“A tough melee fighter. The Barbarian's handsome, cultured cousin. Rumor has it that he was knighted based on the sheer awesomeness of his mustache alone.”
The Knight is a Common card that is unlocked from the Training Camp (Tutorial). It spawns a single-target, ground-targeting. melee, ground troop with high hitpoints and moderate damage. The Knight has a blond-colored mustache and eyebrows, and wears chain mail and a chestplate along with a team-colored scarf while holding a sabre. A Knight card costs 3 Elixir to deploy.
Strategy
For Battle Decks with this card, click here
- Bearing high health, Knight has a good statline for his cost, and being able to survive 1 hit from all damaging spells at equal levels. He is able to act as a Lightning rod to protect weaker troops on defense, like a Musketeer or an Electro Dragon.
- The Knight is quite weak to air troops, as he is unable to target them and does not move quickly. For example, Bats and Minions can easily defend against a Knight for a low Elixir investment.
- The Electro Wizard works well with the Knight because the Electro Wizard can stun and reset attackers to cause them to re-target onto the Knight instead. However, this combination is weak against large swarms like the Skeleton Army, so it’s recommended to supplement this push with spells or area damage troops.
- The Knight has a great synergy in particular with Goblin Barrel decks. His low cost and relatively high hitpoints allow him to easily be used to attack with the Goblin Barrel, making the Goblins much harder to take down if a Zap or Giant Snowball is their only spell. On defense, he is the primary tank in the deck which helps against larger pushes. However, The Log or Barbarian Barrel will still counter the Goblin Barrel even if the Knight is tanking for them, so it is not recommended to use him in a combo when these cards are in the opponent's hand.
- The Knight is also a decent counter to a Goblin Barrel if the player has no other counters, because he one-shots Goblins. He should be placed on the side of the player's Crown Tower closest to the edge of the Arena so he can take out the Goblin the tower isn't targeting; this allows for more effective damage distribution between the player's units and often results in less damage taken.
- Using this similar strategy, you can pair him with Graveyard too, although this is a more costly synergy at 8 Elixir.
- If he is paired with fast moving units like a Hog Rider or Wall Breakers, the Knight will be pushed closer to the Crown Tower for extra damage or towards a defending unit, allowing him to attack the defending unit earlier.
- The Knight's average hit speed and his inability to hit multiple targets makes him somewhat weak to swarms. However, since his damage per hit is high enough to one shot Goblins, swarms with a lower troop count should be placed further away from him so that less of them get eliminated during their deployment.
- The Knight has enough health and damage along with a low enough cost to counter low hitpoint or low damage support troops like a Musketeer or an Executioner. With the help of a Crown Tower, the Knight can neutralize several 1-on-1, like a Prince or even a Giant Skeleton.
- A Knight can be used to bait the enemy's swarms or tank counter, allowing a more threatening tank like a Giant to have an easier time on offense.
- He can be supported with Skeletons, Goblins, or Spear Goblins to quickly deal high damage on offense or defense. If the opponent tries to eliminate one of the two units, the overall cheap cost of the combo often gives the player enough time to back up the other one. When defending against this push, area damage and air troops are the most efficient way to clean it up.
- A lone Knight will deal great damage to a Crown Tower by himself, taking around half of its health before being defeated. However, this is usually not a recommended play as an unsupported Knight can be defeated rather easily on the opponent’s side of the arena. Tanks like the Valkyrie or cheap troops like the Skeletons can pull him towards the center and negate most, if not all, of his damage.
- The Knight can be used as a cheap tank for an enemy X-Bow. If the player knows the X-Bow user cannot block him in time, he will do a fair amount of damage to it for 3 Elixir. However, if the X-Bow user does have enough resources to back it up, it is more effective to place him further back and to rely on another troop to deal damage to the building, as he will otherwise be in range of the opponent's Crown Tower and take extra damage. On the contrary, he can be used as a tank for your X-Bow or Mortar due to his low upfront cost and high hitpoints. He will act as a shield for enemy attacks that would be used against the building, while also doing damage to them.
- In terms of his role as a tank, the Knight can be substituted with the Mini P.E.K.K.A, Valkyrie, Prince, Dark Prince, or Ice Golem. The main advantages of the Knight compared to the rest of those cards is his low Elixir cost for the amount of hitpoints that he has and his decent damage per second.
- The Knight can also counter a lone Sparky that has crossed the bridge for a positive Elixir trade. This is because at the same level, the Knight can survive one Sparky blast, and with the help of a Crown Tower, destroy her before she can attack again.
- The Knight paired with Archers can replicate the effect of the Rascals for a slightly more expensive cost. However, the Archers have more hitpoints than the Rascal Girls, allowing them to survive an equal level Log, and their lower individual costs allow the player to defend more efficiently to several attacks (i.e, they are not forced to overcommit with 6 Elixir to a single attack, like with the Rascals' 5 Elixir cost).
Statistics
Cost |
Hit Speed |
First Hit Speed |
Speed |
Deploy Time |
Range |
Target |
Count |
Transport |
Type |
Rarity |
---|---|---|---|---|---|---|---|---|---|---|
3 | 1.2 sec | 0.5 sec | Medium (60) | 1 sec | Melee: Medium (1.2) | Ground | x1 | Ground | Troop | Common |
Level |
Hitpoints |
Damage |
Damage per second |
---|---|---|---|
1 | 690 | 79 | 65 |
2 | 759 | 86 | 71 |
3 | 834 | 95 | 79 |
4 | 917 | 105 | 87 |
5 | 1,007 | 115 | 95 |
6 | 1,104 | 126 | 105 |
7 | 1,214 | 139 | 115 |
8 | 1,331 | 152 | 126 |
9 | 1,462 | 167 | 139 |
10 | 1,607 | 184 | 153 |
11 | 1,766 | 202 | 168 |
12 | 1,938 | 221 | 184 |
13 | 2,132 | 244 | 203 |
14 | 2,339 | 267 | 222 |
15 | 2,566 | 293 | 244 |
Card Mastery
Type | Level/Tier | Objective | Reward |
---|---|---|---|
Damage Dealer |
1 | Deal a total of 77,500 Damage to enemy Troops or buildings | 200 Knight cards 25 |
2 | Deal a total of 230,000 Damage to enemy Troops or buildings | 2,000 25 | |
3 | Deal a total of 385,000 Damage to enemy Troops or buildings | 150 25 | |
Punching Bag |
1 | Receive a total of 2,800 hits from enemy Troops | 3,000 100 |
2 | Receive a total of 8,000 hits from enemy Troops | 200 100 | |
3 | Receive a total of 14,000 hits from enemy Troops | 5,000 100 |
History
2016
- The Knight card was added with Clash Royale's game launch on 4/1/2016.
- On 29/2/2016, the March 2016 Update, decreased the Knight's sight range to 5.5 tiles (from 6 tiles). It also changed the Knight's card image and the Knight's appearance by removing the team-colored shoulder pads.
- On 3/5/2016, the May 2016 Update, increased the Common card Level cap to 13 (from 12). The update also fixed the “range bug”, which decreased the Knight's range to 1 tile (from 1.5 tiles), but his effective range was unchanged.
- On 18/5/2016, a Balance Update, increased the Knight's hitpoints by 10%.
2017
- On 12/12/2017, the Electrifying Update, increased the Knight’s attack time interval to 1.2 seconds (from 1.1 seconds), and his first attack time interval to 0.5 seconds (from 0.4 seconds).
2018
- On 12/2/2018, a Balance Update, decreased the Knight's hitpoints by 6%.
- On 25/4/2018, the Clan Wars Update, increased the Knight’s hitpoints by 3%.
- On 6/8/2018, a Balance Update, increased the Knight's damage by 5%.
2019
- On 4/2/2019, a Balance Update, increased the Knight's hitpoints by 2.5%.
- On 15/4/2019, the April 2019 Update, added an extra Star Level.
- On 1/7/2019, the July 2019 Update, increased the Knight's range to 1.2 tiles (from 1 tile), now classified as Melee: Medium.
- On 26/11/2019, the End of November 2019 Update, added a card render to the Knight's card info screen.
- On 2/12/2019, the December 2019 Update, increased the Knight's hitpoints by 5%.
2021
- On 30/3/2021, the 2021 Quarter 1 Update, decreased the Knight's hitpoints by 5%.
- On 27/10/2021, the Champions Update, increased the Level cap of all cards to 14 (from 13).
2022
- On 26/10/2022, the 2022 Quarter 3 Update, increased the Knight's hitpoints by 3%.
2023
- On 7/2/2023, a Balance Update, increased the Knight's hitpoints by 3%.
- On 19/6/2023, the Card Evolution Update, increased the Level cap of all cards to 15 (from 14).
- On 4/8/2023, a maintenance break, changed the Knight's card image.
- On 7/8/2023, the August 2023 Update, added the Knight's Evolution.
Gallery
Trivia
- The word "Knight" comes from the German "Knecht", meaning servant or vassal. Originally, knights were associated with mounted warriors, later being considered a class of lower nobility, until eventually, knighthood had become associated with the ideals of chivalry, a code of conduct for the perfect courtly Christian warrior. Often, a knight was a vassal who served as an elite fighter or a bodyguard for a lord, with payment in the form of land holdings.
- The Knight is 1 of 7 cards that is already unlocked for the player when they start playing the game, the others being Minions, Archers, Arrows, Tower Princess, Giant, and Fireball.
- In the tutorial, the Knight is the first card that the player is told to use.
- The Knight is one of the first troop cards to be featured in a Trainer's deck, alongside the Minions, Archers, Spear Goblins, Goblins, Bomber, Skeletons, Barbarians, Minion Horde, Mini P.E.K.K.A, Musketeer, Giant, Valkyrie, Wizard, Hog Rider, Baby Dragon, Skeleton Army, Witch, P.E.K.K.A, Prince, and Balloon.
- The Knight is one of the first troops to be featured in a Loading Screen, alongside the Goblins, Skeletons, and Prince.
- The Knight is one of the first troop cards to receive a card render, alongside the Archers, Goblins, Bomber, Skeletons, Barbarians, Bats, Royal Recruits, Skeleton Barrel, Rascals, Musketeer, Giant, Valkyrie, Wizard, Flying Machine, Hog Rider, Royal Hogs, Dart Goblin, Zappies, Elixir Golem, Baby Dragon, Skeleton Army, Witch, P.E.K.K.A, Prince, Balloon, Giant Skeleton, Goblin Giant, Hunter, Electro Dragon, Wall Breakers, Bowler, Cannon Cart, Mega Knight, Ram Rider, Miner, Royal Ghost, Ice Wizard, Magic Archer, Bandit, Lava Hound, Night Witch, and Fisherman.
- From his description, it is implied that Knight and the Barbarians are distant cousins, due to their physical similarities, especially their mustaches and hair color. Coincidentally, both the Knight and Barbarians are voice acted by John Mondelli.
- However, in the Dutch language setting of the game, the Knight is said to be the Barbarian's nephew.
- According to John Mondelli, the Knight has a French accent.
- The Electro Wizard and the Lumberjack are also voice acted by John Mondelli.
- While not available as a character, the Knight's sounds, along with the Barbarians, Wizard, and Dark Prince, are featured in the Clash Royale Theme song in Beatstar.
- When the Knight is defeated, his metallic sword falls to the ground. The other units that drop items upon death are the Rascal Boy, Mega Minion, Dark Prince, Executioner, Mega Knight, Sparky, Fisherman, Golden Knight, and the Little Prince.
- The Knight is the subject of certain cosmetics in the game. More specifically:
- The Knight was featured in the winning decks of multiple Clash Royale Tournaments. More specifically:
- The Knight was featured in the winning deck of the King's Cup II Tournament, by a player called Surgical Goblin.
- The Knight was featured in the winning deck of the Clash Royale League 2019 Tournament, by a player called Surgical Goblin.
- The Knight was featured in the winning deck of the Clash Royale League 2020 Tournament, by a player called Ruben.
- In the Card Mastery intro video, the Knight's Damage Dealer Card Mastery task was shown to require the Knight to deal 77,000 damage. However, it was raised to 77,500 in-game.
- On 4/10/2022, the Knight was supposed to receive a 3% hitpoints increase, but it was pulled back until the 2022 Quarter 3 Update.
- The initial balance change for Knight on the 7/2/2023 balance changes was a 6% hitpoints increase, but it was lowered to 3% last minute.
- Before the Knight's card release, the Knight's hitpoints were decreased by 7%.