
Introduction
Golden Knight Elixir Cost4 Ability Cost1 RarityChampion TypeTroop ArenaExecutioner’s Kitchen Release Date27 October 2021The Clash Royale Golden Knight is a dynamic and aggressive Champion card, unlocked at Arena 16. Costing 4 Elixir, this ground-only, single-target melee unit combines high durability with a unique ability that makes him a serious threat on both offense and defense.
While his base damage is moderate, his high hitpoints allow him to push through enemy lines, soak up damage, and support allied troops. What truly sets him apart is his special ability, which allows him to dash through multiple targets in a chain attack—turning swarms into opportunities for high-impact plays.
As a Champion, the Golden Knight doesn’t return to your card cycle until defeated, opening up deeper strategic possibilities. His ability to pressure lanes, punish overcommits, and clean up defenses makes him a versatile addition to decks focused on control, pressure, or counter-push tactics.
Whether you’re defending against a heavy push or launching a game-ending assault, the Golden Knight brings unmatched value with his mobility and survivability.
Golden Knight Stats
Golden Knight Attributes CostHit Speed
First Hit
Speed
Deploy Time
Range
Target
Count
Transport
Type
Rarity
4 0.9 sec 0.2 sec Medium (60) 1 sec Melee: Medium (1.2) Ground x1 Ground Troop Champion Dashing Dash Attributes Cost
Speed
Maximum Dash Distance
Maximum Dashes
Cast Time
Ability Cooldown
1 Very Fast (120) 5.5 10 0.766 sec 8 sec Level Statistics Level
Hitpoints
Damage
Damage per second
Dashing Dash Damage
Card Mastery
Type Level/Tier Objective RewardDamage Dealer 1 Deal a total of 215,000 Damage to enemy
Troops or buildings 1 Golden Knight Card
150 2 Deal a total of 650,000 Damage to enemy
Troops or buildings 10,000
150 3 Deal a total of 1,080,000 Damage to enemy
Troops or buildings 150
150
CHARGE!!! 1 Hit a total of 350 Troops or buildings with the Charge ability 15,000
175 2 Hit a total of 1,000 Troops or buildings with the Charge ability 300
175 3 Hit a total of 1,750 Troops or buildings with the Charge ability 25,000
175
Golden Knight’s Ability: Dashing Dash
Dashing Dash
Golden Knight Ability
Upon activation, the Golden Knight gains a movement speed boost if no enemy units are within a 5.5-tile radius. Once an enemy enters range, he dashes toward it, dealing increased damage and becoming invulnerable during the dash. He will continue to chain dashes to nearby enemies up to a maximum of 10 dashes, or until he reaches a Crown Tower, at which point the ability ends. The ability has a cooldown of 8 seconds after use.
The Golden Knight has a unique special ability called Dashing Dash, which costs an additional 1 Elixir to activate. Once activated, the Golden Knight receives a movement speed boost if there are no enemies nearby. When an enemy unit enters its range, the Golden Knight will begin performing dash attacks, targeting multiple nearby enemies in quick succession. This ability allows the Golden Knight to deal significant damage while rapidly moving across the battlefield.
The Dashing Dash ability comes with several key characteristics. It can successively attack up to eight or ten enemies in total, depending on the situation. The dashes are not only swift but also grant the Golden Knight invulnerability during the attack, allowing it to pass through enemy defenses unharmed while dealing increased damage, similar to the Bandit’s dash. However, the Golden Knight cannot dash into the same troop more than once per activation of the ability, ensuring a fair spread of attacks across multiple targets.
The ability will automatically stop once the Golden Knight has completed 10 dashes, or if no valid targets remain within range, including situations where the last target hit is a Crown Tower. Importantly, the movement speed boost cannot be interrupted or reset by common effects like The Log, Zap, Freeze, or other abilities that typically stop a charging unit. After the ability finishes, it goes into an 8-second cooldown before it can be activated again, allowing players to plan their strategy around the timing of this powerful move.
Decks
Golden Knight Electro Giant Beatdown Deck
This deck is built around the Electro Giant as a win condition, with the Golden Knight supporting him as a powerful mid-lane threat. In the early game, focus on defending with Goblin Cage and Inferno Dragon, waiting for a strong counter-push opportunity. As you approach double Elixir, begin your push with an Electro Giant in the back, allowing Elixir to build while stacking support behind him. Use Mother Witch to punish swarms and Bomber for consistent splash value.
The Golden Knight’s dash can cut through defending troops, and Tornado helps group enemies to maximize his effectiveness. Lightning is best used to remove glass-cannon defenders or buildings blocking your push. This deck thrives when you maintain a steady Elixir lead and build unstoppable, layered pushes.
Golden Knight PEKKA Control Deck
This PEKKA control deck emphasizes solid defense and methodical counter-pushes. Start by defending with PEKKA against tanks or win conditions, then support with Electro Wizard and Magic Archer for stun and lane control. Golden Knight comes in as a dynamic support card, clearing swarms and creating pressure through his dash. Battle Ram applies dual-lane pressure and acts as a secondary win condition when PEKKA is committed to defense.
Use Fireball and Zap to clear out support troops or reset Inferno Dragons. The Royal Ghost helps with constant chip pressure and adds defensive coverage. This deck shines when you’re patient, using the Golden Knight to shift tempo and support counter-attacks after a solid defense.
Golden Knight Miner Poison Control Deck
This deck focuses on chip damage and fast cycles, with Miner and Poison forming the core win condition. Begin matches by sending Miner to the safe spot and pairing it with Poison if your opponent commits defenders nearby. Use Tesla to control the battlefield and Royal Delivery to shut down swarms or mid-health pushes. Skeletons and Bats serve to cycle and support on both ends of the Arena.
Golden Knight’s ability is perfect for clearing swarms and punishing grouped troops on counter-pushes. His mobility also allows him to apply pressure quickly after a defense. Keep up the tempo with quick cycling and incremental damage, using Poison and The Log to gain value over time. This deck excels against heavier builds where you can outpace them with constant pressure.
Strategies
The Golden Knight shines when used to control swarms and pressure opponents in both lanes. His Dashing Dash ability is highly effective at clearing groups of troops like Skeleton Army, Goblin Gang, or Archers, often resulting in a positive Elixir trade. When paired with high-health win conditions such as Giant, Royal Giant, or Golem, the Golden Knight can act as a devastating support unit, chaining through defending troops and opening the path to the tower. He also synergizes well with spells—using The Log or Arrows before dashing increases the chance he chains through support troops uninterrupted. Fireball combined with a dash can clear mid-health defenders, and using Tornado to group troops makes for perfect dash value
Counter Strategies
To counter the Golden Knight effectively, players can take advantage of his inability to target air units. Cards like Minions, Bats, or Baby Dragon can eliminate him without retaliation, especially when paired with a ground distraction. When using buildings, place them 3 tiles from the river and 2 tiles from the Crown Tower to ensure he locks onto the structure and not the tower. Cheap units like Ice Spirit, Skeletons, or Ice Golem can also be used to distract and reroute his dash away from the Crown Tower. However, care must be taken to avoid placing units too close together, or he may dash through all of them in one chain.
Tactical Tips
Timing and positioning are key to maximizing the Golden Knight’s potential. His Dashing Dash should be activated when he’s near multiple ground targets to ensure maximum dash value. If no targets are within 5.5 tiles, he gains a temporary movement speed boost until enemies are in range. Once active, the dash can hit up to 10 different targets, making it especially dangerous against clustered troops. He becomes invulnerable during the dash, allowing him to bypass traps and spells mid-strike. Players should also be aware of the 11-second cooldown, meaning dash opportunities need to be timed carefully, especially on defense or during tight Elixir cycles
Strength and Weakness
Strength
Excellent Swarm Control
His Dashing Dash chains through multiple ground units, making him extremely effective at wiping out swarms like Skeleton Army, Goblin Gang, and Archers.
High Durability
As a Champion, the Golden Knight has high hitpoints, allowing him to tank damage and act as a frontline threat or support.
Strong Counter-Push Potential
After defending, he can transition into offense with his dash ability, punishing overcommitted opponents and turning defense into damage.
Invulnerability During Dash
While dashing, he becomes untargetable, allowing him to avoid damage from towers, spells, and units during movement.
Good Spell Synergy
Pairs well with Tornado, Log, and Fireball to eliminate defenders and maximize dash potential.
Mobility Across the Arena
His dash can cross the river and reach support troops placed far behind tanks, making him hard to position against.
Weakness
Only Targets Ground Units
He cannot attack air troops, making him vulnerable to Minions, Bats, or air-heavy decks without proper support.
Dash Requires Precise Positioning
If not properly placed or timed, his dash may not connect with multiple targets or may miss key units.
Predictable Dash Path
Experienced opponents can bait or misdirect his dash using cheap distraction units or smart spacing.
Vulnerable to Knockback (Before Dash)
Before his dash begins, he can be interrupted by knockback effects or quickly swarmed if not protected.
Long Cooldown
His 11-second ability cooldown limits back-to-back use, which can reduce his pressure in fast-cycle decks.
Inefficient Against Single-Target Defenders
He struggles against single, high-damage units like Mini P.E.K.K.A or Lumberjack if his ability isn’t timed well.
Conclusion
In conclusion, the Golden Knight in Clash Royale is a powerful Champion card with unique abilities and versatile strategies. His special ability, Dashing Dash, costs 1 Elixir to activate and allows him to dash between enemies, dealing damage to multiple targets. This makes him a strong tool for clearing out enemy troops and applying pressure. To effectively use the Golden Knight, players need to understand Elixir trades, utilize his ability to counter swarms, and place him strategically to maximize his dashing potential.
The Golden Knight fits into various decks that capitalize on his strengths, such as PEKKA Bridge Spam, Goblin Drill Cycle, Golem Beatdown, and Royal Rush. Each deck uses the Golden Knight’s high hitpoints and damage output to complement different strategies, whether it’s offensive pressure, defending, or clearing enemy swarms.
As a Champion card, the Golden Knight is unlocked in Arena 16 and boasts moderate hitpoints, medium speed, and melee range. While he is a formidable force on the battlefield, certain counters can stop him, including swarm units, strategic placement of cheap units like Skeletons or Ice Spirit, and buildings that can pull him away from Crown Towers. It’s also important to note that the Golden Knight cannot attack air troops, making him vulnerable to air-based attacks if not supported properly.
The Golden Knight also has strong synergies with fast troops like Hog Rider and Elite Barbarians, allowing for effective combo pushes. Additionally, he works well with Tornado, enabling him to deal with clustered enemies more effectively. By understanding his abilities, counters, and synergies, players can harness the Golden Knight’s full potential and incorporate him into a wide range of deck strategies.
Frequently Asked Questions (F.A.Q)
❓Can the Golden Knight dash to Crown Towers directly?
Yes, if there are no other valid dash targets nearby or if troops are positioned poorly, the Golden Knight can dash straight to a Crown Tower, especially if it’s within chain range.
❓Is the Golden Knight invulnerable while using his dash?
Yes, he becomes invulnerable during each dash, meaning he can’t be damaged or targeted mid-dash. However, he can still take damage in between dashes if surrounded.
❓How many dashes can the Golden Knight perform per ability use?
He can dash up to 10 times per activation, as long as there are valid targets within chain range.
❓Does the Golden Knight’s dash reset after each activation?
No, it follows a cooldown system. After use, the Dashing Dash ability goes on a cooldown of 8 seconds, during which it can’t be activated again.
❓Can you cancel the Golden Knight’s dash once it’s started?
No, once the dash is activated and begins chaining, it cannot be interrupted or canceled.
❓Does the Golden Knight work well in fast-cycle decks?
Yes, thanks to his low ability cost and dash utility, he fits well in fast-cycle control decks, especially those built around chip damage and pressure.
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Nel B
Nel has been passionate about playing games since childhood. His love for gaming started with the PlayStation. Over the years, he has enjoyed a variety of games, but some of Nel's all-time favorites include Dota, Monster Hunter, and MMORPGs. Gaming has not only shaped his skills but also helped him build lasting connections with friends. Login Please login to comment 0 Comments Inline Feedbacks View all comments