Talk:Mega Knight/@comment-30245053-20170618220639/@comment-29604386-20170619155603

What you failed to realise is my very hypothetical predictions for his affect on the Arena shows that his stats right now are OP.

Mega Knight: This is what I can gather from the sneak peaks. According to the sneak peaks he will jump from one target to another, dealing splash damage. This jumping will probably mean he moves on the z axis, so he should be able to bypass attacks from the Bomber, Sparky, Bowler and Bandit. However, other troops like the Musketeer should still be able to target him. To keep gameplay balanced the jump duration may be similar to when an Ice Spirit travels the same damage (it’s legit). Due to the the jump range he will be able to decimate Inferno Towers placed 3 tiles from the river. The Inferno Tower will have an initial lock on but it will be broken the moment the Mega Knight jumps. The retargeting means  that by the time it re-locks on, the Knight will almost have landed and deal severe damage to the Inferno Tower. The erratic movement means that an Inferno Dragon may not be able to keep a lock long enough to take him out. Glass cannons like the Musketeer will get rekt in 2 attacks (jump and smack). Swarms will barely be enough to take him out if you can surround him close enough so that he doesn’t jump. Unfortunately zap will render it useless. This may be the only tank in the game not vulnerable to swarms. I feel that the best counter to Mega Knight will be Ice Wizard + any tank killer as the Ice Wizard will have a very noticeable effect on the Mega Knight’s follow up attacks (not sure if jump will be affected due to experience with Bandit) so swarms and dps cards will do more damage. Unfortunately this does not account for backup troops :disappointed:. All I can say is that it will be overpowered af at the moment. The only good thing is that the jump attack might not be aoe like his spawn damage.

REMEMBER: THIS IS VERY HYPOTHETICAL