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How to Use and Counter Mega Knight | Clash Royale - YouTube
Channel: Orange Juice Gaming
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Mega Knight: hmmf
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Mega Knight:roorh.... HUYIARH
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Mega Knight:roorh.... HUYIARH
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Mega Knight:roorh.... HUYIARH
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Mega Knight:roorh.... HUYIARH
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Hmm it's-a Orange Juice
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What's up everyone
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this is OJ
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The Mega Knight has a massive spawn stomp
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It's a huge area with a 1 tile knockback on medium-sized units
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this deals twice as much as his regular attack
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Its near the damage of a fireball
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his second attack knocks out all of these "fireballie" units
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Night Witch and Bandit are NOT fireballies
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They have more health and require a second swing
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His jump activates between 4 and 5 tiles,
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has a 1.1 sec charge time
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and it deals twice as much as his regular attack
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Same with the spawn stomp
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his jump has the same knockback, but the radius is a bit smaller
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The stomp and jump will NOT target air units
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he'll crush the skarmy, but that minion horde
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is going to give him some problems
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He has a 1 tile attack range
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this is the same as the mini P.E.K.K.A or Dark Prince
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Pretty standard melee attack
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Just like a PEKKA, this guy is someone you do NOT want
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locking on to your tower
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He has the ability to take it out, and then some
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He's got the same hit speed as the mini PEKKA as well
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That means he shares the same mechanic
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so if a Hog is running away while it's finishing its attack
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it will still land that attack. As a result, the Hog
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gets 0 hits on your tower
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Even with a pig push, the Mega Knight will be able to
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deny a hog entirely.
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This is 7 for 4, but the counter-push potential is REAL
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He is a force to be reckoned with
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Even an Ice Golem-Hog combo only gets 1 shot off the tower
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and now your opponent has to deal with a counter-push of a full-health Mega Knight
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This is a very precise timing that can actually stop
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all hits from the hog
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but this is not practical to rely on
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because it's nearly impossible to pull this off consistently
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His attack has a splash radius of 1.3 tiles
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To put that into perspective, the Dark Prince
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has a 1 tile splash radius
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Guards are a bit thicker so most of the time, he'll still hit 2 of them
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You can surround him with guards on occasion
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but it's very difficult and not practical to pull off.
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Here's another example of his massive splash radius
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you can surround him with Barbarians to counter him
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but usually, 2 to 3 barbarians
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will still get splashed on a certain side
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That being said, you can easily surround him with a thinner skeletons
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though that will not stop him
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but of course, you can't expect 1 elixir to
defend against 7
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That's why you need to pair it with Minions,
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Musketeer, Bats, or something with high damage output
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Unlike the Bandit's dash, he is NOT invincible when he jumps
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he'll continue taking damage while airborne
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and can actually die mid-air
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Here's an interesting interaction against the Bandit
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his jump is already initiated, he will not falter
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once he's already charged up, he's gonna jump
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Although you can pull him with a tornado while mid-air,
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you have to wait until he lands before that Tornado can suck him in
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The Mega Knight can be substituted with a PEKKA in certain decks
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but leaves you weak against Golem
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PEKKA is THE best counter. Here's the difference though:
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once that PEKKA is counter-attacking
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it's relatively easier to distract with smaller swarm units
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Here's the difference: if you defend with Mega Knight and counter-attack
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it's much more threatening with the jump
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if you don't have the proper counter in rotation
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it's gonna cost A LOT to prevent him from locking on to your tower
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not to mention this scenario does not include him having support units
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If you're facing a beatdown deck with PEKKA or Golem
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counter-push the other lane HARD
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it's highly unlikely you opponent has a 3-elixir hard counter
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to the Mega Knight and its support units
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That being said, it's not the end of the world.
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let's flip this scenario around. If you planted a PEKKA in the back,
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you'll want to use his jump mechanic to your advantage
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something ranged, but cheap like an Ice Wizard
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can aggro him on to your PEKKA
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The magic is his jump mechanic.
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It increases his total damage output while exisisting
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for example if you have a Golem and Zap
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against an Inferno Tower, your Zap isn't going to help
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the unsupported Golem, because it waddles so slowly towards the tower
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Whereas if you have a Mega Knight
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and Zap against the Inferno Tower, he'll jump
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on to the Inferno immediately, and right before dying,
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he'll jump on to the tower. Don't worry though
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the Inferno is still a hard counter. But if they have Zap,
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just put down and Ice Spirit or something
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With spirits, they're an excellent way to
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manipulate his pathing and bait out his jump
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the spirits won't actually die from his jump and they'll survive long enough
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to jump on to him
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His jump is pretty deadly.
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it can one-shot Archers and Bombers
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then proceed to jump on to the next target
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His regular attack deals 240 damage
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so he'll one-shot Princess and Dart Goblin
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but without that jump, those Archers and Bombers will survive the first swing
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With the right units, the Mega Knight is not difficult to counter
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if you have a tank and a support unit,
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he'll melt. PEKKA or Prince can deal with him fairly well.
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A Dark Prince can counter him surprisingly well too.
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I mean if there was an Ice Spirit too,
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it could stop him completely.
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Skarmy is an OK counter to him
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but with his 1.3 tile splash radius,
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he can usually annihilate the Skarmy
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If you time it just right
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you can maybe stop him 1 in 10 times, this is not reliable
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The timing and positioning are too precise to pull off in a real game
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But I mean if he already has half health, absolutely use Skarmy to surround him
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or at least have support units backing up that Skarmy
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You do NOT want to plant units when he's ready to dash on to the tower.
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Just like the Bandit, once he's already initiated the dash,
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you will not be able to stop his jump
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The Zap spell does NOT reset his dash attack
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Once it's initiated,
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he's dead set on going Lebron James on that Ice Golem
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Don't even think of planting down an Electro Wizard to disrupt his charge
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because it doesn't. This is even worse because it's classified as a
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fireballie. He's gonna disappear fast.
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Aside from Tornado, the only other spell that can reset his charge
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is the mighty Log
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the knockback resets it completely
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and lets you quickly plant a tank to prevent him from charging the jump
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But even the mighty Log can't hit the Mega Knight
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while he's mid-air. He'll dodge it completely
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because he's quite literally airborne
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and the Log only hits ground units.
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If you don't have a PEKKA or Prince, the second
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best way is to put down a tank and a strong hitting unit.
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Ice Golem is an OK tank. Make sure to plant him
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in front of the Mega Knight. Pair it with an E-Wiz, and they'll
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just be able to stop him. This is 6 elixir on your side.
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Placement is KEY.
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if you place the Ice Golem too high, the outcome is
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completely different. Your E-Wiz dies, and your tower takes 1000 damage
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It doesn't have to be an E-Wiz
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could be Minions or other high DPS units.
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Minions and Ice Golems are probably one of the cheapest 2-card combos.
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it will barely stop him.
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Of course this only works if they don't have
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splash support units behind them, or arrows.
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If Mega Knight becomes meta, I'd rather have a Knight than an Ice Golem
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so a tank can be something like a Valkyrie, a Knight or an Ice Golem
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and the heavy hitter can be Bats, E-Wiz, Musketeer, Minions, etc.
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A Mini PEKKA is not enough to take out a Mega Knight,
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you'll need something to support the Mini PEKKA.
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This is an 8 for 7 elixir.
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This is not a negative elixir trade, because you now have the option
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to counter-push with that leftover Musketeer.
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The problem with these combos is sometimes,
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you may have only one of the two cards in rotation necessary to counter him
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he's gonna jump on your tower fast.
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At least the Cannon Cart stops him alone.
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One interesting way to counter him is to sacrifice 25%
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of your King tower to prevent all that damage for a +3 trade.
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This should only be done once.
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You're trading lifeforce for sweet, sweet elixir
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Another combo that wrecks the Mega Knight is the classic "Exnado" combo
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The only thing with this though is that
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you have to make sure you have a beefy tank to ensure that he
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doesn't jump on to your executioner
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The tank you use must be able to withstand Mega Knight
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and its supporting units behind him.
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Of course, if you have an Inferno tower, it'll stop him,
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as long as they don't have prediction Minions, a Zap spell,
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or a Night Witch behind him.
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There are 2 more buildings that can stop this beast
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The Bomb Tower can take care of him, because it has
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so much health
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A Barbarian Hut barely stops him.
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A 7 for 7 trade. A few barbs will
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spawn if you want to consider counter-pushing
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The spawn stomp radius is massive but it's not that big
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to be able to take care of a Goblin Barrel surrounding your tower
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But just like the E-Wiz, if you time it correctly and
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deploy right as the shadow of the barrel flies past the tower,
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you can destroy all of the goblins.
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This is a ridiculous combo, but maybe against
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Log bait you don't have the Log in rotation
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This is a reliable technique that you can pull off every time.
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It's a matter of practice.
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Once a King tower (sic.) is down, the optimal tile
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to deploy him is the deepest.
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He'll deal the same damage so it's best that he starts as
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close to that tower as possible.
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If you have a ranged or flying unit like Musketeers or Minions,
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a Tombstone is actually really good at stopping him
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it makes him want to play Hopscotch. And of course,
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he wrecks X-Bow decks. Here's a real
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situation where a prediction Golem will not stop
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him from connecting to that X-Bow. Even though that Mega Minon is
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deployed, that Mega Knight is tanky!
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7 elixir versus 12. Now imagine
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if I decided to commit more elixir on that defense.
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So he's intimidating to counter, but with the right cards,
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he can be managed every single time.
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If you substitute the PEKKA with a Mega Knight, this changes
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the dynamic of your deck entirely
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and leaves you extremely vulnerable to Golem decks.
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Even though he replaces the PEKKA, he is
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extremely weak to Golem and PEKKA decks
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He has his strengths, where he's very strong against
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"fireball-y" units, so decks that have a lot of
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Ice Wiz, E-Wiz, Wizard, Witch, they're gonna suffer his wrath
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But decks that have anti-lightning like the "Splashyard" deck,
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will have Baby Dragon, Knight, and Bowler.
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These are the units that can resist Lightning, Fireball, and
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the Mega Knight's Jump. Even though he appears scary,
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the bottom line is that the Night Witch costs 4 elixir
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and fits in every deck. This guy does not.
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He costs 75% more elixir than the Night Witch.
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And can counter some decks really well,
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but he can get countered really well too.
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Thanks for watching.
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Stay tuned, for more quality OJ.
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