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  • Mega Knight: hmmf

  • 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 7 (?) 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

Mega Knight: hmmf

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