Final Fantasy VII Revelation knights of the round: Guide - Combat

Final Fantasy VII Revelation knights of the round: Guide

Learn how to obtain Knights of the Round in Final Fantasy VII, understand Ultimate End, manage its costs, and use the summon effectively.

2026-09-06
Final Fantasy VII Revelation Wiki Team
Quick Guide
  • Final Fantasy VII Revelation knights of the round refers to the iconic Knights of Round Summon Materia.
  • Location: Find the hidden Round Island in the northeast portion of the world map.
  • Requirement: Reach Round Island with a Gold Chocobo.
  • Ultimate End: Calls thirteen knights who deliver a powerful, multi-hit attack.
  • Best use: Reserve the summon for difficult encounters because it costs 250 MP.

Final Fantasy VII Revelation Knights of the Round Overview

Knights of the Round is the strongest Summon Materia in the original Final Fantasy VII. Its summon sequence calls thirteen medieval knights, each using a different weapon or magical attack before the final knight appears with Excalibur. Their combined assault is named Ultimate End, a long, multi-hit attack that targets every enemy.

The summon draws heavily from the Arthurian Knights of the Round Table. The game does not officially identify every knight, although the final figure is commonly associated with King Arthur. This distinction matters when separating confirmed game information from fan interpretation.

The most reliable reference for the original summon’s profile and mechanics is the Knights of Round article on Final Fantasy Wiki, which documents its acquisition method, ability data, and notable equipment effects.

FeatureDetails
Materia typeSummon Materia
Summon nameKnights of Round
Attack nameUltimate End
MP cost250 MP
Number of attackersThirteen knights
Damage typeHeavy non-elemental damage
TargetAll enemies
Acquisition areaRound Island
Travel requirementGold Chocobo
Lore Tip

The knights are inspired by Arthurian legend, but the original game does not confirm that they are Cetra or ancient warriors connected to Jenova’s sealing.

Thirteen Knights

Each knight contributes a distinct attack animation, creating one of the longest summon sequences in the original game.

Ultimate End

The final ability combines thirteen heavy hits and ignores the target’s Magic Defense.

Hidden Island

The Materia rests on Round Island, an isolated location that requires a Gold Chocobo to reach.

How to Obtain Knights of the Round

Knights of the Round is found on Round Island, a hidden island located in the northeast region of the original world map. The island is deliberately inaccessible to standard vehicles and cannot be reached by simply sailing or flying to it. The required route depends on Chocobo breeding and preparation.

The central objective is to raise a Gold Chocobo, which can cross terrain that ordinary Chocobos cannot. Once the Gold Chocobo is available, travel to the island and inspect the Materia resting inside the cave. The acquisition itself is simple; preparing the transportation method is the time-consuming part.

StageObjectiveRequired result
1Advance through the world mapChocobo systems become available
2Breed and raise ChocobosProduce a Gold Chocobo
3Locate Round IslandIdentify the hidden northeastern island
4Cross difficult terrainUse the Gold Chocobo to reach the cave
5Enter the cavePick up the Knights of Round Materia
1

Prepare for Chocobo Breeding

Unlock access to the Chocobo breeding facilities and gather the items, races, and suitable Chocobos needed for advanced breeding. The exact preparation can require patience, so organize your inventory before starting repeated races.

2

Develop a Gold Chocobo

Breed toward a Gold Chocobo using the available breeding paths. Race the parent Chocobos when necessary, then verify that the resulting Chocobo can cross mountains and water.

3

Search the Northeast World Map

Ride the Gold Chocobo toward the isolated island in the northeast. Round Island is small and easy to overlook, so scan the coastline and unusual terrain carefully.

4

Enter the Round Island Cave

Dismount or enter the cave area as required by the game version. The Knights of Round Materia is inside and can be collected immediately once the location is reached.

Route Warning

Do not plan around the Highwind alone. The island’s terrain is the key restriction, and the Gold Chocobo is the intended way to reach the Materia.

Travel optionCan reach Round Island?Practical assessment
HighwindNoCannot land on the island’s restrictive terrain
Standard ChocoboNoLacks the required terrain access
Sea vehicleNoCannot approach the hidden cave directly
Gold ChocoboYesIntended transportation method

Ultimate End Damage and Combat Function

Ultimate End costs 250 MP and strikes all enemies with thirteen successive attacks. The attack is non-elemental, cannot be reflected, and ignores Magic Defense. These properties make it valuable against enemies that resist ordinary magic or rely on strong defensive statistics.

The source data lists the ability’s power as 80, with each hit described as five times the base magic damage. The attack can reach very high totals against a single target, although actual results depend on character statistics, equipment, enemy defenses, and version-specific mechanics.

Knights of the Round is powerful enough to defeat most ordinary enemies in a single use. It is less efficient against the toughest optional superbosses and is not a substitute for understanding defensive preparation, status protection, healing, and limit-based strategies.

Combat propertyEffect on battle
MP cost250 MP, making repeated use expensive
ElementNon-elemental
Hit count13 attacks
Magic DefenseIgnored by the attack
ReflectionCannot be reflected
Area of effectHits all opponents
AnimationVery long compared with other summons
Quadra MagicDoes not work with Quadra Magic
Battle Recommendation

Use Knights of the Round when high burst damage matters more than MP efficiency. For routine encounters, faster and cheaper commands may save time and resources.

Best Against

High-defense enemies, large groups, and encounters where reliable non-elemental damage is more useful than elemental matching.

Less Efficient Against

Long battles where MP recovery is limited, or fights where the extended animation creates unnecessary downtime.

Key Limitation

The summon cannot be combined with Quadra Magic, limiting some multi-cast setups available to other spells and summons.

Materia Stats, Growth, and Character Builds

Equipping Knights of the Round changes the user’s statistics. The Materia provides +20% MP, +8 Magic, and +8 Magic Defense, but also applies a -10% HP change. These bonuses make it especially attractive for characters already designed around magical attacks.

The Materia requires substantial AP to master. Its listed growth thresholds are 50,000 AP for level two, 200,000 AP for level three, 300,000 AP for level four, and 500,000 AP for level five. Because the total investment is high, decide whether you are building for immediate combat power or long-term Materia progression.

Materia levelAP required
Level 10
Level 250,000
Level 3200,000
Level 4300,000
Level 5500,000
Stat effectValueBuild implication
HP-10%Reduces durability and increases the value of healing
MP+20%Supports expensive summons and spell-heavy setups
Magic+8Improves magical damage and healing potential
Magic Defense+8Adds defensive value against magic-based attacks

Cloud, Red XIII, Yuffie, Cait Sith, and Vincent can all make effective use of the Materia when their builds already support magic. The ideal choice depends on your party composition and whether the character’s other equipment offsets the HP reduction.

Barret has a separate reason to use Knights of the Round: the Materia can hold a large amount of AP, which helps develop the Missing Score ultimate weapon. Repeatedly mastering the Materia and equipping mastered copies can support that weapon’s progression, although this approach is focused on long-term optimization rather than immediate spellcasting.

Build Note

A high-Magic character usually gains more practical value from the Materia’s MP and Magic bonuses, while an AP-focused Barret setup serves a different optimization goal.

Before Using the Materia:

  • Confirm the active character can afford the 250 MP cost
  • Check whether the battle justifies the long summon animation
  • Review the equipped character’s HP after the -10% change
  • Consider whether the Materia should be assigned for magic or AP growth
  • Keep an alternative low-cost attack available for routine enemies

Strategy, Secrets, and Fan Interpretation

Knights of the Round is memorable not only because of its damage, but also because of its presentation. Every knight uses a different weapon or spell-like attack, including swords, lances, rods, maces, hammers, tridents, staves, naginatas, axes, and Excalibur.

The final knight is generally interpreted as King Arthur, while fan discussions often associate other weapons with figures such as Gawain and Lancelot. Those associations are understandable because of Arthurian tradition, but they should be described as interpretation rather than confirmed in-game identities.

The summon has also attracted theories connecting the knights to the Cetra. That theory is not supported as official story information. The game’s director rejected the idea that players should read the Knights of the Round as the Cetra who sealed Jenova. For a fan wiki article, the safest approach is to distinguish the confirmed gameplay profile from speculative lore.

TopicConfirmed informationInterpretation to treat cautiously
Number of knightsThirteen appear in Ultimate EndIndividual names are not fully confirmed
Final knightUses Excalibur and has a grander entranceCommonly identified as King Arthur
Arthurian influenceThe summon is based on the Round Table legendExact one-to-one character mapping is uncertain
Cetra connectionNot established by the gameTheory rejected by the director
Animation skipA version-specific glitch can shorten the sequenceResults may vary by release
Research Tip

When documenting Knights of the Round, label Arthurian names as associations unless the game or an official reference explicitly confirms them.

The summon also has an unusual place in completion goals. Obtaining it unlocks the associated Knights of the Round achievement in the PC rerelease and the Roundtable Destruction trophy in the PlayStation 4 release. These rewards recognize acquisition rather than mastery, so you do not need to reach the highest Materia level simply to record the collection milestone.

For a practical playthrough, obtain the Materia when you are ready to invest in Chocobo breeding and optional exploration. Its power is valuable, but the process of acquiring it is more involved than collecting most other Summon Materia.

Knights of the Round FAQ

Q: Where do I find Knights of the Round in Final Fantasy VII?

The Materia is located inside a cave on Round Island, a hidden island in the northeast area of the original world map. You need a Gold Chocobo to reach the island.

Q: What does Ultimate End do?

Ultimate End summons thirteen knights who attack all enemies in sequence. It deals heavy non-elemental damage, cannot be reflected, and ignores Magic Defense.

Q: How much MP does Knights of the Round cost?

The summon costs 250 MP. Because the cost is high, reserve it for difficult battles or situations where its burst damage justifies the resource expenditure.

Q: Are the Knights of the Round the Cetra?

No official story confirmation supports that idea. The director specifically rejected the theory that the knights are the Cetra who sealed Jenova, so the connection should not be presented as canon.

Version Reminder

The summon’s animation behavior, achievement names, and trophy availability can differ between releases. Check the specific version you are documenting before applying platform-specific details.