Gaming How-To

Honkai: Star Rail Knight 3 in Anomaly Arbitration 4.5 (Full 3-Star)

The Joint Forces trait cuts enemy damage taken by 60 percent, and only extra on-field allies can shrink that penalty.

The Joint Forces trait cuts enemy damage taken by 60 percent, and only extra on-field allies can shrink that penalty.

Knight III in Return of the Legion is the damage wall of Anomaly Arbitration’s Version 4.5 rotation. Enemies sit behind a flat 60 percent damage reduction, and the only way to shave it down is to put more than four ally targets on the field at once. That single rule decides which teams clear all three stars and which ones stall out at four or six cycles.

Quick answer: Field at least two memosprites (or other extra ally targets) alongside your four characters to cut the Joint Forces reduction from 60 percent down to 20 percent, kill the Furiae Warriors in wave 1 and the Flame Reaver’s vessels in wave 2, and finish inside 2 cycles with no deaths for the full 3 stars.


Knight 3 stage rules and star conditions

The stage runs two waves and the star targets are cycle-based, so every wasted turn costs a star. Ice and Quantum are the recommended types here, and the roster you use is locked out of the other Knight stages, which is why team planning matters before you press start.

ElementDetail
Enemy traitJoint Forces: enemy damage taken reduced by 60%; reduced by 20% for each ally target beyond 4 on the field
Clear targetVictory within 6 cycles
Objective 2Victory within 4 cycles
Objective 3Victory within 2 cycles
Objective 4No downed characters
Recommended typesQuantum, Ice

Note: the “no downed characters” objective is scored separately from the cycle targets, so a fast clear that loses a unit still leaves a star on the table.


How the Joint Forces damage reduction works

Joint Forces counts ally targets, not characters. A standard four-unit team sits at exactly four targets, so the full 60 percent reduction applies and nothing you do to your relics will fix it. Each additional ally target on the field peels 20 percent off that number.

Ally targets on fieldEnemy DMG reduction
4 (base team)60%
5 (one extra target)40%
6 (two extra targets)20%

In practice this means memosprites. Two summoned allies on the field at the same time drops the penalty to a workable 20 percent, which is why Remembrance-heavy lineups are the default answer for the stage and why teams without any memosprite access struggle to reach the 2-cycle mark.

Knight 3 combat screen with the acting character highlighted and the full party lined up for its turn
The turn order pauses on the acting unit; extra ally targets on the field are what shrink the Joint Forces penalty. Image: HoYoverse

Wave 1: Furiae Praetor and Blaze Out of Space

The opening wave puts two Furiae Praetor and two Blaze Out of Space in front of you. The Praetor summons Furiae Warriors during the fight, and if you leave them alive the Praetor absorbs them and swings back with a heavy hit on your team.

Open with area damage rather than single-target burst. Both enemy types come in pairs, so hitting the whole line keeps toughness dropping evenly and sets up multiple breaks in the same turn.
Challenge Goal panel listing the cycle limits and no-deaths objective at the start of the Blaze Out of Space wave
The Challenge Goal panel at the start of wave 1, with the 6, 4 and 2 cycle targets plus the no-deaths condition. Image: HoYoverse
The moment Furiae Warriors appear, retarget onto them and delete them before the Praetor’s next action. Clearing the summons removes the absorb payoff and stops the biggest source of incoming damage in this wave.
Finish the remaining Praetor and Blaze Out of Space together. Element-wise, Quantum lands on every enemy in the wave, Ice covers the Blaze Out of Space and the Praetor, and Lightning or Imaginary handles the summoned Warriors.
EnemyWeaknesses
Furiae Praetor x2Quantum, Lightning, Ice
Blaze Out of Space x2Quantum, Physical, Ice
Furiae Warrior (summon)Imaginary, Quantum, Lightning
Flame Reaver of the Deepest Dark (wave 2)Quantum, Lightning, Ice

Wave 2: Flame Reaver of the Deepest Dark and its vessels

Wave 2 is a single boss with a summon loop. The Flame Reaver calls out vessels, and those vessels are the trigger for its heaviest attacks. Killing a vessel also chips the boss directly, so the fastest damage route is also the safest one.

Break the boss early to buy an action window, then hold your big ultimates until the first vessels are on the board.
Clear every vessel as it appears. This blocks the Flame Reaver’s heavy hits and transfers damage onto the boss health bar at the same time.
Party mid-fight in Knight 3 with the Support button and Game Progress panel showing on screen
Mid-fight in wave 2, where vessel cleanup decides whether the Flame Reaver gets its heavy attack off. Image: HoYoverse
Expect a phase transition. Phase II brings more vessels out at once, so keep an area-damage option and a memosprite ready to sweep them instead of picking them off one at a time.

Team options that clear Knight 3

Mono-Remembrance is the cleanest fit because it naturally keeps two memosprites out. Everything else has to compensate with raw damage or borrow a memosprite unit into the support slot.

Main DPSRest of the team
CastoriceEvernight, Cyrene, Hyacine
EvernightCyrene, Robin • Summeretto, Hyacine
AglaeaCyrene, Robin • Summeretto, Huohuo
AshveilMortenax Blade, Robin • Summeretto, Hyacine
ArcherRin Tohsaka, Summeretto, Hyacine

Workable substitutes exist if those units are locked into another Knight stage. Seele, The Herta and Anaxa cover the DPS slot, Ruan Mei, Sparkle, Sunday, Tribbie, Cerydra and Ice Trailblazer fill support, and Huohuo, Aventurine, Gallagher or Dan Heng • Permansor Terrae handle sustain. The tradeoff is real, though: drop the extra ally targets and you are fighting through the full 60 percent reduction.

Community reaction to this rotation has been blunt about that restriction, with the Flame Reaver’s damage cut singled out as the reason accounts without Remembrance units cannot reach three stars.

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A 2-cycle Archer clear and what it took

Knight III is beatable at 2 cycles outside the standard Remembrance shell. One documented run pairs Archer on The Hunt with Sparkle, Rin Tohsaka and a Remembrance unit, closing both waves and the Phase II transition inside the tightest cycle target.

The investment behind it is worth reading as a benchmark rather than a shopping list. Archer runs at E0 with In the Hell Where Ideals Burn, a 4-piece Genius of Brilliant Stars and 2-piece Livestream’s Protean Vistas, sitting at 3,029 ATK, 105 SPD, 93.4 percent CRIT Rate and 153.4 percent CRIT DMG. Sparkle is at E1 with an S5 Dance! Dance! Dance!, 4-piece Eagle of Twilight Line and 2-piece Sprightly Vonwacq, running 151 SPD. Rin Tohsaka carries an S5 Make the World Clamor with Lushaka, the Sunken Seas at 159 SPD, and the Remembrance slot runs Fly Into a Pink Tomorrow with a 4-piece World-Remaking Deliverer.

Archer's Character Details screen with the Details tab open and the full stats panel visible
Archer’s Details tab, where the ATK, SPD and crit stats behind a 2-cycle Knight 3 run are visible. Image: HoYoverse

The takeaway is not the exact numbers. It is that a non-Remembrance DPS needs high speed, near-capped crit rate and a support line that can compress two waves plus a boss phase into two cycles to beat what a memosprite team gets from the Joint Forces reduction alone.


Confirming the 3-star clear

The result screen after the Flame Reaver dies shows “Challenge Completed” and a Consumed Cycles counter. A 2 there, with no character downed during either wave, is the full three stars for the stage. Anything from 3 to 4 cycles gives you two stars, and 5 to 6 gives one.

If a run stalls, the cause is almost always one of three things. The Furiae Warriors were left alive long enough for the Praetor to absorb them, the Flame Reaver’s vessels were ignored while you focused the boss health bar, or the team only had four ally targets on the field and never got the damage reduction below 60 percent.

Anomaly Arbitration resets with each version, and the Version 4.5 cycle runs until the end of the patch on September 29th, 2026. Roster planning across all three Knights matters as much as the individual fight, since characters used on one stage cannot be reused on another.

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