- Sturdy fighter; knocks back enemy heroes when he attacks.
- Very difficult to kill, especially if equipped with a shield and helmet.
- Use knights to deny critical board positions to opponents, or knock enemies off important squares.
Power: 200 Physical (melee)
Resistances: 20% Physical Reduction, 0% Magical Reduction
Attack Range: 1
Effect: Pushes back the target one space, if able.
As the Council:
The Knight is the most durable unit on the Council, with a natural defense of 20% and the most health on the team. A fully upgraded knight can usually tank all but the strongest enemies and is not easily bursted in one turn. Combined with the superior healing magic of the Council, the knight can survive indefinitely. Because of this tankiness, the Knight is best used as your front line and as immovable objects on valuable tiles.
His knockback is incredibly useful at controlling enemy position, although it makes it difficult for him to kill anything. Unless the enemy is backed up against a wall or another unit, the knight has to spend half the turn chasing the enemy down. Because of this, don't rely on your knight to do damage. Save your runemetals for your archers and wizards.
Against the Council:
Oftentimes, it's best to just ignore the enemy Knight and kill the enemy damage dealers. It usually costs too much time to kill a Knight when you could be killing something dangerous like the Archer or Ninja, or killing the valuable Cleric.