
Mega Knight






Combat data baseline: August 11, 2026. Official balance changes applied through: September 2026 (September 7, 2026).
Level Statistics
Hitpoints
6,431
Total damage this unit can take before being destroyed.
Area Damage
432
Damage dealt to every enemy within the hit's splash radius.
Damage Per Second
254
Average damage dealt per second, factoring in hit speed.
Spawn Damage
693
Damage dealt to enemies near where this unit spawns.
Jump Damage
865
Damage dealt by one normal attack to a valid target.
Card stats use Level 11 as the scaling baseline. Minor rounding differences may occur at other levels, consistent with the source data.
Combat Attributes
Hit Speed
1.7 sec
Time between repeated attacks, after the first attack.
First Hit Speed
0.5 sec
Time from deployment (or becoming able to attack) until this unit's first attack lands.
Target
Ground
What this card is able to attack.
Range
Melee: Medium (1.2)
Maximum distance at which this unit can attack a target.
Speed
Medium (60)
How fast this unit moves.
Deploy Time
1 sec
Splash Radius
1.3
Radius around the point of impact that also takes damage.
Count
x1
How many individual units this card deploys.
Transport
Ground
Special Mechanics
Jump Time
0.9 sec
Jump Speed
250
Jump Range
3.5-5
Splash Radius
2.2
Radius around the point of impact that also takes damage.
Target
Ground
Transport
Air
Combat Mechanics Encyclopedia
Verified 2026-08-18Figures below use Level 11, Clash Royale's tournament standard, regardless of the level selected above.
Mega Knight is a 7-Elixir Legendary troop that crashes down from the sky when deployed, dealing a burst of splash damage to anything clustered underneath its landing spot. From there it's a slow, extremely tough melee brawler that swings a splash-damage mace at ground targets and periodically leaps at distant enemies for another big area-damage hit. Its bulk and splash make it a strong defensive answer to swarms and support troops, but it can't touch air units and can be kited by ranged attackers, so it's rarely thrown straight at a tower alone. Its Evolution adds a knockback uppercut that punts enemies toward their own tower — an August 2026 balance pass made it trigger only every other attack instead of every attack, while extending its knockback distance against Heavy-classified troops from 2.5 to 4 tiles.
Mega Knight is a 7-Elixir Legendary troop that first joined Clash Royale on 8 September 2017; today it's unlocked in the Electro Valley arena.
At tournament standard (level 11), Mega Knight has 3,993 hitpoints and swings its mace every 1.7 seconds for 268 splash damage — about 157 damage per second — but its very first swing after it lands comes out much faster, in just 0.5 seconds.
When it's first placed, Mega Knight crashes down and deals a one-time 430 splash hit to everything near its landing spot — a strong opening punch against anything grouped up underneath it.
Beyond its normal attack, Mega Knight periodically leaps at ground targets roughly 3.5 to 5 tiles away, slamming down after a 0.9-second wind-up for a heavier 537 damage across a 2.2-tile radius — enough to wipe out clustered swarms in one hit.
Mega Knight can only target ground units and moves at medium speed, so kiting ranged troops and any air attacker give it real trouble; a common cheap counter-play is baiting its jump onto a unit like Skeletons placed near your own King Tower, turning the jump into a nearly-free King Tower activation.
Mega Knight launched in September 2017 as one of the most dominant cards in the game, which led to a heavy February 2018 nerf cutting its spawn and jump damage by 25% and shrinking its landing splash so it could no longer hit troops across the river. That cut was partly reversed a few months later, and by the end of 2018 its hit speed had settled at the 1.7 seconds (0.5 seconds for the first swing) it still uses today; its jump wind-up was later trimmed to 0.9 seconds in 2022.
EvolutionMega Knight's Evolution was added on 14 September 2024, available free at launch through a limited-time crown-milestone event before settling into the regular Evolution shard pool. Its evolved form lands a knockback uppercut that sends the struck enemy flying toward the enemy tower — sometimes far enough to trigger a follow-up jump — and only needs the base card cycled once before the evolved hit is charged again.
EvolutionAn August 2026 balance update made the evolved uppercut trigger only every other attack instead of every attack, roughly halving how often it can knock enemies away, while increasing its knockback distance against Heavy-classified troops by 60%, from 2.5 to 4 tiles.
Also in Merge Tactics
Mega Knight also appears as a troop in Clash Royale's Merge Tactics mode, bought from the shop and merged for star upgrades rather than cycled through a deck.
View Mega Knight in Merge TacticsFrequently Asked Questions
How does Mega Knight work?
Mega Knight is a 7-Elixir Legendary troop that crashes down from the sky when deployed, dealing a burst of splash damage to anything clustered underneath its landing spot
What is Mega Knight's elixir cost and rarity?
Mega Knight costs 7 elixir and is a legendary card.
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