Talk:Mega Knight/@comment-31851209-20170612121313/@comment-27973516-20170616134526

If you want just call me MMA3K

also, according to OJ, the landing damage is splash, sooooo.....

Offense: i feel like he's not OP, but you kind of have to deal with him in a specific way, because of his jump mechanic. Without his jump, and while distracted, he's just a tank with very little DMG(the DPS of 2 Skeletons), so if you can bait/tank his jump he's a sitting duck to anything point. Also, as long as his AoE radius isn't very big, surrounding the Mega Knight will be an effective strategy as he has a slow hit speed of 1.8sec(RIP Skeletons D,:<). But either way, I think the best way to deal with him is just to use something to tank his jump, such as Skeles/Ice Spirit/Any cheap unit, or tank is normal attacks with something with high HP(Ice Golem) and have some sort of High DPS such as the Inferno Tower (heck, even Inferno Dragon with the recent buff). You can ever use air to take him out if you have some sort of distraction. He's basically like a tankier and splash capable Bandit but with not a large DMG difference. However, be warned, you kinda have to distract him because he can still deal a lot of damage from a far by not distracting his damage, and he is quite tanky, having approximately the health of a Lava Hound/Pekka/Giant.

Defense: Spawn damage. Uhmm...wow. Yeah, Mega Knight is going to be a pretty strong defense option. He is a heavy 7 elixir, yes, and is prone to opposite lane pressure, yes, but he does land with the damage of a Fireball, which means a Mega Knight Spawn ZAP can wipe out Muskies, Wizzies, Barbs, and many other units. Plus, a zap might not even be neccessary, as the Mega Knight can just *whack* and there goes everything. While he deals low damage, he can also cope with swarms trying to defend backline units with his splash. Plus, the Mega Knight is quite tanky and hard to take out on the other side of the arena. The jump, however, doesn't serve much on defense and is only an offense tool, however, i think the Mega Knight isn't a good offense unit and it's best defending against large pushes, destorying the backline.

Overall: So, yeah, he's a pretty good force on Defense, but I don't think he's OP, just...strong. If you know how to deal with him, defending against a Mega Knight isn't difficult, but a Mega Knight can still be annoying on Defense, dealing that free Fireball Damage. So strong, but I kinda doubt OP.