Rifleman Knight
This week’s card is a bit of a contradiction, except for the part where it’s a low level Gowen card that can do cartloads of damage. It’s level one, it works best as a late game card, it’s not used very often, is Rarity 1, and it can do 100 points of damage with no exterior help. Let’s take another look at [card=250]Rifleman Knight.[/card]
Incidentally, Rifleman Knight is female, but Riflewoman Knight is a bit awkward and I actually didn’t notice it was a she until last week when someone on the forums pointed it out. I haven’t seen much use out of the card, maybe because you put her out in the early game and she’s practically useless. Salamander is also level one, except he has one of the best open skills in the game. He also does more damage out of the box, and while the Rifleman has more hit points, when the numbers are this low it doesn’t make much of a difference. The Rifleman’s RNG of 5 is awesome, but in the early game you never need more than RNG 3 to hit the back row. His Charge attack is nice, but how often do you have 2 SP to spare in the early game? Might as well use Magic Weapon, it’s cheaper, permanent, and doesn’t cripple your unit.
When you bring Rifleman Knight out a little later, everything changes. First of all, after Rank Up he’s doing 50 damage a shot on his own at a RNG of 5. That’s a magic number for taking out Lawtia tanks, and it’s coming from a throwaway unit. Second, once the field starts filling up, having a unit that can consistently take out support cards in the enemy’s third row can be a lifesaver. He can even take out Light Spearwoman and other high HP archers pretty easily. Charge is just a nice extra here, but it makes short work of just about anything, including a Blessed Coatl and most dragons. Spending 2 SP in the mid-late game is a lot better than wasting a Grimoire, and it can be just as effective. Notice that the negative aspect of Charge is self-inflicted damage; that means that you are one Dryad away from being able to use the power indefinitely with no ill effects. If you don’t want to waste one, you can just let the Rifleman kill himself the second time, or Standby in between shots.
Rifleman Knight’s Soul Skill is a fairly humble LP 2, +10 AT and +1 RNG to all units. However, in practice having every unit on your field able to attack the enemy’s support cards can be devastating. I’m not sure any Vordore File will be able to survive it, especially if you use it with fast units that are likely to go before those augmented Sylphs and Undines. It only works if you field a lot of units at once, however.

