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The Armor Knight class has high HP, ATK, DEF, and RES aptitudes, making him suitable for a tank unit for a party. His high defensive stats will allow him to take many attacks, coupled with his Primary Evility, Aegis. He can also hit hard with his high ATK stat and has good HIT which means accuracy is usually not a problem. He also can learn all Spear skills up to the 6th Tier and when coupled with a Spear's high ATK and DEF, the Armor Knight is a great Spear wielder. Axes are also not a bad choice, since most of the skills require you to be up close and personal with your target, and the axes' typical speed reduction doesn't cause any harm here. Especially useful would be to magichange a Wood Golem, as their HP regen Evility and high offensive and defensive stats - not to mention a counter rating of 3 - are more than useful for this class.
The Armor Knight is a slow unit, and has low movement and Jumping power which means he will not be able to escape bad situations or cover distance on the battlefield easily. He also has low INT which makes him not suitable for spellcasting, although his RES is decent enough to be a secondary healer. Like in previous games, the Armor Knight has the highest Throwing range which can be increased to 8 by the Chara World.
The Armor Knight has two class skills: the first being Lift Catch, which allows them to pick up a target from an impressive range. The downside is that you cannot throw what you picked up within the same turn. The second special skill is Legit Shield, which is a boost spell that gives a percentage decrease against incoming damage for three turns. Again, this directly affects damage, not DEF. This makes it superior to the Shield boost spell at defending fragile characters, but may not be enough in situations where DEF and Shield would provide greater help. Boosting this skill increases the amount of damage reduced.