How To Get Mega Knight
"He lands with the force of 1,000 mustaches, then jumps from 1 foe to the next dealing huge area harm. Stand aside!"
The Mega Knight card is unlocked from Royal Arena (Arena vii) or a Legendary Chest. He is a melee-ranged splash harm troop with very high hitpoints and moderate splash harm. He appears with black spiked fists and huge armor, along with grey chainmail and a team-colored chugalug. When deployed, he will bargain harm around enemy units around him in a 360º area around him, which deals 160% the corporeality of damage every bit his regular attack. If there are ground units betwixt 3.5 and v tiles of him, he will stop moving and begin charging a bound assail which takes a few seconds, which deals double the harm than his regular assail. Even so, he's still vulnerable mid-air while jumping, and different a mid-air Pig Passenger, cards similar X-Bow volition remain locked on to him. A Mega Knight bill of fare costs 7 Elixir to deploy.
Strategy
- His spawn damage is just slightly less than a Fireball, which makes him useful for quickly defeating cards with similar wellness to a Musketeer or Magician. He will then only require i more regular attack to defeat them fully. Nonetheless, the Dark Witch, Witch, and Bandit take slightly more than health than these units, and so he will require a second swing to end them off.
- The Mega Knight'due south high spawn damage and very high hitpoints make him a flake hard to defeat on the opposing side. He can get enormous value against massive pushes because of this. Notwithstanding, he can be countered relatively easily if solitary.
- Mega Knight has enormous defensive potential, only despite everything, he is not effective at taking out tanks such as the Golem. His main defensive potential comes from his very high health and his spawn and jump harm obliterating support troops and drinking glass cannons.
- He is very skilful at countering equally-leveled Elite Barbarians, thanks to his high spawn damage and knockback. Make certain that the Mega Knight is placed in such the fashion that both Elite Barbarians are knocked towards the same direction such that he would be able to harm downwards both at the aforementioned fourth dimension, and spare plenty wellness for a counterattack. An odd interaction is, the Mega Knight commonly takes five shots to defeat every bit levelled Aristocracy Barbarians, just takes 6 at Level fourteen. Be cautious.
- However, if the Elite Barbarians are 2+ levels higher, do not attempt to utilise a Mega Knight on them. The Mega Knight would merely chip at most four/5 of their HP off earlier being completely overwhelmed. A swarm card or P.E.K.K.A. would be meliorate to fully defeat them.
- When a Mega Knight is finished countering defensively, pair him with support or offense, as he appears less strong lonely.
- The Mega Knight works especially well with the Inferno Dragon, as they compliment each other's weakness. Mega Knight can take out ranged glass cannons and swarms that counter the Inferno Dragon. The Inferno Dragon in turn tin can sear tanks Mega Knight would struggle to bargain plenty damage to. Withal, information technology can exist somewhat countered by air swarms then be certain to bring spells to deal with them.
- Despite this philharmonic being able to counter P.E.Thou.K.A., she can survive and start a counterpush as long as helped past an Electro Wizard for a neutral elixir merchandise, but information technology requires some alignment. You should blace your P.E.Thousand.K.A. some tiles abroad from them, forcing the Mega Knight to spring and the Inferno Dragon to achieve her position slowly do to its brusk range, then deploying the Electro Wizard to zap it downward. Retrieve to take caution as the Mega Knight could retarget onto him and get out your P.Eastward.K.K.A. helpless.
- A like strategy is to combine Mega Knight & P.E.Thou.K.A. in a push, as they as well counter each other'south weaknesses. While it tin be more threatening, information technology is extremely expensive at 14 Elixir, often requiring that i of them be used on defense beforehand, which tin whittle downward their hitpoints. It is also even weaker to air units. You also shouldn't put two of them in the same deck for they are very expensive and you are left vulnerable to a punishment for your lack of Elixir. Instead, consider a Mini P.E.K.Chiliad.A., every bit it is apparently cheaper.
- The Mega Knight is helpless against air troops such as Minions and Bats, so information technology is best to pair him with other troops that tin can set on air, by using such equally the Archers, the Mega Minion, or the Executioner.
- Since the Mega Knight's damage per second without his initial jump is somewhat low, other highly damaging units similar the Prince can synergise with him well, helping him have out tanks while the Mega Knight helps deal with swarms. Air units like the Minions and the Bats also work well, but are usually vulnerable to spells.
- A powerful but odd combo is pairing him with the Ram Passenger, equally he will stomp on cards that will stop the Ram such as stuns like Zappies or buildings like Tesla. Yous as well cannot distract both simultaneously with troops, which is of import as the Ram will about probable become harm.
- When using him to counter a reactive pack of Imperial Recruits, exist careful for the other side of the Recruits budgeted. Alternatively, you lot tin can use an Ice Golem to bring them all together, and then that the Mega Knight can spawn correct on superlative of all of them.
- The Mega Knight can be a potential counter to the Sparky. If the Sparky has depression enough health and is about to cross the bridge, the spawn damage from the Mega Knight might be able to knock information technology out. If yous time it correctly, the Mega Knight will absorb the Sparky's shot and with the aid of a Belfry, be able to destroy the Sparky. This will exit you with a relatively loftier health Mega Knight to do a counter-attack with. However, if the Sparky somehow manages to defeat the Mega Knight, then it is a negative merchandise of one Elixir for you.
- The Mega Knight can be used to counter a Goblin Barrel simply it requires precise timing. His spawn harm can defeat all three Goblins if timed correctly — ideally, he should be deployed at the back of the Tower when the Goblin Barrel's shadow crosses the river. This is, again, seven Elixir for three, simply the counterpush potential is huge. Be cautious.
- If you lot discover this too difficult to execute, y'all tin deploy the Mega Knight betwixt two Goblins which will prevent virtually of the damage dealt to your Belfry. This is washed by placing the Mega Knight in between the top Goblin and the one at the bottom. Exist aware of tricky barrels notwithstanding.
- Overall, the Mega Knight is a simple card to use on your side, but be wary as information technology is more defense-orientated than crime. When you encounter a bunch of squishy troops, put him in, and you'll exist left with a counterpushing one, which may gain some offensive value when the opponent can't counter.
- One of the keys to defeating the Mega Knight is timing. To counter the Mega Knight properly, the counter unit should mostly be placed no more than 3 tiles away from him, and so that he doesn't initiate his jump attack and deal massive damage. Without it, his damage per second is somewhat low for his Elixir cost. In fact, he won't be able to ane hit weak cards like the Bomber, even if he is up to ii levels higher.
- Using the higher up strategy, ground tanks like the Knight and the Valkyrie (plainly relieve for the Water ice Golem, as a kite wouldn't be enough.) or high-damage glass cannons like the Mini P.East.Chiliad.K.A. or the Goblin Brawler are the most Elixir-efficient counters to a alone Mega Knight coming onto the defender's side of the arena. With the aid of the Princess Tower, the Mega Knight volition not be able to accept them before they are defeated.
- Similar to the Bandit, the Mega Knight will re-target onto any troop placed nearby him if his original target ends upwards being farther away than the newly spawned troop. If the defender is in a situation where they know they cannot prevent his bound from occurring, they can however identify a cheap troop like Skeletons in front of him right earlier he is about to jump to soak up the harm.
- However, the Mega Knight's jump mechanic is not purely identical to the Brigand's dash ability. His charge time is 0.ane seconds slower and does not make him invincible. He will still take impairment while he is airborne and can exist defeated mid-air. Interestingly, while in mid-air, The Log, Earthquake and Bowler will non be able to impairment him, but an X-Bow or Mortar will stay locked onto an airborne Mega Knight. Every bit a result, he counters these siege buildings well every bit his leap is difficult to react to at the bridge and will take out a majority of their health. He can also take intendance of the weaker support troops backing up the building after taking it out. Sparky and Bomber will also hitting the Mega Knight even when he jumps.
- Speaking of the Bandit, she tin fully counter a lone Mega Knight. Past deploying her 4 tiles from the river and three tiles from the Princess Belfry when the Mega Knight is 2 or 3 tiles from the river, she volition nuance at just the right time to nullify the bound damage of the Mega Knight every bit well as lure him into range of both Princess Towers.
- The P.Due east.Thousand.K.A. is a very effective, and arguably its difficult-counter to the Mega Knight, as her loftier damage per 2nd and loftier hitpoints allow her to defeat the Mega Knight 1-on-one even without a Princess Tower helping. It can also wreck the Mega Knight's back up cards, save for air troops. After defending, she will have a fair corporeality of hitpoints remaining in case the player would like to counterpush. In the example that your opponent reveals that they have P.E.K.K.A. first, it is all-time to drib the Mega Knight in the other lane as it is unlikely that they will have much Elixir to counter your Mega Knight. Additionally, the Mega Knight moves much faster than the P.Eastward.K.K.A., and is harder to distract with swarms, making the P.E.K.K.A. approaching your belfry fairly easy to bargain with.
- An Inferno Belfry, Inferno Dragon, or Mighty Miner tin can take out the Mega Knight equally long every bit their ramp-up attack is uninterrupted. If they do get interrupted once, spending a bit more Elixir to deploy a distraction unit of measurement, such as an Ice Golem, will keep the Mega Knight in place and can permit either Inferno to defeat the Mega Knight, keeping a positive elixir merchandise (if you use Inferno Dragon + Ice Golem).
- Bats and Cannon (or any other defensive tower), tin can counter Mega Knight pretty well if he gets distracted by a defensive belfry. When he is distracted, Bats can be placed to swarm the Mega Knight and somewhen take him out. This strategy is merely recommended when the Mega Knight has taken prior damage since Bats isn't the best damage dealer and can't usually take out a tank past itself.
- A Zap spell will non terminate the Mega Knight from jumping one time his charge initiates, neither does whatsoever stun outcome. The jump can only be stopped if he is defeated mid-air, by using The Log, or if the actor uses other cards to pull him out of his jumping range like a Tornado. When he is already mid-jump, only the Fisherman's dragging ability tin can abolish its effect.
- A Skeleton Army is typically not constructive against the Mega Knight. In most cases, the Mega Knight will destroy the Skeleton Ground forces even when he's surrounded due to his big splash radius. However, if he has effectually half of his hitpoints left, it can be effective to use the Skeleton Regular army on him.
- Notwithstanding, a Skeleton Ground forces tin can be useful in taking him out if you take a tank soaking upwardly the damage for them. Y'all can identify a tank in front of Mega Knight and place a Skeleton Ground forces behind the Mega Knight.
- Skeleton Army tin can fully counter the Mega Knight if placed correctly, if you lot put the Skeleton Ground forces right at the middle of the belfry slightly veering to the reverse side of the Mega Knight right as the Mega Knight jumps, a few Skeletons will distract the Mega Knight as the other Skeletons will come to their assistance. The Mega Knight will die with one or two Skeletons surviving with no damage done on the Princess tower. This is very difficult to attempt.
- The defender can use the Mega Knight's jump mechanic confronting him and activate their King's Belfry with an Water ice Spirit and Skeletons. The player should wait for the Mega Knight to arroyo their Princess Tower, and when he is about to bound, deploy the Ice Spirit 4 tiles from the King's Tower and one tile into his lane to redirect his jump. Afterwards, they should place Skeletons one tile from the Rex'southward Tower and one tile away from his lane, right before he jumps a 2nd time. If done correctly, he will head towards the King'due south Tower subsequently jumping onto the Skeletons, activating information technology. This will bargain significant impairment to the player's Male monarch's Tower even so, so it is non recommended to perform this more than once.
- Too, Tombstone tin can also lure the Mega Knight into activating King's Tower, given the Tombstone is deployed right in front of the Rex's Tower to the Mega Knight side (7-two placement). The Mega Knight will jump closer to the Tombstone and eventually destroy information technology, targeting the King's Tower later on. For a slightly more expensive, but more than consistent Rex activation, the Tombstone tin exist placed higher up, such as with a placement five tiles from the river and two tiles from the Princess Tower (5-two). After its destruction, the player can place a troop that is one shot by the Mega Knight'southward jump shut to the Male monarch'due south Belfry.
- Heavy swarm cards such every bit the Barbarians and Royal Recruits are an effective counter to the Mega Knight when played reactively, provided his bound is negated. They volition counter him for a +2 Elixir trade. three of the Barbarians will survive (assuming they are the same or similar levels), demanding further response, while for the Regal Recruits, some of them are spawned in the other lane, which also demand response.
- When you suspect that your opponent is running a Mega Knight, it is not brash to dodder upwards troops together in a modest area proactively, as he will reap massive value. To play around him when proactively playing an offensive card like Royal Hogs, splitting them in the middle of the loonshit is always an option.
- A very common error among players that complain about him is that they defend him with drinking glass cannons such as the Musketeer or the Wizard without support. Information technology is highly advised to distract him with a tank such as the Knight when you desire to defend him using this route.
History
- The Mega Knight was available in the Mega Knight Challenge which started on 25/viii/17. In this challenge, the player would build a deck which included the Mega Knight. If the player achieved 12 wins, they would have obtained him early on, and they would accept been able to unlock him out of subsequent Chests before his official release.
- From 31/8/17 through four/nine/17, the Shop had a special offering that Arena 10+ players tin buy up to four Super Magical Chests at the normal toll that had a 50% chance to contain a Mega Knight menu with the first breast and a guaranteed card with the second. If a Mega Knight carte is obtained in the first breast, and so the second one will not guarantee information technology. The process is repeated with the 2d pair of chests.
- The Mega Knight card was added to the game on viii/9/17.
- On ix/ten/17, the October 2017 Update fixed a bug where the Mega Knight would leap even if he was less than iv tiles abroad from his target.
- On 12/2/18, a Balance Update decreased both his spawn and bound damage by 25%, and reduced his deployment radius, such that he will no longer be able to hit beyond the river with his spawn damage.
- On 4/six/eighteen, a Balance Update increased both his spawn and jump harm by 23%, simply also decreased his expanse damage past 7.v%.
- On twenty/six/eighteen, a Residue Update decreased his minimum bound range to iii.5 (from 4).
- On 5/eleven/18, a Balance Update increased his hitspeed to 1.vii seconds (from 1.eight seconds).
- On 28/1/19, the January 2019 Update moved the Arena to unlock the Mega Knight from Hog Mountain (Arena 10) to Royal Loonshit (Loonshit 7).
- On 1/7/19, a 'Rulebook' Update increased the Mega Knight'due south range from ane to 1.2 (now classified every bit Melee: Medium).
- On 27/ten/21, the 2021 Quarter 3 Update added the level fourteen Mega Knight.
- On 2/4/22, a Rest Update decreased the Mega Knight's spawn damage by 20%.
Trivia
- The Mega Knight is 1 of 18 troops that originated from Disharmonism Royale and appear in Clash Mini, the others being Knight, Spear Goblins, Mini P.E.1000.Chiliad.A., Musketeer, Dart Goblin, Battle Healer, Giant Skeleton, Prince, Guards, Miner, Ice Wizard, Electro Wizard, Majestic Ghost, Magic Archer, Lumberjack, Fisherman, and the Skeleton King.
- The Mega Knight, the Electro Wizard, and the Ice Wizard are the simply troops that deal spawn damage. Different the other ii, the Mega Knight'southward spawn damage does non affect air units, despite falling from the sky upon deployment.
- The Mega Knight and Lava Hound are the most expensive Legendary cards, costing vii Elixir.
- The Italian clarification used to have a translation mistake which said that he lands with "the force of 100 mustaches".
- He is one of the 2 troops with 3 types of attacks, the other being Ram Rider, having spawn damage and a jump attack in addition to his regular attack.
- His appearance and description imply that the Mega Knight may exist an "upgraded" version of a regular Knight.
- The Mega Knight has the 3rd highest hitpoints out of all troops in the game, with only the Behemothic and Golem outclassing him. He also has the highest hitpoints of every Legendary card.
- Since the description implies information technology lands with the force of "1,000 mustaches", it is unsaid that the strength of one mustache deals approximately 0.429 damage at Tournament Standard.
- The Mega Knight is the subject of 3 Emotes.
- When the Mega Knight is defeated, his spiked fists fall to the ground. The other units that drop items upon death are the Knight, Rascal Boy, Mega Minion, Dark Prince, Executioner, Sparky, Fisherman, and the Gilt Knight.
Statistics
| Cost | Hit Speed | Speed | Deploy Time | Range | Jump Range | Target | Count | Ship | Type | Rarity |
|---|---|---|---|---|---|---|---|---|---|---|
| seven | 1.7 sec | Medium (60) | 1 sec | Melee: Medium | three.5-v | Basis | x1 | Basis | Troop | Legendary |
| Level | Hitpoints | Area Damage | Spawn Damage | Spring Damage | Damage per second |
|---|---|---|---|---|---|
| 9 | iii,300 | 222 | 355 | 444 | 130 |
| ten | 3,630 | 244 | 390 | 488 | 143 |
| 11 | three,993 | 268 | 429 | 537 | 157 |
| 12 | 4,389 | 295 | 472 | 590 | 173 |
| 13 | 4,818 | 324 | 518 | 648 | 190 |
| 14 | five,280 | 355 | 568 | 710 | 208 |
Card Mastery
| Blazon | Level/Tier | Objective | Reward |
|---|---|---|---|
| Damage Dealer | i | Deal a total of 270,000 damage to enemy Troops or buildings | 2 Mega Knight cards 100 |
| 2 | Deal a total of 810,000 damage to enemy Troops or buildings | viii,000 100 | |
| 3 | Deal a full of ane,360,000 damage to enemy Troops or buildings | 150 100 | |
| Crash Landing | ane | Hit 280 troops with Spawn Damage | 12,000 150 |
| 2 | Striking 800 troops with Spawn Impairment | 2 150 | |
| 3 | Hit 1,400 troops with Spawn Damage | 300 150 | |
| Superhero Landing | ane | Push back half dozen or more units with a single deploy a total of 50 times | 100 200 |
| ii | Push back 6 or more than units with a single deploy a total of 150 times | 125 200 | |
| 3 | Push back half-dozen or more units with a single deploy a total of 300 times | 150 200 |
How To Get Mega Knight,
Source: https://clashroyale.fandom.com/wiki/Mega_Knight
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