How to get UR Drive Knight?

Request: 
UR Drive Knight Awakening Stone x1
UR Hero Evolution Stone x4
SSR Drive Knight

ur-drive-knight

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Basic

Deals 120% ATK to a single target.

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Ultimate
(Cost 2 Energy)

A three-hit combo deals Direct DMG equal to 105% of Max HP, with each hit adding 110% of the original Max HP as [True Damage].
Has 80% chance to penetrate [Buffer] (Hellfire UR's buff).
Each hit can trigger one [specialized breakthrough].
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[True Damage]: Not affected by DMG Rate and DMG Free, deal direct DMG without [DMG Sharing] or [Evasion]
[Specialized Breakthrough]: Instantly removes [DMG Ignoration].

Ultra-Ultimate:
Direct DMG of Max HP 105% > 135%
with each hit adding [True Damage] 110% > 145%

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Passive

Gain 60% Non-Crit DMG Free at the start.
After any character other than himself is defeated for the first time, number of his [Revenge] increases by 1, up to 4 (4) (5) times.
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[Non-Crit DMG Free]: reduce all types of Non-Crit DMG, cannot co-exist with [Agility].

Extreme Passive:
Non-Crit DMG Free 60% > 70%

Awakened Passive:
Non-Crit DMG Free 70% > 80%
number of his [Revenge] up to 5 times

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Awaken Passive

Gain [Revenge] at the start
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[Revenge]: If any character is defeated after an action, he will be resurrected immediately, recover 80% (Awakened 2: 100%) of his health, and perform [Revenge Pursuit] with 150% (Awakened 2: 200%) of his special skill strength on any target (this skill is not affected by [Specialized Fear] effect). Initially, he has 4 resurrections.

Pros of UR Drive Knight

Massive Unavoidable Damage

Ultimate hits a column 3 times with True DMG (scales with his Max HP).

True DMG ignores DMG Rate, DMG Free, Evasion, DMG Sharing — making it nearly impossible to reduce or avoid.

Can bypass defensive stacking strategies, even against tanks or dodge-based teams.

Specialized Breakthrough

Each Ultimate strike triggers Specialized Breakthrough, removing DMG Ignoration (e.g., Taunt, Unyielding, etc.).

Strong counter to heroes or monsters that rely on damage nullification mechanics.

High Survivability

60–80% Non-Crit DMG Free, reduces most non-crit-based incoming damage.

Immune to co-existing with Agility, meaning he’s built for face-tanking damage reliably.

Vengeance Revival Mechanic

Gains up to 5 revives (with 5★), reviving at 80–100% HP.

On revive, triggers Vengeance Follow-up (150–200% of Ultimate DMG) without using energy.

Becomes more dangerous every time someone dies, scaling revival count with battle progression.

No Energy Requirement for Vengeance

Follow-up from Vengeance costs zero energy, offering high burst potential even in energy-starved rounds.

Excellent Scaling with Investment

Scales well with A2, 5★, and Ultra-Ultimate:

+30% Ultimate damage

+35% True DMG scaling

+20% Non-Crit DMG Free

+1 Extra Revival

+50% more Follow-up DMG after revive

+20% Revive HP

Hi-Tech tag synergy

Can benefit from Tech emblems (Undying, Amplifier, etc.)

Fits well with speed, control, or burst comps due to flexible role.

Cons of UR Drive Knight

Very gear-dependent

Needs high HP build to scale True DMG output effectively.

Needs SPD investment if you want him to strike early or capitalize on turn order.

Not plug-and-play — gear, breakthrough, and positioning all matter.

Non-Crit limitation

Does not synergize with Crit builds or Agility-based defensive comps.

Lacks synergy with Crit-oriented lineups, especially if you’re building around Crit DMG/Crit Rate.

Underwhelming in quick matches

His power scales over time as allies/enemies fall — not ideal for short, fast-paced battles where he may not even get a chance to revive.

Longer battles = stronger, but that also means he's weaker early on.

Revival is conditional

Doesn’t revive immediately on death — only after an enemy acts (similar to TTM), which can lead to timing issues or being ignored in certain comps.

No team-wide buffs or utility

Aside from damage and personal survivability, he doesn’t provide buffs, shields, or Tenacity to allies.

Can be considered selfish compared to utility-focused heroes.

Meta competition

Faces stiff competition in Hi-Tech and Hero slots, especially with the rise of:

UR Flashy Flash (SPD/Assassin)

UR Genos (AoE Burst)

UR Hellfire Flame

UR CE (Core unit)

May not fit into every comp if you’re already committed to those builds.

Recommended if:

You already have or plan to build around S.Shatter / Breakthrough comps

You want a durable, True DMG DPS for PvP counterplay

You can gear him with HP% and survivability

Skip if:

You need early-game carry units

You're saving BTs for UR CE, UR Genos, or UR Gouketsu

You don’t like long fights or revival-based mechanics