. I just swap to a tank build whenever I verse it. All his moves other than his shield attacks can be blocked and those that can't can't be easily reacted to from block.

          • Anonymous

            Honestly, I was surprised on how easy he was. I beat him on my first try TWICE! Twice, because my game crashed after the first go

            • Anonymous

              So goddamn cheap. All he does is spam thrust and that triple jump attack with the almost impossible to dodge shockwave. Combine that with the fact that it takes 20 minutes to get one Regeneration off, and as SOON as you use it, he thrusts/combos and kills you. Also jack is completely useless on NG+.

              • Anonymous

                Funny enough, I remember this boss being pretty fun in the demo. He's around that same range in the main game, too.

                • Anonymous

                  I really wish he dropped his sword after defeating him, it's such an amazing design and I could see it shooting shockwaves of blood as a strong attack. Hoping it comes out as a DLC, if not, we have good ole Mods.

                  • The cutscene that follows after this boss fight is easily the best I've seen in this game thus far (I'm stuck at the Cathedral area because of the fog wall bug before the boss fight). Shows that even just after your character rose from the dead they were already a badass.

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