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Clash Royale Wiki

“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 a melee-ranged splash damage troop with very high hitpoints and moderate splash damage. He appears with black spiked fists and armor, along with grey chainmail and a team-colored belt. If there are grounded units between 3.5 and 5 tiles of him, he will stop moving and begin charging a jump attack which takes a few seconds. This attack deals twice as much damage and hits units in a 360º area around his landing. He also performs this jump upon deployment. A Mega Knight card costs 7 Elixir to deploy.


  • His spawn damage is similar to a Fireball, which makes him useful for quickly defeating cards with similar health to a Musketeer or Wizard. He will then only require 1 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.
  • The Mega Knight's high spawn damage and very high hitpoints make him nearly impossible to defeat on the opposing side. He can get enormous value against massive pushes because of this.
  • The Mega Knight works well with the Inferno Dragon, as they compliment each other's weakness. Mega Knight can take out ranged glass weapons and swarms that counter the Inferno Dragon. The Inferno Dragon in turn can roast through tanks Mega Knight would struggle to deal enough damage to. However, it can be somewhat countered by air swarms so be sure to bring spells to deal with them.
  • A similar strategy is to combine Mega Knight & P.E.K.K.A. in a push, as they also counter each other’s weaknesses. While it can be more threatening, it is extremely expensive at 14 Elixir, often requiring that 1 of them be used on defense beforehand, which can whittle down their hitpoints. It is also even weaker to air units.
  • 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 tanks like the Knight or high-damage glass cannons like the Mini P.E.K.K.A. 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 them before they are defeated.
    • The only grounded 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.
  • Similar to the Bandit, the Mega Knight will re-target onto any troop placed nearby him if his original target ends up being farther away than the newly spawned 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 in front of him right before he is about to jump 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 is airborne and can be defeated mid-air. Interestingly, while in mid-air, The Log, Earthquake and Bowler will not be able to damage him, but an X-Bow or Mortar will stay locked onto an airborne Mega Knight. As a result, he counters these siege buildings well 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 weaker support troops backing up the building after taking it out. Sparky and Bomber will also hit the Mega Knight even when he jumps.
    • 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.
  • Since the Mega Knight's damage per second without his initial jump is somewhat low, highly damaging units like the Prince or Mini P.E.K.K.A. can complement him well, helping him take out tanks while the Mega Knight helps deal with swarms. Air units like Minions also work well, but are usually vulnerable to spells.
  • The P.E.K.K.A. is a great counter to the Mega Knight, as her high damage per second and high hitpoints allow her to defeat the Mega Knight 1-on-1 even without a Princess Tower helping. After defending, she will have a fair amount of hitpoints remaining in case the player would like to counterpush. In the case that your opponent reveals that they have P.E.K.K.A. first, it is best to drop the Mega Knight in the other lane as it is unlikely that they will have much Elixir to counter your Mega Knight. Additionally, the Mega Knight moves much faster than the P.E.K.K.A., and is harder to distract with swarms, making the P.E.K.K.A. approaching your tower fairly easy to deal with.
  • The Inferno Tower and the Inferno Dragon can take out the Mega Knight as long as their ramp-up attack is uninterrupted. If they do get interrupted once, spending a bit more Elixir to deploy a distraction unit, such as an Ice Golem, will keep the Mega Knight in place and can allow either Inferno card to charge up in time again to defeat him.
  • 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, by using such as the 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, by using The Log, 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's dragging ability 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 it 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 an 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. This will deal significant damage to the player's King's Tower however, so it is not recommended to perform this more than once.
  • 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.
  • Barbarians are an effective counter to the Mega Knight, provided his jump is negated. They will counter him for a +2 Elixir trade. 3 of the Barbarians will survive, demanding further response.


  • 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, despite falling from the sky upon deployment.
  • The Italian description used to have a translation error which said that he lands with "the force of 100 mustaches".
  • He is the only troop with 3 types of attacks, having spawn damage and a jump attack in addition to his regular attack.
  • His appearance and description imply that the Mega Knight may be an "upgraded" version of a regular Knight.
  • He and the Giant Skeleton do the same damage with their normal attack. His spawn and jump damage is also the same as Giant Skeleton's bomb disregarding its Crown Tower modifier.
  • The Mega Knight has the highest hitpoints out of all troops that do area damage.
  • The Mega Knight has the 3rd highest hitpoints out of all troops in the game, with only the Electro Giant and Golem outclassing him.


Hit Speed
Damage Speed
Deploy Time
Deploy Time
Jump Range
Dash Range
Troop Count
7 1.7 sec Medium (60) 1 sec Melee: Medium 3.5-5 Ground x1 Ground Troop Legendary
Area Damage
Area Damage
Spawn Damage
Jump Damage
Damage per second
9 3,300 222 444 444 130
10 3,630 244 488 488 143
11 3,993 268 537 537 157
12 4,389 295 590 590 172
13 4,818 324 648 648 190