Mega Knight: hmmf
Mega Knight:roorh.... HUYIARH
Hmm it's-a Orange Juice
What's up everyone
this is OJ
The Mega Knight has a massive spawn stomp
It's a huge area with a 1 tile knockback on medium-sized units
this deals twice as much as his regular attack
Its near the damage of a fireball
his second attack knocks out all of these "fireballie" units
Night Witch and Bandit are NOT fireballies
They have more health and require a second swing
His jump activates between 4 and 5 tiles,
has a 1.1 sec charge time
and it deals twice as much as his regular attack
Same with the spawn stomp
his jump has the same knockback, but the radius is a bit smaller
The stomp and jump will NOT target air units
he'll crush the skarmy, but that minion horde
is going to give him some problems
He has a 1 tile attack range
this is the same as the mini P.E.K.K.A or Dark Prince
Pretty standard melee attack
Just like a PEKKA, this guy is someone you do NOT want
locking on to your tower
He has the ability to take it out, and then some
He's got the same hit speed as the mini PEKKA as well
That means he shares the same mechanic
so if a Hog is running away while it's finishing its attack
it will still land that attack. As a result, the Hog
gets 0 hits on your tower
Even with a pig push, the Mega Knight will be able to
deny a hog entirely.
This is 7 for 4, but the counter-push potential is REAL
He is a force to be reckoned with
Even an Ice Golem-Hog combo only gets 1 shot off the tower
and now your opponent has to deal with a counter-push of a full-health Mega Knight
This is a very precise timing that can actually stop
all hits from the hog
but this is not practical to rely on
because it's nearly impossible to pull this off consistently
His attack has a splash radius of 1.3 tiles
To put that into perspective, the Dark Prince
has a 1 tile splash radius
Guards are a bit thicker so most of the time, he'll still hit 2 of them
You can surround him with guards on occasion
but it's very difficult and not practical to pull off.
Here's another example of his massive splash radius
you can surround him with Barbarians to counter him
but usually, 2 to 3 barbarians
will still get splashed on a certain side
That being said, you can easily surround him with a thinner skeletons
though that will not stop him
but of course, you can't expect 1 elixir to defend against 7
That's why you need to pair it with Minions,
Musketeer, Bats, or something with high damage output
Unlike the Bandit's dash, he is NOT invincible when he jumps
he'll continue taking damage while airborne
and can actually die mid-air
Here's an interesting interaction against the Bandit
his jump is already initiated, he will not falter
once he's already charged up, he's gonna jump
Although you can pull him with a tornado while mid-air,
you have to wait until he lands before that Tornado can suck him in
The Mega Knight can be substituted with a PEKKA in certain decks
but leaves you weak against Golem
PEKKA is THE best counter. Here's the difference though:
once that PEKKA is counter-attacking
it's relatively easier to distract with smaller swarm units
Here's the difference: if you defend with Mega Knight and counter-attack
it's much more threatening with the jump
if you don't have the proper counter in rotation
it's gonna cost A LOT to prevent him from locking on to your tower
not to mention this scenario does not include him having support units
If you're facing a beatdown deck with PEKKA or Golem
counter-push the other lane HARD
it's highly unlikely you opponent has a 3-elixir hard counter
to the Mega Knight and its support units
That being said, it's not the end of the world.
let's flip this scenario around. If you planted a PEKKA in the back,
you'll want to use his jump mechanic to your advantage
something ranged, but cheap like an Ice Wizard
can aggro him on to your PEKKA
The magic is his jump mechanic.
It increases his total damage output while exisisting
for example if you have a Golem and Zap
against an Inferno Tower, your Zap isn't going to help
the unsupported Golem, because it waddles so slowly towards the tower
Whereas if you have a Mega Knight
and Zap against the Inferno Tower, he'll jump
on to the Inferno immediately, and right before dying,
he'll jump on to the tower. Don't worry though
the Inferno is still a hard counter. But if they have Zap,
just put down and Ice Spirit or something
With spirits, they're an excellent way to
manipulate his pathing and bait out his jump
the spirits won't actually die from his jump and they'll survive long enough
to jump on to him
His jump is pretty deadly.
it can one-shot Archers and Bombers
then proceed to jump on to the next target
His regular attack deals 240 damage
so he'll one-shot Princess and Dart Goblin
but without that jump, those Archers and Bombers will survive the first swing
With the right units, the Mega Knight is not difficult to counter
if you have a tank and a support unit,
he'll melt. PEKKA or Prince can deal with him fairly well.
A Dark Prince can counter him surprisingly well too.
I mean if there was an Ice Spirit too,
it could stop him completely.
Skarmy is an OK counter to him
but with his 1.3 tile splash radius,
he can usually annihilate the Skarmy
If you time it just right
you can maybe stop him 1 in 10 times, this is not reliable
The timing and positioning are too precise to pull off in a real game
But I mean if he already has half health, absolutely use Skarmy to surround him
or at least have support units backing up that Skarmy
You do NOT want to plant units when he's ready to dash on to the tower.
Just like the Bandit, once he's already initiated the dash,
you will not be able to stop his jump
The Zap spell does NOT reset his dash attack
Once it's initiated,
he's dead set on going Lebron James on that Ice Golem
Don't even think of planting down an Electro Wizard to disrupt his charge
because it doesn't. This is even worse because it's classified as a
fireballie. He's gonna disappear fast.
Aside from Tornado, the only other spell that can reset his charge
is the mighty Log
the knockback resets it completely
and lets you quickly plant a tank to prevent him from charging the jump
But even the mighty Log can't hit the Mega Knight
while he's mid-air. He'll dodge it completely
because he's quite literally airborne
and the Log only hits ground units.
If you don't have a PEKKA or Prince, the second
best way is to put down a tank and a strong hitting unit.
Ice Golem is an OK tank. Make sure to plant him
in front of the Mega Knight. Pair it with an E-Wiz, and they'll
just be able to stop him. This is 6 elixir on your side.
Placement is KEY.
if you place the Ice Golem too high, the outcome is
completely different. Your E-Wiz dies, and your tower takes 1000 damage
It doesn't have to be an E-Wiz
could be Minions or other high DPS units.
Minions and Ice Golems are probably one of the cheapest 2-card combos.
it will barely stop him.
Of course this only works if they don't have
splash support units behind them, or arrows.
If Mega Knight becomes meta, I'd rather have a Knight than an Ice Golem
so a tank can be something like a Valkyrie, a Knight or an Ice Golem
and the heavy hitter can be Bats, E-Wiz, Musketeer, Minions, etc.
A Mini PEKKA is not enough to take out a Mega Knight,
you'll need something to support the Mini PEKKA.
This is an 8 for 7 elixir.
This is not a negative elixir trade, because you now have the option
to counter-push with that leftover Musketeer.
The problem with these combos is sometimes,
you may have only one of the two cards in rotation necessary to counter him
he's gonna jump on your tower fast.
At least the Cannon Cart stops him alone.
One interesting way to counter him is to sacrifice 25%
of your King tower to prevent all that damage for a +3 trade.
This should only be done once.
You're trading lifeforce for sweet, sweet elixir
Another combo that wrecks the Mega Knight is the classic "Exnado" combo
The only thing with this though is that
you have to make sure you have a beefy tank to ensure that he
doesn't jump on to your executioner
The tank you use must be able to withstand Mega Knight
and its supporting units behind him.
Of course, if you have an Inferno tower, it'll stop him,
as long as they don't have prediction Minions, a Zap spell,
or a Night Witch behind him.
There are 2 more buildings that can stop this beast
The Bomb Tower can take care of him, because it has
so much health
A Barbarian Hut barely stops him.
A 7 for 7 trade. A few barbs will
spawn if you want to consider counter-pushing
The spawn stomp radius is massive but it's not that big
to be able to take care of a Goblin Barrel surrounding your tower
But just like the E-Wiz, if you time it correctly and
deploy right as the shadow of the barrel flies past the tower,
you can destroy all of the goblins.
This is a ridiculous combo, but maybe against
Log bait you don't have the Log in rotation
This is a reliable technique that you can pull off every time.
It's a matter of practice.
Once a King tower (sic.) is down, the optimal tile
to deploy him is the deepest.
He'll deal the same damage so it's best that he starts as
close to that tower as possible.
If you have a ranged or flying unit like Musketeers or Minions,
a Tombstone is actually really good at stopping him
it makes him want to play Hopscotch. And of course,
he wrecks X-Bow decks. Here's a real
situation where a prediction Golem will not stop
him from connecting to that X-Bow. Even though that Mega Minon is
deployed, that Mega Knight is tanky!
7 elixir versus 12. Now imagine
if I decided to commit more elixir on that defense.
So he's intimidating to counter, but with the right cards,
he can be managed every single time.
If you substitute the PEKKA with a Mega Knight, this changes
the dynamic of your deck entirely
and leaves you extremely vulnerable to Golem decks.
Even though he replaces the PEKKA, he is
extremely weak to Golem and PEKKA decks
He has his strengths, where he's very strong against
"fireball-y" units, so decks that have a lot of
Ice Wiz, E-Wiz, Wizard, Witch, they're gonna suffer his wrath
But decks that have anti-lightning like the "Splashyard" deck,
will have Baby Dragon, Knight, and Bowler.
These are the units that can resist Lightning, Fireball, and
the Mega Knight's Jump. Even though he appears scary,
the bottom line is that the Night Witch costs 4 elixir
and fits in every deck. This guy does not.
He costs 75% more elixir than the Night Witch.
And can counter some decks really well,
but he can get countered really well too.
Thanks for watching.
Stay tuned, for more quality OJ.