Unit page

Knight

Knight variants, lore, stats, special effects, upgrades, strengths, and weaknesses.

Portraits

Tidescale Knight portrait
Tidescale Knight
Western Kingdoms Knight portrait
Western Kingdoms Knight

Stat Comparison

FactionUnitClassCostHPDamageTypeAtk/sRangePierceCutCrushMagicSpeed
BarbariansKnightInfantry15025050Cut0.333250100005
DwarvesKnightInfantry15010055Cut0.3332505010000
High ElvesKnightInfantry15025050Cut0.333250100005
Night ElvesKnightInfantry15025050Cut0.333250100005
TidescaleKnightInfantry15025050Cut0.333250100005
UndeadKnightInfantry15025050Cut0.333250100005
Undead (Alt Slot)KnightInfantry15025050Cut0.333250100005
Western KingdomsKnightInfantry15025050Cut0.333250100000
Wood ElvesKnightInfantry15025050Cut0.333250100005

Availability

Barbarians

Barbarians Knight

Barbarians fields the Knight as front-line presence, body-blocking, and holding contested ground. These soldiers are the weight of an army: disciplined bodies in the lane, buying time for the rest of the formation to work. In play, this variant fights up close, with 250 health, 50 listed damage, and 2 primary range.

Cost150
ClassInfantry
Health250
Damage50
Range2
Speed5

Strengths

  • High health lets it stay relevant in long trades.
  • Armor profile makes it harder to remove with basic damage.
  • High listed damage threatens priority targets when it gets uptime.

Weaknesses

  • Must commit into close range to deal damage.
  • No listed magic armor in the prefab data.
  • Average speed makes disengaging difficult once committed.

Attacks and Special Effects

ProfileDamage/HealTypeRangeAtk/sMultiplierNotes
Primary50Cut0-20.3331Projectile
  • No explicit special effect is exposed in the prefab data beyond its attack profile and stats.

Relevant Upgrades

Bloodlust

All infantry hit harder, trading defense for raw offense.

  • Infantry: +15% AttackDamage

War Cry

The whole army swings faster but shrugs off less punishment.

  • All classes: +10% AttackSpeed, -2 CutArmor

Thick Hides

Tougher bodies help fragile berserkers survive the opening clashes.

  • All classes: +12% Health

Berserker Rage

Infantry go into a frenzy: much faster attacks at the cost of armor.

  • Infantry: +25% AttackSpeed, -3 PierceArmor

Champions

Two Knights reinforce your line every round.

  • 2 free Knight each round

Undying Fury

Army-wide frenzy: everyone attacks and moves faster, damage soaring but hides thinning.

  • All classes: +20% AttackDamage, +15% AttackSpeed, +10% MoveSpeed, -3 CutArmor

Dwarves

Dwarves Knight

Dwarves fields the Knight as front-line presence, body-blocking, and holding contested ground. These soldiers are the weight of an army: disciplined bodies in the lane, buying time for the rest of the formation to work. In play, this variant fights up close, with 100 health, 55 listed damage, and 2 primary range.

Cost150
ClassInfantry
Health100
Damage55
Range2
Speed0

Strengths

  • Armor profile makes it harder to remove with basic damage.
  • High listed damage threatens priority targets when it gets uptime.

Weaknesses

  • Low health means positioning mistakes are punished quickly.
  • Must commit into close range to deal damage.
  • No listed magic armor in the prefab data.
  • Average speed makes disengaging difficult once committed.

Attacks and Special Effects

ProfileDamage/HealTypeRangeAtk/sMultiplierNotes
Primary55Cut0-20.3331Projectile
  • No explicit special effect is exposed in the prefab data beyond its attack profile and stats.

Relevant Upgrades

Forged Plate

Infantry gain flat pierce and cut armor, shrugging off arrows and blades.

  • Infantry: +4 PierceArmor, +4 CutArmor

Deep Roots

The whole army resists crowd control and slows, refusing to be moved.

  • All classes: +0.2 Tenacity, +0.2 SlowResist

Anvil Wall

Infantry stack heavy crush and pierce armor plus flat damage reduction to become an immovable wall.

  • Infantry: +6 CrushArmor, +6 PierceArmor, +0.1 DamageReduction

Master Smiths

Grinding attacks: all units gain attack damage but the army moves even slower.

  • All classes: +20% AttackDamage, -10% MoveSpeed

Shieldwall Drill

Retrains Spearmen into armored Swordsmen and hardens them against blades.

  • Infantry: +5 CutArmor

Mountain Kings

A free elite Knight shipment and army-wide health and damage reduction turn the line into a fortress.

  • 2 free Knight each round
  • All classes: +20% Health, +0.1 DamageReduction

Unbreakable

The entire army takes 20% less damage and cannot be slowed or controlled.

  • All classes: +0.2 DamageReduction, +0.4 SlowResist, +0.4 Tenacity

Ancestral Forge

Upgrades your Knights into thundering Heavy Cavalry and unlocks buyable Cavalry Archers to grind from range.

  • Transforms Knight into Heavy Cavalry

High Elves

High Elves Knight

High Elves fields the Knight as front-line presence, body-blocking, and holding contested ground. These soldiers are the weight of an army: disciplined bodies in the lane, buying time for the rest of the formation to work. In play, this variant fights up close, with 250 health, 50 listed damage, and 2 primary range.

Cost150
ClassInfantry
Health250
Damage50
Range2
Speed5

Strengths

  • High health lets it stay relevant in long trades.
  • Armor profile makes it harder to remove with basic damage.
  • High listed damage threatens priority targets when it gets uptime.

Weaknesses

  • Must commit into close range to deal damage.
  • No listed magic armor in the prefab data.
  • Average speed makes disengaging difficult once committed.

Attacks and Special Effects

ProfileDamage/HealTypeRangeAtk/sMultiplierNotes
Primary50Cut0-20.3331Projectile
  • No explicit special effect is exposed in the prefab data beyond its attack profile and stats.

Relevant Upgrades

Warded Silk

Enchanted vestments grant every soldier flat magic armor against enemy spellcasters.

  • All classes: +5 MagicArmor

Mistwardens

Fragile bodies are shielded by warding mist, granting army-wide magic armor and damage reduction.

  • All classes: +6 MagicArmor, +0.1 DamageReduction

Aegis of Silvermoon

A radiant ward blankets the army with heavy magic armor, damage reduction, and tenacity.

  • All classes: +10 MagicArmor, +0.15 DamageReduction, +0.3 Tenacity

Night Elves

Night Elves Knight

Night Elves fields the Knight as front-line presence, body-blocking, and holding contested ground. These soldiers are the weight of an army: disciplined bodies in the lane, buying time for the rest of the formation to work. In play, this variant fights up close, with 250 health, 50 listed damage, and 2 primary range.

Cost150
ClassInfantry
Health250
Damage50
Range2
Speed5

Strengths

  • High health lets it stay relevant in long trades.
  • Armor profile makes it harder to remove with basic damage.
  • High listed damage threatens priority targets when it gets uptime.

Weaknesses

  • Must commit into close range to deal damage.
  • No listed magic armor in the prefab data.
  • Average speed makes disengaging difficult once committed.

Attacks and Special Effects

ProfileDamage/HealTypeRangeAtk/sMultiplierNotes
Primary50Cut0-20.3331Projectile
  • No explicit special effect is exposed in the prefab data beyond its attack profile and stats.

Relevant Upgrades

Fleet-Footed

All units move faster, letting your army dictate every engagement.

  • All classes: +12% MoveSpeed

Shadow Cloaks

Woven shadow grants every unit magic armor to survive the first exchange.

  • All classes: +4 MagicArmor, +3 PierceArmor

Shadowmeld

The whole army becomes untouchable, gaining army-wide damage reduction and speed.

  • All classes: +0.15 DamageReduction, +10% MoveSpeed

Frostbite Volley

Ranged fire chills the enemy while your own army resists their counter-slows.

  • All classes: +0.3 SlowResist, +0.2 Tenacity
Tidescale Knight portrait
Tidescale Knight

Tidescale

Tidescale Knight

Tidescale fields the Knight as front-line presence, body-blocking, and holding contested ground. These soldiers are the weight of an army: disciplined bodies in the lane, buying time for the rest of the formation to work. In play, this variant fights up close, with 250 health, 50 listed damage, and 2 primary range.

Cost150
ClassInfantry
Health250
Damage50
Range2
Speed5

Strengths

  • High health lets it stay relevant in long trades.
  • Armor profile makes it harder to remove with basic damage.
  • High listed damage threatens priority targets when it gets uptime.

Weaknesses

  • Must commit into close range to deal damage.
  • No listed magic armor in the prefab data.
  • Average speed makes disengaging difficult once committed.

Attacks and Special Effects

ProfileDamage/HealTypeRangeAtk/sMultiplierNotes
Primary50Cut0-20.3331Projectile
  • No explicit special effect is exposed in the prefab data beyond its attack profile and stats.

Relevant Upgrades

Coral Plating

Infantry harden their shells with coral and pearl, gaining cut and pierce armor.

  • Infantry: +4 CutArmor, +3 PierceArmor

Blessing of Tides

Priests wash the whole host in healing currents, boosting everyone's health.

  • All classes: +10% Health

Leviathan Hide

Deep-sea vitality toughens the entire army.

  • All classes: +15% Health

Reef Wardens

Two heavy Knights of the coral guard reinforce your line every round.

  • 2 free Knight each round

Abyssal Might

Army-wide surge of deep magic: more damage and hardened magic wards for all.

  • All classes: +20% AttackDamage, +6 MagicArmor

Tidal Bulwark

Coral-plated infantry become an unbreakable wall: heavy crush armor and extra health.

  • Infantry: +6 CrushArmor, +15% Health

Undead

Undead Knight

Undead fields the Knight as front-line presence, body-blocking, and holding contested ground. These soldiers are the weight of an army: disciplined bodies in the lane, buying time for the rest of the formation to work. In play, this variant fights up close, with 250 health, 50 listed damage, and 2 primary range.

Cost150
ClassInfantry
Health250
Damage50
Range2
Speed5

Strengths

  • High health lets it stay relevant in long trades.
  • Armor profile makes it harder to remove with basic damage.
  • High listed damage threatens priority targets when it gets uptime.

Weaknesses

  • Must commit into close range to deal damage.
  • No listed magic armor in the prefab data.
  • Average speed makes disengaging difficult once committed.

Attacks and Special Effects

ProfileDamage/HealTypeRangeAtk/sMultiplierNotes
Primary50Cut0-20.3331Projectile
  • No explicit special effect is exposed in the prefab data beyond its attack profile and stats.

Relevant Upgrades

Unliving Resolve

The dead feel no fear: all units gain tenacity and shrug off crowd control.

  • All classes: +0.2 Tenacity

Grave Chill

Frozen sinews resist slows, keeping the horde marching forward.

  • All classes: +0.25 SlowResist, +10% MoveSpeed

Rotting Hide

Necrotic flesh hardens infantry against cuts and crushing blows.

  • Infantry: +5 CutArmor, +4 CrushArmor

Leeching Blades

Melee attackers hit harder as the horde drains the living.

  • Infantry: +15% AttackDamage

Attrition Ward

The whole army takes reduced damage, grinding down anything that stands its ground.

  • All classes: +0.15 DamageReduction

Bone Legion

Cheap spear-fodder is re-knit into hardened skeletal swordsmen.

  • Infantry: +10% Health

Cryptbound Flesh

Bloated undead bodies gain massive health, though they stay slow to fall.

  • All classes: +25% Health

Undying Horde

Army-wide tenacity and damage reduction make the horde nearly impossible to break.

  • All classes: +0.3 Tenacity, +0.15 DamageReduction

Wardstone Bones

Consecrated bones shore up the horde's fatal weakness, granting magic armor across the army.

  • All classes: +8 MagicArmor

Undead (Alt Slot)

Undead (Alt Slot) Knight

Undead (Alt Slot) fields the Knight as front-line presence, body-blocking, and holding contested ground. These soldiers are the weight of an army: disciplined bodies in the lane, buying time for the rest of the formation to work. In play, this variant fights up close, with 250 health, 50 listed damage, and 2 primary range.

Cost150
ClassInfantry
Health250
Damage50
Range2
Speed5

Strengths

  • High health lets it stay relevant in long trades.
  • Armor profile makes it harder to remove with basic damage.
  • High listed damage threatens priority targets when it gets uptime.

Weaknesses

  • Must commit into close range to deal damage.
  • No listed magic armor in the prefab data.
  • Average speed makes disengaging difficult once committed.

Attacks and Special Effects

ProfileDamage/HealTypeRangeAtk/sMultiplierNotes
Primary50Cut0-20.3331Projectile
  • No explicit special effect is exposed in the prefab data beyond its attack profile and stats.

Relevant Upgrades

Unliving Resolve

The dead feel no fear: all units gain tenacity and shrug off crowd control.

  • All classes: +0.2 Tenacity

Grave Chill

Frozen sinews resist slows, keeping the horde marching forward.

  • All classes: +0.25 SlowResist, +10% MoveSpeed

Rotting Hide

Necrotic flesh hardens infantry against cuts and crushing blows.

  • Infantry: +5 CutArmor, +4 CrushArmor

Leeching Blades

Melee attackers hit harder as the horde drains the living.

  • Infantry: +15% AttackDamage

Attrition Ward

The whole army takes reduced damage, grinding down anything that stands its ground.

  • All classes: +0.15 DamageReduction

Bone Legion

Cheap spear-fodder is re-knit into hardened skeletal swordsmen.

  • Infantry: +10% Health

Cryptbound Flesh

Bloated undead bodies gain massive health, though they stay slow to fall.

  • All classes: +25% Health

Undying Horde

Army-wide tenacity and damage reduction make the horde nearly impossible to break.

  • All classes: +0.3 Tenacity, +0.15 DamageReduction

Wardstone Bones

Consecrated bones shore up the horde's fatal weakness, granting magic armor across the army.

  • All classes: +8 MagicArmor
Western Kingdoms Knight portrait
Western Kingdoms Knight

Western Kingdoms

Western Kingdoms Knight

Western Kingdoms fields the Knight as front-line presence, body-blocking, and holding contested ground. These soldiers are the weight of an army: disciplined bodies in the lane, buying time for the rest of the formation to work. In play, this variant fights up close, with 250 health, 50 listed damage, and 2 primary range.

Cost150
ClassInfantry
Health250
Damage50
Range2
Speed0

Strengths

  • High health lets it stay relevant in long trades.
  • Armor profile makes it harder to remove with basic damage.
  • High listed damage threatens priority targets when it gets uptime.

Weaknesses

  • Must commit into close range to deal damage.
  • No listed magic armor in the prefab data.
  • Average speed makes disengaging difficult once committed.

Attacks and Special Effects

ProfileDamage/HealTypeRangeAtk/sMultiplierNotes
Primary50Cut0-20.3331Projectile
  • No explicit special effect is exposed in the prefab data beyond its attack profile and stats.

Relevant Upgrades

Drill Formations

Rigorous drilling toughens the whole army against the first shock of battle.

  • All classes: +10% Health

Shield Wall

Interlocked shields grant your infantry solid protection against blades and arrows.

  • Infantry: +5 CutArmor, +4 PierceArmor

Squires

A pair of veteran knights ride to reinforce your line each round.

  • 2 free Knight each round

Field Chaplains

Battlefield priests steady the ranks, hardening every soldier against wounds.

  • All classes: +0.06 DamageReduction

Marching Orders

Well-drilled movement lets your army reach and hold the center faster.

  • All classes: +12% MoveSpeed

Tempered Steel

Master smiths sharpen every blade and lance in the kingdom's service.

  • All classes: +15% AttackDamage

Hold the Line

Steadfast morale makes your infantry immovable, shrugging off crowd control and slows.

  • Infantry: +0.35 Tenacity, +0.35 SlowResist, +12% Health

Royal Charter

A royal levy sends a mixed reinforcement of knights and archers each round.

  • 2 free Knight each round

Paladin Orders

Your knights are anointed as paladins, gaining holy resilience and crushing power.

  • Transforms Knight into Heavy Cavalry

Grand Crusade

United under one banner, the entire army fights harder, tougher, and unbroken.

  • All classes: +15% AttackDamage, +15% Health, +0.08 DamageReduction

Impenetrable Bulwark

Your infantry becomes an unbreakable wall, absorbing punishment from every direction.

  • Infantry: +8 CutArmor, +8 PierceArmor, +6 CrushArmor, +0.1 DamageReduction

Wood Elves

Wood Elves Knight

Wood Elves fields the Knight as front-line presence, body-blocking, and holding contested ground. These soldiers are the weight of an army: disciplined bodies in the lane, buying time for the rest of the formation to work. In play, this variant fights up close, with 250 health, 50 listed damage, and 2 primary range.

Cost150
ClassInfantry
Health250
Damage50
Range2
Speed5

Strengths

  • High health lets it stay relevant in long trades.
  • Armor profile makes it harder to remove with basic damage.
  • High listed damage threatens priority targets when it gets uptime.

Weaknesses

  • Must commit into close range to deal damage.
  • No listed magic armor in the prefab data.
  • Average speed makes disengaging difficult once committed.

Attacks and Special Effects

ProfileDamage/HealTypeRangeAtk/sMultiplierNotes
Primary50Cut0-20.3331Projectile
  • No explicit special effect is exposed in the prefab data beyond its attack profile and stats.

Relevant Upgrades

Forest Stride

The whole army moves faster, letting you dictate every engagement.

  • All classes: +12% MoveSpeed

Lithe Footwork

Skirmishers resist slows, keeping their speed advantage against snares.

  • All classes: +0.3 SlowResist

The Wild Hunt

Every Knight becomes a Cavalry Archer, and the whole horde rides faster.

  • Transforms Knight into Cavalry Archer

Ghostwalkers

The army shrugs off a portion of all incoming damage while keeping its speed.

  • All classes: +0.15 DamageReduction, +10% MoveSpeed