The Mega Knight is a frontline disrupter and crowd controller. While his base damage output is moderate, his true strength lies in his periodic jump that targets the largest group of enemies, dealing area damage and stunning them for 2 seconds. This makes him excellent at delaying or disabling enemy formations, giving your backline time to work.
Special Ability: Jump Slam
- Automatically jumps to the largest group of enemies.
- Deals AoE damage and stuns all enemies in range for 2 seconds.
- His jump timer begins at the start of the match and resets after each jump, not after an attack.
Star Level | Jump Radius (Hexes) | Jump Cooldown |
---|---|---|
★ | 2 | 6 seconds |
★★ | 2 | 5 seconds |
★★★ | 3 | 4 seconds |
★★★★ | 4 | 3 seconds |
At ★★★★, he can stun entire squads every 3 seconds, making him one of the most consistent CC units in the game.
Traits & Synergies
Ace (Primary Trait)
- Activates at: 2 / 4 / 6
- Effect: Gives +20% Attack Speed to all Ace troops at combat start.
- Captain Bonus: Grants HP regen and bonus damage to Ace units.
- Note: Mega Knight should not be made Captain—he’s not reliable for kills, and other Ace units (like P.E.K.K.A., Executioner, Bandit) benefit more.
Benefits to Mega Knight:
- Faster attack speed = slightly more damage.
- Most importantly: faster jump cooldown cycle via the Ace speed buff.
Brawler (Secondary Trait)
- Activates at: 2 / 4 / 6
- Effect: Increases base HP by 50% / 100%
- Only affects Brawler-tagged troops (as of Q3 2025 update)
Benefits to Mega Knight:
- With already the highest base HP in the game, Brawler trait makes him even more tanky.
- More HP = more time alive = more jumps, which means more stuns and control.
Base Stats
Stat | Value |
---|---|
Hit Speed | 1.66 sec |
Attack Range | 1 Hex |
Movement Speed | Very Slow |
Critical Chance | 15% |
Level Scaling
Level | HP (★) | DMG (★) | DPS (★) | HP (★★★★) | DMG (★★★★) | DPS (★★★★) |
---|---|---|---|---|---|---|
9 | 1,466 | 97 | 58 | 8,547 | 266 | 160 |
10 | 1,496 | 99 | 59 | 8,721 | 271 | 163 |
11 | 1,527 | 101 | 60 | 8,899 | 277 | 166 |
12 | 1,558 | 104 | 62 | 9,081 | 282 | 169 |
13 | 1,589 | 106 | 63 | 9,266 | 288 | 173 |
14 | 1,622 | 108 | 65 | 9,455 | 294 | 177 |
15 | 1,655 | 110 | 66 | 9,648 | 300 | 180 |
At ★★★★ and level 15, Mega Knight becomes the tankiest troop in the game, with AoE crowd control on a 3-second cycle.
Strategy Tips
1. Use Him for Control, Not Kills
- His job is not to deal massive damage, but to interrupt enemy flow.
- Perfect for stalling enemy DPS like Rangers, Blasters, or Witches.
2. Frontline Anchor
- Place him front and center, absorbing hits and jumping early.
- His jump radius and target logic allow him to disrupt clusters in the middle rows, where enemies often bunch up.
3. Sync With Other Stun Units
- Combine him with:
- Bandit (dash stun)
- Goblin Machine (rocket stun)
- Prince (charge stun)
- Giant Skeleton (death bomb stun)
For a long-duration CC combo that locks entire boards.
4. Support With AoE Damage
- He stuns, but doesn’t kill—pair with splash damage units like:
- Executioner
- Princess
- Wizard
- Witch
5. Ace Buff = Early Impact
- Even without being Captain, the Ace trait’s +20% attack speed buff means:
- His first jump comes faster.
- His survivability increases slightly with faster trades.
Best Allies
Troop | Why It Works |
---|---|
Executioner | Destroys enemies stunned by jump |
Goblin Machine | Double stun cycle + backline suppression |
Bandit | Stun follow-up + Assassin synergy |
Witch | Summons + Undead curse follow-up |
Prince | Long-charge + combo stun with jump impact |
Recommended Build (Mega Knight Core)
Slot | Troop | Traits |
---|---|---|
1 | Mega Knight | Ace, Brawler |
2 | Executioner | Ace, Blaster |
3 | Goblin Machine | Goblin, Juggernaut |
4 | Bandit | Assassin, Brawler |
5 | Witch | Undead, Mage |
6 | Prince | Noble, Brawler |
Synergies Activated
- Ace (4): Attack speed bonus for MK and Executioner
- Brawler (4): Extra HP for MK, Bandit, Prince
- Undead (2): Curse synergy with Witch
- Juggernaut (2): Shield against stuns for Goblin Machine
- Assassin (2): Critical burst for Bandit
Counters and Weaknesses
Weakness Type | Explanation |
---|---|
Tankbusters | P.E.K.K.A., Skeleton King, and Goblin Machine deal too much single-target damage |
Displacement | Dashes and knockbacks can pull enemies away from jump impact zone |
Split Formations | His jumps are less efficient if enemies are spread out |
Burst Damage | Dies before making multiple jumps if not supported wel |
The Mega Knight is the king of control, not of damage. His strength lies in timed disruption, AoE stuns, and supporting high-damage troops by keeping enemy threats locked down. If you’re building around stun combos, area denial, or survivability-first comps, he is a top-tier frontline unit.
Use him when:
- You need consistent crowd control
- You have AoE units to clean up stunned enemies
- You’re running Brawler or Ace trait builds
Avoid him when:
- You need fast kill pressure
- The meta favors displacement, anti-stun, or spread formations