“He lands with the force of 1,000 mustaches, then jumps from one foe to the next dealing huge area damage. Stand aside!”
The Mega Knight card is unlocked from Royal Arena (Arena 7) or a Legendary Chest. He is an area damage, ground, melee troop with very high hitpoints and moderately high damage. He deals high spawn damage when deployed and jumps to targets that are between 3.5 to 5 tiles away from him, dealing twice his normal area damage on impact. A Mega Knight card costs 7 Elixir to deploy. The Mega Knight wears dark grey armour with a helmet that covers most of his face and wields two mace-like weapons attached to his arms.
His spawn damage is similar to a Fireball, which makes him useful for countering cards with similar hitpoints to a Musketeer or a Wizard. He will then only require one more regular attack to defeat them fully. However, the Night Witch, Witch, and Bandit have slightly more health than these units, so he will require a second swing to finish them off.
One of the keys to defeating the Mega Knight is timing. To counter the Mega Knight properly, the counter unit should generally be placed no more than three tiles away from him, 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.
Using the above strategy, grounded mini tanks like the Knight or Prince are the most Elixir-efficient counters to a lone Mega Knight coming onto the defender's side of the arena. With the help of the Princess Tower, the Mega Knight will not be able to take out the mini tank before he is defeated.
The only grounded mini tank that cannot be used in this way to counter the Mega Knight is the Ice Golem. Even if the defender attempts to kite the Mega Knight, he will still have a majority of his health left after dealing with the Ice Golem.
Like the Bandit, the Mega Knight will retarget onto any troop placed nearby him if his original target ends up being farther away than the new troop. If the defender is in a situation where they know they cannot prevent his jump from occurring, they can still place a cheap troop like Skeletons or Ice Spirit in front of him right before he is about to leap to soak up the damage.
However, the Mega Knight's jump mechanic is not to be confused with the Bandit's dash ability. His charge time is 0.1 seconds slower and does not make him invincible. He will still take damage while he's airborne and can be defeated mid-air. Interestingly, an X-Bow or Mortar will stay locked onto a Mega Knight even when he jumps. He makes a great counter to the siege buildings as his jump is difficult to react to at the bridge and will take out a majority of their health. He can also take care of the frailer support troops backing up the building after taking it out.
The Bandit can fully counter a lone Mega Knight. By deploying her 4 tiles from the river and 3 tiles from the Princess Tower when the Mega Knight is 2 or 3 tiles from the river, she will dash at just the right time to nullify the jump damage of the Mega Knight as well as lure him into range of both Princess Towers.
The Mega Knight is powerful when paired with other high-damaging units like the Mini P.E.K.K.A. or Lumberjack since he will absorb the incoming damage and eliminate any ground swarms with his area damage, and the other troops can help him defeat high-hitpoint troops that can distract him. However, the attacker may need to back up this push with anti-air.
The P.E.K.K.A. is a great counter to the Mega Knight. She will quickly defeat the Mega Knight for a neutral Elixir trade, and can then be used in a counter-push.
An Inferno Tower can take out the Mega Knight as long as the opponent doesn't have a Zap or any other card that can reset the Inferno Tower's damage ramp-up.
The Mega Knight is a great counter for Witch, as his splash damage can defeat the spawned Skeletons as he continues to attack the Witch.
The Mega Knight is helpless against air troops such as Minions and Bats so it is best to pair him with other troops that can attack air, such as Archers, the Wizard, or the Executioner.
A Zap spell will not stop the Mega Knight from jumping once his charge initiates. The jump can only be stopped if he is defeated mid-air, or if the player uses other cards to pull him out of his jumping range like a Tornado. When he is already mid-jump, only the Fisherman can cancel its effect.
A Skeleton Army is typically not effective against the Mega Knight. In most cases, the Mega Knight will destroy the Skeleton Army even when he's surrounded due to his large splash radius. However, if he has around half of his hitpoints left, it can be effective to use the Skeleton Army on him.
The Mega Knight can be used to counter a Goblin Barrel but requires precise timing. His spawn damage 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.
The defender can use the Mega Knight's jump mechanic against him and activate their King's Tower with Ice Spirit and Skeletons. The player should wait for the Mega Knight to approach their Princess Tower, and when he is about to jump, deploy the Ice Spirit four 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 King's Tower and one tile away from his lane, right before he jumps a second time. If done correctly, he will head towards the King's Tower after jumping onto the Skeletons, activating it.
Likewise, Tombstone can also lure the Mega Knight into activating King's Tower, given the Tombstone is deployed right in front of the King's Tower to the Mega Knight side (7-2 placement). The Mega Knight will jump closer to the Tombstone and eventually destroy it, targeting the King's Tower afterward. For a slightly more expensive, but more consistent King activation, the Tombstone can be placed higher up, such as with a placement five tiles from the river and two tiles from the Princess Tower (5-2). After its destruction, the player can place a troop that is one shot by the Mega Knight's jump close to the King's Tower.
The Mega Knight was available in the Mega Knight Challenge which started on 25/8/17. 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, and they would have been able to unlock him out of subsequent Chests before his official release.
From 31/8/17 through 4/9/17, the Shop had a special offer that Arena 10+ players can buy up to four Super Magical Chests at the normal price that had a 50% chance to contain a Mega Knight card with the first chest and a guaranteed card with the second. If a Mega Knight card is obtained in the first chest, then the second one will not guarantee it. The process is repeated with the second pair of chests.
The Mega Knight card was added to the game on 8/9/17.
On 9/10/17, the October 2017 Update fixed a bug where the Mega Knight would jump even if he was less than 4 tiles away from his target.
On 12/2/18, a Balance Update decreased both his spawn and jump 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 4/6/18, a Balance Update increased both his spawn and jump damage by 23%, but also decreased his area damage by 7.5%.
On 20/6/18, a Balance Update decreased his minimum jump range to 3.5 (from 4).
On 5/11/18, a Balance Update increased his hitspeed to 1.7 seconds (from 1.8 seconds).
On 28/1/19, the January 2019 Update moved the Arena to unlock the Mega Knight from Hog Mountain (Arena 10) to Royal Arena (Arena 7).
On 1/7/19, a 'Rulebook' Update increased the Mega Knight's range from 1 to 1.2 (now classified as Melee: Medium).
He and the Electro Wizard are the only troops that deal Spawn Damage. Unlike the Electro Wizard, however, the Mega Knight's spawn damage does not affect air units.
If the language is set to Italian, the description states that he lands with "the force of 100 mustaches", as opposed to 1,000 in other languages. This is likely a translation oversight.