Runeblade Vanguard

Shadow Knight / Monk / Necromancer

An armored front, a melee striker, and arcane power behind them.

Tier A Score 77 Well-rounded build

The combo

Primary Shadow KnightTank Plate armor
Secondary MonkMelee DPS Cloth armor
Tertiary NecromancerCaster Cloth armor

Role coverage

Tank
81%
Heal
29%
DPS
95%
Utility
29%
Not a natural D4 raider yet. To make higher-difficulty content comfortable it would want to add a slow. It can still shine at lower difficulty, for leveling, or with a well-geared player driving it.

Strengths & watch-outs

✔ Strengths
  • A real plate tank (Shadow Knight) to hold aggro and eat the big hits.
  • Hybrid healing and lifetaps give you real sustain without a pure healer.
  • Heavy damage output — fights end fast.
  • A pet (Necromancer) adds a second body to off-tank, add damage, or pull.
⚠ Watch-outs
  • No slow — big single-target fights come at you at full swing speed.

How it plays

Lead with Shadow Knight to grab and hold aggro while the fight sets up. Monk carries most of your damage; focus-fire one target down rather than spreading hits. Shadow Knight patches you up between pulls; without a dedicated healer, respect your downtime.

Suggested AA focus

From your Shadow Knight
Unbound Drain — Innate lifetap on hit.
Harm Touch (DoT ranks) — Adds damage-over-time ranks to Harm Touch.
From your Monk
Unbound Alacrity — Innate melee attack-speed (haste).
Critical Mend — 5/10/25% chance for a superior Mend.
From your Necromancer
Lifeburn — Unresistable damage equal to your current HP.
Cannibalization — Convert HP into a large chunk of mana.

Signature class abilities worth prioritizing. Plan the full board on the AA guide, or wire it into a saved build in the Forge.

Gear direction

This trio wears Plate and Cloth. Stack AC and HP on your tank first. Melee want haste and DEX (for procs) once the basics are covered. Casters and priests want mana, their casting stat, and any focus effects. See the gear-by-class guide and weapon guide for the specifics.

Ratings are computed from each class's role weighting — the same scoring the Build Forge uses — and EverQuest Legends is new and soloable by design, so treat tiers as a starting point and confirm what works in-game. The level cap is 50.