Introduction to Super Knight

The Clash Royale Super Knight is a temporary legendary card, available during specific events like the Super Welterweight event from September 30 to October 7, 2024. Players were required to include both the Super Knight and Super Mini PEKKA in their battle decks, adding a unique strategic challenge.

Deploying the Super Knight costs four elixir and, in terms of base statistics, he mirrors the regular Knight. When both are at level 11, the Super Knight has the following stats: Damage of 230, Hitpoints of 2030, Targets being ground, Range as melee, DPS of 191, Hit Speed of 1.2 seconds, and Movement Speed of medium.

While his stats align with those of the regular Knight, the key distinction of the Super Knight lies in his special ability, which gives him a unique advantage in battle, offering players a tactical edge over standard units. This ability adds an extra layer of strategy to gameplay, making the Super Knight an essential component of certain event challenges.

Super Knight’s Unique Ability: Damage Reduction

The Super Knight’s defining characteristic is his special ability, which provides significant damage reduction to himself and his allies. This ability becomes active when the Super Knight is not attacking. In this state, all enemy attacks directed at the Super Knight and any friendly troops (including towers) within a six-tile radius will only deal 1 damage, drastically reducing the amount of damage taken.

The damage reduction has several key aspects. The Area of Effect covers a six-tile radius around the Super Knight, which is considered large enough to protect multiple troops at once. Within this radius, all forms of damage from enemy units are reduced to just 1 HP per hit, making troops in this area highly resistant to damage. In fact, some players have described them as being nearly “invincible” while under this protection. Even towers within the radius benefit from this damage reduction.

The ability activates when the Super Knight is not attacking, meaning it is active while he is moving but not engaged in combat. It remains active even if the Super Knight is frozen or zapped. However, the damage reduction deactivates immediately once the Super Knight begins attacking an enemy unit, as his focus shifts to dealing damage and the protective aura dissipates. The ability will reactivate when the Super Knight stops attacking, provided no enemies are within his attack range and he starts moving again.

There are a few exceptions to this ability’s effects. Cloned troops and the Skeleton King’s Skeletons will always have 1 HP, and the damage reduction does not affect this; these units will still die in one hit from any damage source. Troops with very high attack speed, such as the Mighty Miner or Inferno Dragon, can still deal some damage, but their effectiveness is significantly reduced. Additionally, air cards cannot deactivate the damage reduction while the Super Knight is moving, as they cannot be targeted by his melee attack and do not distract him enough to initiate an attack.

Strategically, the Super Knight’s damage reduction ability allows him to serve as a powerful protective unit, enabling massive pushes with supporting troops that are difficult to eliminate using area damage spells or direct attacks. Players have recognized the potential to use the Super Knight with swarms of low-cost, high-DPS troops, as these units can survive longer under his protection and deal substantial damage.

This unique damage reduction ability is a temporary but impactful feature in Clash Royale events, significantly altering gameplay and requiring specific strategies for both effective use and counterplay.

How to Use Super Knight Effectively

To maximize the Super Knight’s potential in Clash Royale, consider employing several key strategies. First, use him as a mini tank and support unit. With his cost of four elixir and stats similar to a regular Knight, the Super Knight can absorb damage and protect supporting troops. His true strength, however, lies in his damage reduction ability, which is most effective when he is placed behind an attack push. This positioning allows him to provide protection for the troops in front while staying safe from immediate threats. By deploying him at the back, he has more time to reach enemy forces, ensuring his protection lasts longer for your advancing units.

Synergizing with spells is another important aspect of using the Super Knight effectively. Since his protective ability deactivates when he attacks, it’s beneficial to carry spells like Fireball, Zap, or Lightning to quickly eliminate enemy units that might force the Super Knight to attack. Having two spells that can clear out threats is particularly advantageous, as they help maintain the Super Knight’s protection while preventing him from engaging enemies prematurely.

The Super Knight also works well with low-cost, high-damage swarm troops like Skeleton Army and Goblin Gang. Under his protection, these troops become more resilient, as they only take 1 damage per hit while the Super Knight is moving and not attacking. This allows them to deal significant damage to enemy troops, potentially preventing the Super Knight from needing to attack at all. However, keep in mind that spells like Arrows, Log, or Zap can still counter swarms when the Super Knight’s ability is inactive. Additionally, cloned troops and the Skeleton King’s skeletons will still have only 1 HP, even with the Super Knight’s protection.

For even greater resilience, consider using multiple Super Knights in tandem. If you can cycle back to another Super Knight, deploy them within range of each other to benefit from both of their damage reduction abilities. This creates a powerful, highly resistant push, with one Super Knight protecting the other while they advance. Pairing two Super Knights with supporting swarm units and spells like Tornado can be a potent strategy that disrupts enemy placements and defenses.

The Super Knight can also be used strategically in specific scenarios. For defense, he can serve as a last-ditch effort to protect a Crown Tower from being destroyed, especially by a powerful enemy like a Super Mini P.E.K.K.A. However, his protection will lift if he moves out of range or starts attacking, limiting his effectiveness in this role. Additionally, deploying him at the bridge can be an effective way to quickly protect a supporting troop, such as the Mini P.E.K.K.A., while keeping the Super Knight out of the opponent’s immediate attack range.

Always be aware that the Super Knight’s damage reduction ability only works while he is moving and not attacking. As soon as he engages an enemy, the ability deactivates, so it’s essential to keep him moving and avoid unnecessary attacks to maintain his protective aura.

In summary, the Super Knight is most effective when used to support pushes from behind, leveraging his damage reduction ability to keep fragile but high-damage units alive longer. Pairing him with spells for crowd control, using him with swarm cards, and maintaining his movement during combat are key to deploying him successfully and making the most of his unique abilities.

Deck

When building a deck around the Super Knight, it’s important to focus on maximizing his ability to protect your units and support high-damage troops. Here’s a recommended deck that works well with the Super Knight’s unique ability:

Super Knight Deck

Super Knight: This is your centerpiece, providing the protection for your other units. Place him behind your main push to shield fragile, high-DPS troops.

Mini P.E.K.K.A.: A high-DPS, single-target unit that can be protected by the Super Knight’s aura. It pairs well with the Super Knight to deal with tanks and other strong units while staying safe.

Skeleton Army: A swarm unit that synergizes perfectly with the Super Knight. Under his protection, it becomes much harder for your opponent to clear them with single-target damage, and they can overwhelm enemy troops and buildings.

Goblin Gang: Another swarm troop that benefits from the Super Knight’s aura. It can deal significant damage and is harder to clear with spells when protected.

Fireball: A versatile spell for dealing with mid-health troops or enemy swarms that might try to disrupt your push. It also helps clear space for your Super Knight and supporting troops.

Zap: A cheap, quick spell to reset Sparky, Inferno Tower, or stun enemy troops momentarily, giving your Super Knight more time to protect your units.

Tornado: A great spell for grouping enemy troops together and activating your King Tower while pulling enemy units into your Super Knight’s protection range. It can also disrupt enemy pushes and make it easier for your Super Knight to tank damage.

Baby Dragon: A solid air unit that can clear swarms and provide splash damage support. The Super Knight’s aura allows Baby Dragon to survive longer and deal consistent damage.

With this deck, your Super Knight will act as a tank and protector, enabling your high-damage units to deal devastating damage to your opponent’s towers and troops.

Strategies to Counter Super Knight

To effectively counter the Super Knight and his damage reduction ability in Clash Royale, you should focus on strategies that force him to attack or exploit his weaknesses when his ability is inactive. One of the most reliable ways to counter the Super Knight is by deploying high-DPS troops directly onto him. Units like Mega Knight and Mini Pekka are effective counters, as their high damage will make the Super Knight start attacking immediately. Once he begins attacking, his damage reduction ability deactivates, allowing you to deal normal damage and take him down quickly. The Super Mini P.E.K.K.A. is also a solid counter, as it can destroy the Super Knight and potentially counterattack with any remaining health.

Another effective approach is to distract the Super Knight to deactivate his ability. Since his damage reduction only works when he is not attacking and moving, you can use other troops to make him switch targets and start attacking, thus turning off his protective aura. This can be a useful tactic to expose him to damage.

Using army swarms like Skeleton Army and Goblin Gang can sometimes work well against the Super Knight, provided the opponent is likely out of spell cards like Arrows, Log, or Zap. When swarms are deployed, the Super Knight becomes occupied with attacking each unit individually, deactivating his special ability as his focus shifts to combat. However, be mindful that swarms are vulnerable to spells if the opponent has them available. Also, cloned troops and the Skeleton King’s skeletons will still be destroyed in one hit, even under the Super Knight’s protection.

A combined air and ground troop strategy can also be effective. Since air troops cannot directly deal damage to the Super Knight while his ability is active, consider first distracting him with a ground troop like Elixir Golem. Once the Super Knight starts attacking the ground troop, his ability will deactivate. At this point, you can deploy air troops such as Inferno Dragon or Minion Horde to quickly take him down and potentially initiate a counter-push. However, be cautious when using Minion Horde if the opponent has spells like Arrows or Fireball.

Units with very high attack speed, such as the Mighty Miner and Inferno Dragon, can be slightly more effective at dealing damage to units under the Super Knight’s protection, but their damage will still be significantly reduced to 1 per hit while his ability is active. This strategy may work in some cases, but it’s not as reliable as other methods.

The Goblin Curse card can also be a unique and powerful tool for countering the Super Knight. It mitigates his damage reduction by allowing you to deal 20% of the damage to protected troops. When using Goblin Curse, follow up with high-DPS troops to take advantage of the reduced damage. Additionally, deploying Goblin Curse on swarms attacking a Super Knight can force him to attack the newly spawned Goblins, deactivating his damage reduction.

In summary, the most effective strategies for countering the Super Knight involve forcing him to attack with high-DPS ground troops, nullifying his damage reduction ability. Timing is crucial, so being mindful of when his ability is active or inactive can significantly improve the success of your counters. While swarm cards and air-ground combinations can be useful, they depend on the Super Knight’s current activity and the opponent’s available spells.

Specific Gameplay Scenarios and Interactions

The Super Knight is a versatile unit with significant strategic potential in Clash Royale, and understanding its unique interactions is key to maximizing its effectiveness and countering it in various scenarios. One of the Super Knight’s most powerful attributes is its ability to protect allies during a push. When the Super Knight is moving and not attacking, it provides a six-tile radius of protection, significantly reducing the damage taken by nearby troops—only 1 damage per hit. This makes it ideal to deploy behind fragile, high-DPS units, allowing them to survive longer against enemy defenses like towers or area damage troops, enabling them to deal more damage in return.

The Super Knight also synergizes well with low-cost swarm troops such as Skeleton Army and Goblin Gang. Under his protection, these swarms cannot be easily eliminated by spells or single-target attacks, as they take only 1 damage per hit. This allows them to capitalize on their high DPS to eliminate enemy troops and even prevent the Super Knight from needing to attack, thus keeping his protective aura intact. However, swarms remain vulnerable to spells like Arrows, Log, or Zap if the Super Knight is attacking or not nearby. Additionally, cloned troops and the Skeleton King’s skeletons will always have 1 HP and can be defeated in one hit, regardless of the Super Knight’s protection.

The Super Knight can also counter high-damage single-target troops, such as the Super Mini P.E.K.K.A., by nullifying their effectiveness while he is not attacking. When the Super Knight’s ability is active, the Super Mini P.E.K.K.A.’s massive attack stat becomes irrelevant, as it only deals 1 damage to units within his radius.

To deactivate the Super Knight’s damage reduction, it’s essential to force him to attack. High-DPS ground units like Mini P.E.K.K.A. and Mega Knight are particularly effective at this, as they will engage him directly, causing his ability to deactivate and allowing these units to deal significant damage.

Air troops are generally ineffective against the Super Knight while his ability is active, as they cannot distract him to deactivate his damage reduction. To effectively deal with him, you need to distract him with a ground troop, and then follow up with air troops once his ability is down. This strategy requires careful timing to ensure that his protection is deactivated before air troops are deployed.

Spells can also play a critical role in supporting the Super Knight’s effectiveness. Since his protective ability deactivates when he attacks, using spells like Fireball, Zap, or Lightning to quickly clear out threats can help reactivate his ability sooner, especially if no enemies are in range.

In mirror match scenarios, stacking two Super Knights within each other’s damage reduction radius can create a highly resilient push, as one Super Knight can continue protecting the other while it moves, giving time for the first to reactivate its ability.

The Super Knight’s vulnerabilities include his inability to protect cloned troops and Skeleton King’s skeletons, which always have 1 HP and are defeated in a single hit, regardless of his damage reduction. Additionally, while light ground swarms benefit from his protection, they remain susceptible to spells if his ability is inactive.

Finally, the Goblin Curse is a unique counter to the Super Knight, as it mitigates his damage reduction by allowing troops to deal 20% damage to those under his effect. When used with high-DPS troops, this can help take down both the Super Knight and his protected allies. Furthermore, deploying Goblin Curse on an enemy swarm attacking a Super Knight can force him to attack the newly spawned Goblins, deactivating his protection and making him vulnerable.

Conclusion

In conclusion, the Super Knight is a temporary Legendary card in Clash Royale that significantly impacts gameplay during events in which he is available, primarily due to his unique ability to provide substantial damage reduction to surrounding allies. His defining ability is his passive damage reduction effect: when the Super Knight is not attacking, all allies within a six-tile radius take only 1 damage from all sources. This effect extends to Crown Towers as well, making him a powerful tool for protecting pushes and supporting vulnerable, high-DPS troops. It’s important to note that the Super Knight is a temporary card, available only during specific events such as the Super Welterweight challenge, where his use may even be required.

Although the Super Knight shares stats with a regular Knight, his ability allows him to function as a mini-tank, best placed behind offensive pushes to maximize his protective aura. Defensively, he can serve as a last-ditch effort to protect towers, but this is less reliable since his ability deactivates when he attacks or moves out of range. The Super Knight has strong synergy with swarm cards like Skeleton Army and Goblin Gang, making them incredibly resilient under his protection and allowing them to deal significant damage. However, these swarms remain vulnerable to spells when the Super Knight’s ability is inactive.

Effective counterplay against the Super Knight revolves around forcing him to attack, as his ability only works when he is not engaged in combat and is moving. High-DPS ground troops such as Mini Pekka, Mega Knight, and Super Mini P.E.K.K.A. are excellent counters because they can force him into attack mode, deactivating his protective aura. Understanding the limitations of his ability, such as its deactivation upon attacking and the vulnerability of certain troop types (like cloned units), is crucial to successful counter-strategies. The Goblin Curse also presents a unique way to deal damage to troops under his protection.

The introduction of the Super Knight has generated various reactions within the Clash Royale community, from excitement about new strategic possibilities to concerns over potential game balance issues. While some players have explored unconventional troop combinations, others believe traditional counters remain effective.

Mastering the Super Knight involves understanding the timing and positioning necessary to use his protective ability effectively, while countering him requires forcing him into attack mode with high-damage units and being mindful of spell cycles to exploit the vulnerabilities of his protected allies.