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The Knight is the most versatile Unit for every situation and is particularly resistant to poison.


General AssessmentEdit

Early game the Knight is a critical unit as it is the only unit you have that can perform significant damage to buildings. As the game progresses, the knight diminishes in usefulness but can remain powerful as he can be summoned in large numbers.

DefenseEdit

The knight is useful for defending your castle early game, however his low hit points coupled with his susceptibility to area of effect damage makes him much less useful for defending once attackers get firestorm or swordrain which can kill any number of knights instantly. By that point your melee defenders should be paladins.

AttackEdit

Early game, knights are critical for attack. If you keep them upgraded they can remain a useful part of your army until you max out their power at level 14.

StrengthsEdit

The fact that they cost only one morale point means you can summon large numbers of them very quickly. Because you can summon 3-5 knights for every one of other troop types you can get an army that does great damage quickly. Due to their normal damage, they tear through groups of paladins with relative ease. They are strong against the basic 4 Paladin, 1 Pyromancer defense force commonly used for 16 morale point waves although you may need to take steps to keep the pyromancer in check.

Their sheer numbers and the fact that they deal normal damage means they can do significant damage to structures, even if they are not backed by cannons (or if you lost your cannons early on). Beneficial AoE spells can be very powerful with knights. Heal and Shield are both more powerful the more targets they can hit. These spells can permit you to keep your knights alive much longer than then normally would survive thereby increasing their power.

Knights move at a fast speed which allows them to reach the front lines more quickly than Paladins or most other troops.

WeaknessesEdit

Knights are extremely weak against AoE damage. This means they need extensive micromanagement -- you may need to spend a lot of time with your hero lobbing cannon balls back at their towers lest a couple of explosions decimate your army. Enemy casters are an extreme threat to them and be prepared to defend your knights with swordrain. Micromanaging your hero to protect the knights may mean that he cannot adequately attack or defend your ranged support forces (i.e. if he had to use swordrain to save the knights, then you might have a stray pyromancer attacking your cannons). Knights will ignore spikes and walk over them. Upgraded spikes can be very dangerous to knights as they will damage every knight walking over the spikes.

The sheer numbers of knights you can summon can also cause problems. By blocking the path with knights, other troops may not be able to progress sufficiently quickly. Frost damage seems to be especially dangerous, not for the damage itself but because it can slow your knights down to a virtual standstill for many seconds, thus slowing the approach of all your other troops. Many a battle was lost because a froster slowed the lead knights down and prevented the cannons from reaching the castle in time. Knights usually will need help against a frost tower as their approach will be so greatly slowed they may never make it to the tower.

Another weakness of knights is that they reach maximum level long before your other troops do. This means that as you progress, knights become gradually less effective as you face tougher opponents with further upgraded troops.

In addition, though the knights are said to be 50% resistant to poison, a mortar would easily annihilate a knight within two shots. Toxic cloud also does a reasonable amount of damage.

LevelsEdit

Level Health Damage Academy Level Upgrade Cost Upgrade Time
1 Health 280 NormalDamage 65 1 Unlock with Troop Academy lvl 1
2 Health 330 NormalDamage 76 1 Gold 1K Time 2m
3 Health 390 NormalDamage 89 2 Gold 5K Time 30m
4 Health 460 NormalDamage 104 3 Gold 25K Time 2h
5 Health 540 NormalDamage 122 4 Gold 75K Time 4h
6 Health 630 NormalDamage 143 5 Gold 350k Time 8h
7 Health 740 NormalDamage 167 6 Gold 750K Time 16h
8 Health 870 NormalDamage 195 7 Gold 1.25M Time 1d 12h
9 Health 1,020 NormalDamage 228 8 Gold 2.5M Time 2d
10 Health 1,200 NormalDamage 267 9 Gold 4M Time 2d 12h
11 Health 1,410 NormalDamage 312 10 Gold 6M Time 3d
12 Health 1,660 NormalDamage 365 10 Gold 8M Time 4d 12h
13 Health 1,890 NormalDamage 416 11 Gold 10M Time 5d
14 Health 2,150 NormalDamage 474 11 Gold 12M Time 5d 12h
15 Health 2,370 NormalDamage 521 12 Gold  Time 
16 Health 2,610 NormalDamage 573 13 Gold 15M Time 6d
MORE COMING SOON

Level Health Damage Academy Level Upgrade Cost Upgrade Time XP
1 Health 280 NormalDamage 65 1 Unlock with Troop Academy lvl 1 IconXP 5
2 Health 330 NormalDamage 76 1 Gold 1K Time 2m IconXP 6
3 Health 390 NormalDamage 89 2 Gold 5K Time 30m IconXP 8
4 Health 460 NormalDamage 104 3 Gold 25K Time 2h IconXP 10
5 Health 540 NormalDamage 122 4 Gold 75K Time 4h IconXP 13
6 Health 630 NormalDamage 143 5 Gold 350k Time 8h IconXP 16
7 Health 740 NormalDamage 167 6 Gold 750K Time 16h IconXP 20
8 Health 870 NormalDamage 195 7 Gold 1.25M Time 1d 12h IconXP 25
9 Health 1,020 NormalDamage 228 8 Gold 2.5M Time 2d IconXP 31
10 Health 1,200 NormalDamage 262 9 Gold 4M Time 2d 12h IconXP 39
11 Health 1,410 NormalDamage 301 10 Gold 6M Time 3d IconXP 49
12 Health 1,660 NormalDamage 346 10 Gold 8M Time 4d 12h IconXP 61
13 Health 1,890 NormalDamage 398 11 Gold 10M Time 5d IconXP 76
14 Health 2,150 NormalDamage 458 11 Gold 12M Time 5d 12h IconXP 95
15 Health 2,340 NormalDamage 527 12 Gold  Time  IconXP 119
16 Health  NormalDamage  13 Gold 15M Time 6d IconXP
MORE COMING SOON




Forgings LevelsEdit

Forgings Levels Pearls Cost Cooldown Success Chance Max Fails
+1 Pearl 25 Time 6h ButtonConfirm 66.6% ButtonCancel 0
+2 Pearl 50 Time 12h ButtonConfirm 55.5% ButtonCancel 0
+3 Pearl 75 Time 18h ButtonConfirm 44.4% ButtonCancel 1
+4 Pearl 100 Time 1d ButtonConfirm 33.3% ButtonCancel 1
+5 Pearl 100 Time 1d 12h ButtonConfirm 33.0% ButtonCancel 1
+6 Pearl 100 Time 2d 6h ButtonConfirm 33.0% ButtonCancel 1
+ Pearl 100 Time 4d 12h ButtonConfirm 33.0% ButtonCancel 1
KNIGHT FORGINGS
IconBoostForge Forgings Health Health Bonus NormalDamage Damage Bonus IconSpeedBoost Speed
+1 +44 +10 2,29
+2 +88 +20 2,33
+3 +132 +30 2,37
+4 +176 +40 2,41
+5 +220 +50 2,45
+6 +264 +60 2,49
+7 +308 +70 2,53
+8 +352 +80 2,57
+9 +396 +90 2,61
+10 +440 +100 2,65
+11 +484 +110 2,69
+12 +528 +120 2,73
+13 +572 +130 2,77
+14 +616 +140 2,81
+15 +660 +150 2,85
+16 +704 +160 2,88
+17 +744 +168 2,92
+18 +779 +175 2,95
+19 +808 +181 2,97
+20 +832

+186

2,99
+21 +852 +190 3,01
+22 +868 +193 3,02
+23 +881 +196 3,03
+24 +891 +198 3,04
+25 +901 +199 3,05
+26 +908 +201 3,06
+27 +915 +202 3,06
+28 +921 +203 3,07
+29 +926 +204 3,07
+30 +930 +205 3,08
● ● ● ● ● ● ● ● ● ● ● ●
MAX Health +996 NormalDamage +219 IconSpeedBoost 3,14

Elite Boost (Blazing Knight) Edit

Here's an excellent video of the Max Blazing Knight in action, displaying its several strengths and features: Knight vs Elite Knight (by Flothaboss)

Blazing Knight Levels Edit

Level Alliance Level Fire Damage Boost Health Boost
1 3 FireDamage 70% Health 70%
2 4 FireDamage 75% Health 75%
3 8 FireDamage 80% Health 80%
4 12 FireDamage 90% Health 90%
5 18 FireDamage 100% Health 100%
6 23 FireDamage 110% Health 110%
7 32 FireDamage 120% Health 120%
8 40 FireDamage 130% Health 130%
9 51 FireDamage 135% Health 150%

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