Talk:Mecha Knight

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Mecha Knight
An example of a Mecha Knight
Taxonomy

Gate Icon-Construct.png Construct Family, {{{class}}} Class

Defenses of the Construct family:

Weak to Elemental damage


Resistant to Piercing damage


Neutral to Normal & Shadow damage

The Mecha Knight is a monster.

Traits

Most of the time, higher tier monsters have all the abilities of preceding tiers, with increased intensity.

Tier 1

Mecha Knights have the unfortunate habit of "malfunctioning," slightly shocking and damaging themselves in the process. They can pass shock to their enemies or an allied Quicksilver. This will also break several types of exploration blocks. When this monster malfunctions, it will stop whatever it was doing for a few moments.

Tier 1 mecha knights wield a weapon similar to the Bolted Blade, with minor effects relevant to the monster's status type.

Tier 2

Weapon is reminiscent of swords such as the Hot Edge, boasting a colorful glowing blade relevant to the monster's status type.

Has a shield with a similar appearance to the Iron Buckler. Mecha knight shield mechanics are very different from player shields, decaying with time instead of damage.

Tier 3

Weapon is reminiscent of swords such as the Searing Edge, boasting a colorful glowing blade relevant to the monster's status type.

The general appearance of its shield is similar to the Heater Shield, with much darker coloration.

Mecha Knights can unleash 4 damaging bullets when they activate their charge attack. Normal mecha knights release bombs instead of bullets.

Notes

Mecha Knights are creations supposedly made by Gremlins to protect themselves during Clockworks maintenance. This is especially evident in many Deconstruction Zones. There is evidence suggesting certain constructs have plans of their own, considering events that transpire during the Interface-icon-PvE.png Dangerous Mission: Ghosts in the Machine.

The 3-1 Interface-icon-PvE.png Mission: Toy Soldiers features mecha knights. During the 1-2 Interface-icon-PvE.png Mission: The Ancient Generator, a lot of broken mecha knights appear in the level. Interestingly enough, there are several constructs (scuttlebots, retrodes or gun puppies) that the player must fight in the area, but no active mecha knights. Unmoving or "broken" mecha knights are found throughout the clockworks as aesthetic entities. This scenario room features a large statue of a mecha knight as well as Energy Mecha Knights.

Bosco takes care of a mecha knight, hoping to use it as a bodyguard. The Mecha Knight Kit pickup and Energy Mecha Knight are friendly versions of this monster with their own equipment that can be used as bodyguards by players.

The Mecha Helm and Mecha Suit costumes allow the player to mimic the appearance of this monster. The descriptions of the Voltaic Radical costume set hint at the existence of a sentient mecha knight.

History

  • This monster been encountered since release 2011-04-04 when the game officially launched.

Strategy

Mecha knight attacks can take away large chunks of player health even if the player has ideal defenses. If a mecha knight is nearby and emits a whirring sound, dash away or block the strike. Baiting them into their melee combo and then shooting is an effective strategy, because if they are shot during their combo they are automatically knocked down. It is very important to be mindful of this attack in Tier 3, as their 4 bullets can cause trouble for you as well as other players focused on a fight somewhere else. A mecha knight will only release its charge if a target is in range. Therefore...

It is best to take mecha knights down from afar because these enemies require close combat to damage targets. Even though they will automatically shield against projectiles, the risk of getting too close such an aggressive construct is too great. Their shields tend to have a few moments of cooldown - gunners can take this opportunity to land some shots. The automatic shielding behavior can be used to delay and distract these monsters if you or another player is having trouble and trying to run away. In general, it is best to use bombs against this monster. If menders are nearby, defeating mecha knights becomes a simple task of planting Venom Veiler charges and having mecha knights follow you until the mender(s) destroy them. This is an extremely effective strategy in all arenas involving this monster, except Venom Fang, because Poison Knights are immune to poison. The Dark Retribution is also an effective weapon against this monster as well as the usual enemies with whom they are found.

If freeze is involved in the battle plan, take caution when approaching a frozen Mecha Knight. They will start attacking even if approached from behind. They also spin around instantly, so striking one during the melee combo will likely result in taking a hit. Of course, freeze will not work against Cryo Knights.

Interestingly, the shots from the Overcharged Mixmaster handgun do not cause this monster to shield up. This is confirmed to be a bug, but has remained unfixed since the mixmaster's release.

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