Swordmaster
The Swordmaster is a Melee tier 3 infantry unit in Symphony of War and is the ultimate Light Infantry that targets a single unit, capable of dealing massive amounts of damage to enemy front lines with their
double attacks. Their extremely high
Skill means they will perform critical hits often.
The Swordmaster's core draw is attacking twice each volley; though of note the
Champion and
Risen Warrior also share this feature. The Swordmaster distinguishes herself from these 2 by having much higher
Skill and thus a much higher crit rate; while also contributing to the
Light Infantry movement type and having the
Guerilla trait for added accuracy & evasion. This boosted offense does come at the expense of her Defense; where the Swordmaster has few favorable defensive match-ups outside of what
Guerilla can offer on Ambush Tiles (though they're often vulnerable to being
Ambushed themselves in such locations.)
Stats 
Stats | Base | Growth | Lvl 1 | Lvl 54 | From Tier1 | |||
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Med | Med | ~101 | ~304 | - | |||
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Med | Med | ? | 100 | +?~22 | |||
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Low | Med | 15 | 50 | +5 | |||
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Med | High | ~30 | ~59 | +10 | |||
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Low | Low | ~11 | ~24 | - | |||
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High | High | ~52 | ~80 | +25 | |||
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Med | Med | ~ | ~1572 | ~247 |
Related Technologies 
Tech: | ||
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Martial Traditions | Gain Class Points 15% faster. | |
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Mixed Unit Tactic | Gains ![]() |
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Journeyman Leathercraft | ![]() |
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Behemoth Leather Armor | ![]() |
Battle Details 
Battle Detials: | ||
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Round 1 | ![]() ![]() | |
Round 2 | ![]() ![]() | |
Extra Attack | ![]() ![]() | |
Other Detials: | ||
Strategy 
Tactics
Swordmaster's high damage output paired with low bulk makes them significantly better on player-phase than enemy-phase, as they can translate their high offense into a good defense by decimating opposing squads before they unleash their first volley of attacks.
Otherwise: Swordmaster's poor overall durability means they're squads usually want to dance around enemy attack ranges to strike at the opportune moment; as Swordmasters themselves can struggle surviving in an enemy-phase heavy squad; even more so than Supports or Magicians that at least have a good defensive matchup vs. Magic.
Squads
As a Light Infantry unit that can push a squad to that end and gain the benefits of
Ambush attacks, it's worth leveraging the Swordmaster's assets here.
Of course: they deal so much damage regardless of what squad-type they're in, making them a good addition to a wide variety of squad types.
Below are a few examples of how to use them or were to put them:
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Broadly speaking Swordmaster's enjoy positioning that doesn't fare that well against Stealth Attackers, which is something to keep in mind for what squads they want to help out, how to utilize their squad on the field, and what positioning and zoning concerns they're going to have.
As Opponents:
Swordmasters threaten killing a wide range of units.
Their powerful double-hit attacks have the trifecta of high damage, hit, and crit: enabling them to threaten big damage even against the likes of Sentinels or
Champions; while being as dangerous as firearms units to everything else (if not more so).
They also push their squad towards
Ambushing; which causes it's own problems. Swordmaster's poor defensive match-ups against most units paired with
Ambushing only working during the acting player's phase does tend to make the easiest solution acting first.
Stunning them (or shocking them) with Knights and
Valkyries is often a strong option: especially given these usually have enough
Armor and
HP to survive significant counter-attack damage either way.
Squads with a Sorceress are also a strong option: given their
Stun and
Daze chance can also shut down any Swordmaster a squad can't overwhelm with raw power; and Swordmaster's surprisingly bad bulk against
Magic attacks is also a good way to overwhelm their defenses.
Redundancy with
AoE
attacks splashing onto Swordmasters also makes it less likely they win every dodge check; while simultaneously increasing the likelihood they take damage when your squad is picking sub-optimal targets.
For their evasiveness: Target leader's 35% Hit rate bonus can quickly patch up a lot of hit issues against Swordmasters, allowing most units to reliably and consistently hit them either way.
Builds 
Traits
Warrior's Hubris is a significant boost to a Swordmaster's survival, especially with the
Lightning Affinity reducing their
HP and
Magic.
Challenger,
Desperation, and especially
Executioner are the strongest damage amplifiers: each receiving double the benefit from Swordmaster's
2-hit attacks.
Assassin's Heart,
Precision, and
Lithe Assault put Swordmaster's high
Skill and more importantly high crit-ratio to good use.
Lithe Assault in particular has good synergy with
Guerilla's Hit bonus; often giving the maximum +15% Crit: though
Precision letting them ignore all
Armor on critical strikes is also a fun option; and both also work well together.
Arcane Speed is an interesting trait; largely in tandem with
Dark Affinity's boost to
Magic. While the Swordmaster has plenty of
Skill already: the difference between an enemy missing them 1/5th of the time, 1/4th of the time, or 1/3rd of the time is only 13.33% hit (80% to 75% to 66.66%); so their are some number ranges were a little boost can make a noticeable difference (presuming that's how hit/skill even works). More critical hit chance when they have
4 attacks also results in a fairly high likelihood an extra critical strike happens.
- And
Dragonslayer can make Swordmasters a hard-counter to dragons (in the few cases they appear). Dragon's defensive strategy of high
HP and low
Armor is torn apart by Swordmasters, and an extra +50% damage means one Swordmaster can potentially kill two Dragons in the same clash.
Artifacts
Steelshatter and
Flame Saber are reliable fallbacks and consistently good damage boosters.
Black Belt and the
Temporal Modulator (or
General Ragavi with her
Soul of Sayunaa trait) also have great synergy with the Swordmaster; leveraging their high kill-potential to strike first on enemy phase, along with a +25% damage boost. Turns their offense into a good defense: though it's worth noting
Ambush is a hard counter to this strategy; denying the 1st-strike advantage effect.
Soha's Blood Shard grants
+15 Strength and
+15 Magic along with life steal: allowing Swordmasters to weaponize their high offense to consistently refill their life bar.
Strength and
Magic mitigating damage on glancing blows also helps stretch the restored life further, and
+15 Magic offers nice synergy with mixed-damage squads. Or covers for Swordmaster's biggest weakness in magic damage.
St. Teresa's Tiara or The
Fang of Duros are all incredibly strong
Strength boosters in the realm of
~ +25 Strength. Both result in
0 Magic in order to provide their bonuses though; and have poor synergy with one-another.
Balmung's
+24 Skill is the highest no-drawbacks bonus to
Skill in the game; making Swordmaster's critical strikes and dodge chance more reliable features. The +8 bonus to everything else doesn't hurt.
Aetherium Gemstone applying
0 Magic in exchange for a
10+ 1:1 Skill conversion does hurt a bit; though with good positioning and battle selection it's a large bonus.
Blademaster's Armor and
Cyrene's Regalia are good options for increasing their bulk. Swordmasters don't have the armor class to reliably survive on the front-line; so they're main goal is mitigating a few big hits that wind up reaching them in the back: were more
HP is often the most effective strategy.
Dark Magic in particular can also be really nasty forSwordmasters, as their low
HP and low
Magic gives them nothing to work with, were
Cyrene's Regalia offers a lot of
HP,
Magic, and 25% less
Dark damage taken.
Blademaster's Armor is also noteworthy for improving their matchup vs. everything that utilizes slashing attacks: which includes every
Light Infantry unit,
Heavy Cavalry unit, and a good chunk of
Heavy Infantry.
Unfortunately both items are very expensive on their Capacity cost, so fitting in these helpful bonuses within a squad is its own challenge.
Spencer's Spectacles disables
Stealth Attacks; a big help for units like the Swordmaster in particular were maintaining Light movement types or maximizing kill-potential already places a lot of strain on squad-building. Making the
Back Row a safe row makes maintaining such qualities a lot easier.
Affinity
Lightning Affinity is the best option for a physical glass-cannon, boosting
Strength and
Skill. It's also the only Affinity that boosts
Skill, which can matter for any crit-reliant builds.
Dark Affinity is also a potent option: maximizing
Strength for every one of the Swordmaster's strikes. Given they critically strike ~fairly often and strike twice, this is a great use for the rarest affinity.
Swordmaster's core survival issue is their lack of magical resistance paired with low overall health; and having maximized
Magic helps here as well.
Fire Affinity is a respectable fallback; especially given the
Militia doesn't upgrade into anything were Fire is the obvious #1 pick; and the combo of
Strength and
HP are both directly useful for the Swordmaster's core functions.
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