Ultimate Guide to Using Mega Knight
Hey guys! Its Blaze Stone back with another guide for you all! Today, I will be talking about one of the strongest card in the game at the moment: The Mega Knight!
Ultimate Guide to Using Mega Knight
Basic Info
Mega Knight is a Legendary Troop card costing 7 elixir and is unlocked from Arena 10 (Hog Mountain).
It is a beefy tank with 3300 HP and does Splash damage! It deals 240 dmg (Same as The Log) per hit. Its main strength however, is its Spawn damage and Jump ability due to which it deals 480 dmg!
Mega Knight’s spawn is similar to that of eWiz except that he deals more damage but only to ground troops.
His Jump ability is similar to Bandit’s dash ability. Both have the range 0f 4-6 tiles and their damage is doubled, except that Jump doesn’t come with invulnerability and cards that target air can hit him while he is airborne.
One main attribute of its Spawn damage and Jump ability is that they deal 360° Splash damage while its normal hits deals damage only on the side he attacks.
Cost | Hit Speed | Speed | Deploy Time | Range | Jump Range | Target |
7 | 1.8 sec | Medium | 1 sec | Melee | 4-5 Tiles | Ground |
Level | Hitpoints | Area Damage | Spawn Damage | Jump Damage | DPS |
1 | 3,300 | 240 | 360 | 360 | 133 |
2 | 3,630 | 264 | 396 | 396 | 146 |
3 | 3,993 | 290 | 435 | 435 | 161 |
4 | 4,389 | 319 | 478 | 478 | 177 |
5 | 4,818 | 350 | 525 | 525 | 194 |
Tips to using Mega Knight
Even though his name is Mega ‘Knight’, he can be a considered more like a bulked-up Dark Prince.
Both deal ground splash damage with similar weapons and similar damage, both have an attribute (Jump and Charge respectively) so that their damage doubles and they deal 360° splash damage.
Mega Knight’s normal dmg can be considered as dmg of The Log while its Spawn/Jump dmg can be considered as dmg of a Fireball.
These things should be kept in mind while using him on defence so that you can determine the number of hits it will require to kill certain troops.
For e.g. MK will take Spawn/Jump hit + 1 hit to kill 3M or 3 normal hits otherwise.
Unlike other tanks, it has Medium speed instead of Slow speed i.e. speed of a Knight. So, he will move faster than other tanks as well Jump ahead and therefore, it is difficult to form Beatdown pushes with him.
Therefore, he is a Control tank rather than a Beatdown tank i.e. instead of forming pushes, use him more often more on defence (utilizing its Spawn Damage to max) and then go on counter pushes.
In many cases down here, you can find more or less similarities in PEKKA and MK.
Synergies with Mega Knight on offense
On offense, Mega Knight should be used mostly in form of counter pushes.
Since, he is not a card for slow paced pushes, he should rather be used in fast paced pushes with cards like Hog Rider.
Mega Knight deals ground splash damage, so he is weak against air troops like Minion Horde and high HP Point damage troops like Knight.
So, basically you need cards which cover his weaknesses.
Hog Rider
MK + Hog Rider is one of the strongest hog combo in the game at the moment.
MK is a great tank and a threat card as well as a splash troops for your Hog Rider making it easy for the hog to reach the tower and start hammering it.
This is however, weak to air troops so make sure you have spells like arrows or fireball in your hand.
Battle Ram
MK + Battle ram is similar to the above-mentioned combo; however, it is a bit inconsistent in terms of damage it deals.
What I mean is often, the battle ram won’t connect so the damage won’t be much.
However, when it connects, it will deal tons of damage.
Similar to above, keep spells in your hand.
Miner
MK + Miner is a bit different combo than the above ones.
This combo is far more consistent in terms of damage as long as you can play well with Miner (placement tactics).
This combo is cheaper as well so you can play it more amount of times.
MK acts solely as a Threat card here, so that players focus on killing him while Miner as actually your win-condition and takes down a chunk of tower HP.
Bandit
MK + Bandit is an awesome combo.
Both have a special ability that enables them to move quickly.
They both have a very powerful synergy as Bandit’s dash will take care of the troops who survive MK’s Jump. They are threatening combo as you need to act quickly.
Graveyard
MK + GY is the old Tankyard combo.
But the difference between the other Tankyard decks is that this combo also functions as a Splashyard deck combo as Mega Knight is a Splash troops.
You can add Tornado here so that all troops gather around the tower on which the Mega Knight jumps dealing tons of damage to the tower as well as killing enemy troops.
Even without Tornado, this combo is pretty effective.
Balloon
MK + Loon is a scary combo.
Balloon is a slow card while MK is a faster card so this contrasting element in the push makes it complex and difficult to counter.
Opponent has to focus on killing the MK first as he is faster but since he rather takes a good amount of time to die, the Balloon can reach the tower so you need Bats or Minions to counter it.
Arrows here are important as they can kill those air troops and thus, this combo can deal tremendous amount of damage.
Tanks
MK isn’t a beatdown tank. However, it doesn’t mean he cannot be used in beatdown decks.
MK + Tank is rather a unique combination of two tanks in one deck.
But the reason that MK doubles as a Splash support so he acts here as a high HP support rather than a tank.
These combos are hard to place down as you need high amount of elixir, making Elixir Collector a compulsion.
However, once placed, they are difficult to take down.
Spells
Due to MK’s versatility, almost all spells synergise well with it some deck or the other.
Main use of spells is to cover his weaknesses.
Spells like Poison, Fireball, Arrows help to clear those air troops
The Log is rather not necessary in MK decks but when used, follows the same role as in other decks.
Zap helps to finish of troops while Lightning helps to destroy buildings and weaken high HP troops while both of them help to reset inferno tower, inferno dragon and sparky.
Synergies with Mega Knight on defense
Mega Knight is a very powerful defensive card. In fact, he can take down many pushes on its own.
However, he is a splash troop with medium damage, so he doesn’t do well as a tank killer. So, to cover this weakness you need a strong tank killer with him.
Before going on synergies, let’s discuss how well he does on his own.
He can take down Ice Golem + Hog Rider combo alone with 0 damage on your tower. That’s raw power!
He can wreck Battle Ram pushes, X-bow, Graveyard, Mortar, 3M, Spawners, Log bait pushes and those annoying Elite Barbs!
Inferno Dragon
MK + Inferno Dragon is a combo used in almost all MK decks.
Inferno Dragon has established its place as staple tank killer! MK can take care of those support troops while Inferno Dragon melts down the tank. However, both of them are weak to air swarms so keep a spell in hand!
Tornado
With Tornado, MK can devastate ground pushes. He can take down almost all support cards with this combo!
Pull troops away from him so that he jumps on them. That’s basically as good as doing a Fireball + Tornado.
Zap
Zap is a must need if you don’t have eWiz.
Most players will use in Inferno Dragon on offense to kill your MK, so Zap along with Minions or Bats are needed to take care of it and make your defence successful.
It can also be used to quickly kill something like 3M down in one lane. Basically, you do Zap + MK at same time. Neutral elixir trade but you have a tank with 3300 HP left.
Poison
Poison helps MK on defense a lot.
It takes down air troops and swarms as well as weakens support troops to make MK’s work easier and enable him to survive with lot more HP.
Tank and Spank
In this combo, MK is the tank while any cheap troop like Goblins or Bats can deal tons of damage to enemy troop.
This combo is rather useful against cards like PEKKA which can deal lot of damage to your MK when you use him on defence.
Use this combo to distract the high DPS troop and its support while the cheap troops with high DPS do the work.
Counters to Mega Knight
Mega Knight can be a tricky card to counter due to its Jump ability and high splash.
The things you need to keep in mind are timing and placement.
One thing about Mega Knight is that once he starts his jump, he it doesn’t stop. He can literally do a jump on the same tile he is on if you place a troop near him while he starts his jump.
This can be bad as you just wasted your elixir and may cost you the game.
The same thing is with placement.
If you place a card more than 4 tiles away from him he will eventually jump on them and deal double the damage. On the other hand, if you place a card within 4 tiles he will just walk towards it.
Now coming to card counters:
P.E.K.K.A
P.E.K.K.A is the Mega Knight’s worst nightmare. She can absolutely destroy him 1v1.
For her particularly, the placement and timing doesn’t really matter much as she will kill him easily anyway.
However, in a battle, MK will always be supported so you may wanna use other cards and determine the placement and timing accordingly.
Spirits
Ice Spirit and Fire Spirit don’t actually counter MK but can help a lot.
The thing about the Spirits is that they jump and go on Kamikaze-mode before the MK can complete his jump. Even if you place MK directly on them, the spirits will still damage him.
This interaction makes them excellent cards to use while defending against Mega Knight, the Ice Spirit especially, owing to the stun/freeze ability as it can freeze the Mega Knight.
However, place them at a distance from MK or if they are placed like on the tile besides him, he will just kill them as quickly as they were deployed.
Knight
The irony is that the Knight can actually counter the Mega Knight, though not 1v1. You will need crown tower and another card’s help.
There are three ways to counter him mainly.
First is with Ice Spirit. You can place the Ice Spirit in the cross fire zone of your tower. MK will jump on it but due to above mentioned interaction, the Ice Spirit will jump first and end up freezing him. As soon as that, place your Knight so basically the Knight along with the two towers will kill the Mega Knight.
Second is Knight + Ranged support (or a building). Use your Knight to tank and a high DPS ranged unit behind the Knight to take of the Mega Knight.
Lastly, use tank and spank tactic. Use Knight to tank and absorb damage and then place a cheap troop with HP DPS behind MK.
Ice Golem
Ice Golem does the same role as Knight above except that it doesn’t do damage.
However, he attacks only buildings, so can thus be used to kite MK to other lane while a ranged troop (or building) takes care of him.
You can also use him in Tank and spank tactic, the catch is that Ice Golem doesn’t do damage nor has the health as high as Knight so you need a higher DPS card to kill him.
Inferno Tower/Dragon
Both these cards can melt Mega Knight. Just make sure to take care of distraction troops like Bats or Minions.
Sometimes, you may need to use a distraction unit yourself like Ice Golem or Ice Spirit to buy time so that the Inferno cards can fully heat up.
Cannon Cart
Cannon Cart can crazily counter MK if placed near the cross-fire zone of your towers.
MK will take care of the entire Cart and still be alive but barely with any HP so that he will die by the time he reaches your tower.
Make sure you place it properly or MK may survive with lot more HP than you wanted.
Minion Horde
Minion Horde (or punish Horde according to Lolman) can just shred away the Mega Knight.
It needs to be placed in the middle of the lane so that there will be less movement and slightly more hits.
However, this is risky and not dependable as opponent can use a spell to wipe out the Minion Horde.
High DMG Melee Troop
These include cards like Night Witch, Bandit, Lumberjack, Elite barbs, Prince, Dark Prince etc.
Some of them can take care of Mega Knight on their own but as it happens in a battle, a card is rarely alone.
So, most of the time you will need a distraction unit like Ice Golem or Ice Spirit to counter him completely.
Tombstone
Tombstone is a weird card to be seen on this list but the thing is that the Skeletons that spawn are a great distraction for MK.
Place your Tombstone on the tile right in front of King Tower towards the lane the MK is in. The skeletons that spawn will constantly distract him and eventually pull him towards the Tombstone.
MK will kill the tombstone and the death spawn skeletons but after that will hit the closest thing: Your King tower thus activating it!!!
Also, the skeletons distract him long enough that the two Princess towers will deal lot of damage to him.
*Note: There are lot more synergies to use with Mega Knight and many different ways to counter him. I have explained the ones which are most popular, effective and easy to use*
Best Mega Knight Decks
Mega Hog Control
Mega Miner Poison
Mega Minerloon
Mega P.E.K.K.A
1st after repost…
challenges
ggwp
its sooo annoying
2nd after re? nice guide peakcell
3rd After repost???
4th
I was wondering why this guide sounded familiar
same lol
5th after re
i can relate
LE guide est tres bien. lol sry. Just had to
Ikr-as well as shouldn’t the introduction be Bonjour a Vous, not Bonjour a tous?
I’m not a French expert, I’ll leave the tekkie stuff to u xD
Hmmmm well tout le monde is everyone, maybe tous is a short form for that?
Where did peakcell go?
uhh nope
great guide peakcell
5.1th
so this is 0.1th of a comment
🙁
Don’t do that
we know that already….you don’t have to tell us, you tell us whenever you post a comment
Come on come on chill….
that was a misconception
and i edited
hi =D
its a repost…
so would this count as my 7th guide?
Ya probably
Yes
It’s a repost dude
I guess i should be the one that states tons of ideas for balance changes, if i were to guess, next changes would probably be on November 3rd
My ideas and reasoning:
Mega Knight: HP -5%, Damage -9%: Mega Knight is definitely too op even when shown how to properly counter it, it has a very high winrate of about 75%
P.E.K.K.A: Damage -3%: No longer 1-shots Ice Wizard
Goblins: HP -6%: Tied with Bats as the #2 cycle card (with #1 being the Ice Spirit), but with Goblin Gang and Goblin Barrel being very common in the meta, reducing their HP should be a good move
Zap: Damage -2%: Keeps interaction with Goblins the same
Electro Wizard: Spawn Damage -2%: Keeps it consistent with Zap
Three Musketeers: Deploy Time to 2 sec (from 1 sec): Three Muskets are definitely still popular and are almost impossible not take any damage via pocket move, this change gives players more time to react
Knight: HP -7%: Knight is definitely too strong for 3 elixir, HP is reduced to hinder his defensive capabilities so that Valkyrie and Mini P.E.K.K.A can come out of the Knight’s shadows
Ice Wizard: Hit Speed to 1.5 sec (from 1.7 sec): This change is to allow it to rival Electro Wizard more
as always, buff the ice wiz directly and indirectly with the small pekka nerf
well it is still overshadowed by ewiz…
yea so i think the direct buff would be good but the indirect buff… nah OR ice wiz HP + 3% would BARELY work for pekka to 2shot it
Eh I’d disagree with the Mega Knight nerf. Not that many people use it at top ladder, although it is fairly common in challenges. The reason is a lot of troops counter him. All Flying troops, inferno tower, pekka, high dps troops, knight, goblin gang, so many good counters to it results in it being like a sparky.
Pekka, ehhh. It’s already having ahard time countering Golem (especially the Golem night witch deck) as often seen in CCGS. I’d leave it as it is, especially as Ice Wizard is a decent card already.
Goblins nerf sounds reasonable :), as long as zap doesnt one shot it
Ewiz is probably one of the most balanced cards in the game. I guess 2% nerf wont do much, so sure why not.
3Musketeers sounds like a slight buff as well. I almost always use them behind king tower, so an extra second is a tiny bit of extra elixer I can use to support them. I’d make 3Muskies back to 10 elixer or something, so they become even more risky to play.
Knight nerf agreed, it is extremely strong.
Ice Wizard DOES NOT need another buff. It is really strong already, a cheap defensive lockdown troop that is impossible to gain a positive spell elixer trade on. (fireball zap results in 3 less elixer trade!)
Other changes
Zap needs a .1 second less stun duration due to its massive popularity
Skeletons need a 5% buff in damage or something, then another Graveyard nerf to compensate
Wizard needs a buff, probably in HP. It’s too fragile.
Bats need a slight damage nerf, maybe like 2%.
Skarmy maybe +1.
Everything else seems good 🙂
hey i didn’t even know you were mod!
i would not nerf three muski like that as that is one of the things that make it powerful if you were to do that you would also have to nerf the musketeer the same since they are technically the same crad it would throw three muski out of the meta
lol u should be replying to joseph
wizard has a lot of usage on ladder
well tbh 3m was meant to be placed in the back
What if you want to mirror the 3 muskies?
MK is very much balanced and easy to counter.
Why the BLOODY HELL ARE YOU PEOPLE AFTER ZAP? WHY DO YOU HATE IT SO MUCH?!! GIVE IT SOME LOVE PEOPLE!!
and you forgot one thing – ebarbs buff…..
NO NO NO NO NO NO NO NOT EBARBS BUFF
Supercelll shoulda made Em a rare
whats em
He probably meant ebarbs
yes yes YES EBARBS BUFF
NO NO NO NO NO EBARBS BUFF
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!
Goblins hp nerf, zap only got nerfed to keep interactions the same
Then what’s the difference?
Knight, Barbarians, bandit, and miner would then be able to kill equal leveled goblins
Still, I just want zap to be restored to its former glory.
Hell no, the fact that the log can kill gobs while zap can’t is the only way to keep zap in check. Cuz face it, if both cards can kill gobs, and then zap can also hit air units, there’s really no point of using log
Zap’s damage was always less than the log’s. It was higher than it is now, but still lower than the log. It couldn’t even kill a princess! But it still killed goblins. It was my first overlevelled card before it got buffed, so I hope you understand if I am a little biased.
eh ture, zap is my most overleveled card 😛 (zap lvl 11)
Ebarbs dont need a stupid buff,they are already balanced enough
Lol you really love ice wizard don’t you. e wiz doesn’t need any more nerfs. It already got nerfed twice in the past update. Agree with 3m. If they pocket place it it’s just so annoying. knight is balanced enough, and ice wizard is already a pretty decent card on defense and a very good defensive card for 3 elix.
Really good changes this time, only thing is the gobs, zap and ewiz.
I do agree goblins do need a nerf, but if you nerf the zap then you have to nerf the ewiz which will just kill him imo, the MK doesn’t need both the nerfs, a 2% health reduction is enough i think
The Mega Knight is definitely not OP. It’s leap already got nerfed so it walks to its targets half the time.
Okay okay that’s true… and then the cannon cart buff indirectly needed MK
new poll : what epic card do you think will impact the most the most if it’s buffed? I think golem. maybe.
x-bow
Witch?!?
lightning
idefk why it was nerved in the first place
Lightning got nerfed because the radius was just way too OP and easy to get value for 6 elixir. Also it was being used so much in beatdown. Supercell just wanted a changed
but they overnerfed it.
This question is a little confusing… probably Giant Skeleton if they buff anything to do with the bomb
Basicly none,but i think its the prince brothers
X-bow
(You wrote most instead of meta)
Definitely witch
YEET! Giant Skeleton Sparky deck guide is now in the process of being written!
berin used a GS sparky deck in ccgs
No he didn’t the deck layout thing was wrong, Berin used archers and skeletons instead of GS and sparky
What deck layout?
I just voted first on the new poll!
Why the repost?
Lightningmaster added some extra tips
Poll (sorry larry): What is the most annoying two-card combo in the game?
I would say E-Barbs and Valk, or Tank and Witch/NW
Three musk + infinity golems! Lol
golem+3m isnt too annoying, if you having med/hi dmg spell in hand and a good tank melter it shouldn’t be hard. Those decks have rly bad defense
Either Prince valkyrie or lavaloon
Prince Valk is soooo annoying i agree, especially deadly in lower arenas when no one can counter the combo
I use lavaloon hhahaha
Ebarbs RG for sure
golem night witch
Agreed.
yeah your basically screwed if you dont run air splash witch i dont
WITCH i don’t haha. Get it? Witch is an air splash unit
somebody noticed
*eye roll*
you roll what
……-_-
lols
Giant + Witch (Ebarbs + Zap got a close second tho)
Probably Knight+Ice Spirit. Really good on defense.
rg ebarbs
Golem Graveyard
dah cancer combo
E-barb+valk comboe, makes me wanna break mah screen
IDK
I am really excited for kings cup II this weekend
ikr, free stuff!!!
ikr im so funny (not like you)
also why did you upvote your own comment…..
First after repost
First reply!
first reply to the first reply
First reply to the first reply to the first reply
Sorry Peakcell and Lightning master but the your guide needed updating and so this basically replaced yours…
It’s fine, my counters guide lacked a few things that you covered
Second!
3rd after re
Will, please update DOTW
DOTW is mine, not Will’s. Sorry for not updating this month, I was really busy!
Ok
Oh, you’re an editor? Didn’t know
i thought it was deck of the month?
Yeah, my bad
Nice battle ram
Will, WordPress 4.9 is available. Plz update!
Poll: What is your favorite swarm?
does graveyard count? if yes then graveyard, if no, then either bats or goblin gang
goblins?
gob gang
Bats Gob gang or GY
Nice guide blaze! I had a bit of trouble countering pekka MK
Thanks as well as sorry for replacing your tips
same. i went up against 1 of those decks and… well… i about cried lol
hey
i love how they show the pekka card even tho they are talking about a synergy between battle ram and mk
Will made a mistake…
How can I type a guide on an Android phone?
I would use the Word Doc App to type it up, and then just copy and paste to CRA.
But what about the pictures and links?
Will adds them for you.
Will adds them! unless you want a specific picture to be added!
4th after repost no one claimed
Just submitted my first deck guide… cross your fingers for me!
okay
Hope it gets posted!
what did you write about?
Just a new Giant-loon deck i created that I’ve been having success with
yay yours got posted
yep XD
Sorry guys. Smoked a little weed yesterday
wtf???
Wait… WAT
Will gone bad
promise that you won’t ever do that again, ok?
will pls don’t do drugs lol
doing weed is better than doing most of the other drugs.
C’mon Will…….
if he wants to do it, we cant really do anything about it by talking to him on the internet :/
5th and last
Mk the overrated unit has a lot of counters
MK isn’t overrated, it provides a lot of defensive advantage.
The defensive value isn’t like huge or anything and yea, it’s pretty overrated.
still, not bad for a legendary card.
i’d say it’s a good card but have you seen casual players talk about how op it is?
it isn’t certainly ” OP ”
It used to be overrated
Loads of cards have loads of counters lol
FIRST! MUHAHAHAHA
What the heck?
nah obviously I’m first
Do u know how to scroll down.?
Yea and I’m first
What an idiot
I wan to make video using this article(Not All Of Them).Do You Have A Channel Or some Social Media So i can get you featured in that video.
or I just make the link into this post?
We have a facebook page. Pls do mention us or we make complain.(There was a guy who used our content without mentioning us and that didn’t end well for him).
The Link Of Facebook Page?
I have not created the video yet
i cant find facebook Page Named “Blaze Stone”
Good Guide! i will Use this to make video and feature you to the video
Thanks!
first reply to first reply
true but mega knight can jump over the log if the log is not timed right