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Basic |
Deals 120% ATK to a single target. |
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Ultimate |
Deals 450% (Ultra-Ultimate: 600%) of your attack power in direct damage to the entire row of targets with a 5-hit combo. |
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Passive |
Gain 60% (Extreme Passive: 70%) (Awakened Passive: 80%) [Specialized Dodge].
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Awaken Passive |
Ignore the additional consumption effect caused by [Specialized Panic]. |
Ultimate deals True DMG (scaled with Max HP), bypasses all forms of mitigation:
→ Ignores DMG Rate, DMG Free, Evasion, and Sharing
→ Shreds tanks, dodge units, and barrier comps
Every hit of his Ultimate removes DMG Ignoration (like Unyielding, shields, etc.)
→ Particularly strong vs. defensive setups and stall comps
Starts with 4–5 Revives depending on breakthrough
Revives with up to 100% HP
After being KO’d, he revives and triggers a 150–200% Follow-up based on Ultimate DMG (no energy needed)
Scales with battle length: gets stronger the more units die
60–80% Non-Crit DMG Free makes him very tanky
Especially strong vs. chip damage, DoTs, multi-hits, etc.
Works well as a midline/off-tank DPS
Vengeance follow-up needs zero energy, making him deadly even in low-energy rounds
Works in both burst or stall comps
Pairs well with Specialized Shatter teams or Breakthrough comps
Good vs. high-durability enemies or revive-heavy lineups
Every upgrade tier boosts his key mechanics:
+35% True DMG scaling
+1 Revival
+20% Non-Crit DMG Free
+50% more Follow-up DMG
+20% more HP on revive
Fits with UR Boros, Genos, Speedster, GW, and other Tech units
Can be protected by Shield Rate or buffed with Vigor/Tenacity
Requires Max HP build to scale True DMG
Needs SPD to ensure he performs efficiently (not too slow or he’ll fall behind)
Not plug-and-play; poor gear = poor performance
Vengeance only triggers after an enemy acts
→ May not revive at the most impactful moment (e.g., could be ignored and revived too late)
Offers no buffs, healing, energy control, or shields for allies
Entire value is self-contained; other units must carry supportive roles
Doesn’t benefit from Crit Rate/Damage or Agility
Can feel out of place in comps built around burst crits or dodge stacking
Entire build revolves around non-crit True DMG; lacks flexibility in damage types
Relies on death/turn count scaling
Much stronger mid to late game, making him underwhelming early in a match
Shares space with powerful URs like:
UR Flashy Flash
UR Genos
UR Speedster
UR CE (core)
Hi-Tech slot is one of the most contested in current meta
Needs A2 and ideally Ultra Ultimate for full potential
Very Black Ticket and gear-intensive compared to plug-and-play units
If you're building a high-sustain, anti-tank PvP comp, UR Drive Knight is a devastating carry who can solo late-game battles through sheer revival pressure and true damage burst.
However, if you're short on resources or need earlier momentum/DPS, he may feel clunky or too setup-dependent.
You need a revive-capable bruiser for PvP
You’re facing heavy DMG mitigation / revive / shield teams
You have good Max HP gear and True DMG support
You're building around Hi-Tech core or Tech-heavy comps
You prefer fast matches or Crit/Agility DPS comps
You're already saving for UR CE, UR Genos, or UR Gouketsu
You need teamwide buffs, energy manipulation, or early-round pressure