Knight
Knight | |
---|---|
Stats | |
HP | 36 |
Speed | 0 |
Death Armor | 3 |
Resistances | |
Bleed | 40% |
Blight | 20% |
Burn | 10% |
Stun | 40% |
Move | 40% |
Debuff | 30% |
Low ▪ Medium ▪ High | |
Other Attributes | |
Types | Cadaver |
Size | 2 |
Turns per Round | 1 |
Permanent Condition(s) | |
The Knight is a Cadaver enemy in Darkest Dungeon II.
Description
Clad in impressive plate armor, Knights are the elite shock troops of the Lost Battalion. Their skillset takes advantage of their high HP, allowing them to generate Block and Riposte to discourage attackers, while inflicting heavy Bleed on frontline heroes.
Death's Door Bonuses
Uniquely amongst enemies, the Knight gains powerful buffs when on Death's Door:
- +50% DMG
- +5 Speed (negating the usual penalty for being on Death's Door)
- The Knight does not gain any Weak tokens upon reaching Death's Door.
And if all those buffs weren't enough, the Knight also has 3 Death Armor, making him a very dangerous opponent when near death.
Skills
Skill Name | Target | Ranks | DMG | CRIT | Self | Effects |
---|---|---|---|---|---|---|
En Garde Cooldown 2 |
Self | - | - | • Remove • Add • Add x2, x2 |
- | |
Have at You | 4-6 | 5% | • Forward 3 | - | ||
Biting Blade | 8-12 | 10% | - | • 4 | ||
Riposte Attack | 6-7 | 5% | - | • 3 |
ORDER: Slay the Wounded
Receiving an Order token from a Drummer will enable the Knight to use a powerful cleave attack. The order will also grant the Knight the +50% DMG buff against bleeding targets for 1 round.
Skill Name | Target | Ranks | DMG | CRIT | Self | Effects | Cooldown |
---|---|---|---|---|---|---|---|
Flashing Blade | 6-7 | 5% | • Remove | • 4 | - |
Strategy
Knights are exceptionally dangerous enemies to encounter, sporting a hefty pool of HP, guaranteed Block at combat start, 3 points of Death Armor, substantial damage both directly and via Bleed, Riposte, and uniquely among the cast the only enemy who receives buffs when they reach Deaths Door. They are a front line enemy and can only attack the front two heroes with their primary damage skills, but have greater reach due to their Riposte allowing them to hit any rank that a hero hits them from. While Knights are very dangerous foes, they're often best left to be dealt with after killing the other enemies that spawn with them, particularly if they spawn in with a Drummer due to the latters ability to give them Order tokens to access to Flashing Blade as well as a buff that increases their damage against bleeding heroes. Bringing heroes with their own Riposte, or the ability to clear said token such as Man-at-Arms with Bellow or Highwayman with Highway Robbery to minimize how much damage your heroes receive from attacking the Knight. Similar to many other front line damage dealers the Knight is more limited if he's Knocked Back to rank 4 where his only skill available is Have At You, which deals much lower damage than Biting Blade. This strategy isn't particularly consistent however, but it can be useful in early stages of a fight while dealing with the other enemies he spawns with. The most important part of fighting the Knight is having a plan to kill him while either minimizing or outright negating his Death's Door buffs, either through Damage Over Time or Executes. Leaving the Knight at low health at the end of a turn to let all your heroes attack him one after the other can chew through all of his Death Armor before he gets a chance to act. This can be particularly effective due to the Knights low base Speed without his Death's Door buff.