Difference between revisions of "Mecha Knight"

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(Locations)
(Locations)
 
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*All [[Battle Arena]]s
 
*All [[Battle Arena]]s
 
*[[Deconstruction Zone]]: Savage Salvaging
 
*[[Deconstruction Zone]]: Savage Salvaging
 +
*All [[Treasure Vault]]s
 +
*All [[Clockwork Tunnels]]: Mechanized Mile, Slimeway
 
*[[Ironclaw Munitions Factory]]: Warfare Workshop
 
*[[Ironclaw Munitions Factory]]: Warfare Workshop
 
*[[The Collector]]: Camp Crimson
 
*[[The Collector]]: Camp Crimson
 
*[[Plan of Attack]]: Power Grid
 
*[[Plan of Attack]]: Power Grid
 +
*[[The Great Escape]]: The Yard
 
*[[Operation Crimson Hammer]]: Clear the Gatehouse
 
*[[Operation Crimson Hammer]]: Clear the Gatehouse
 
*All [[Compounds|Ruined Compound]]s levels
 
*All [[Compounds|Ruined Compound]]s levels
Line 40: Line 43:
 
*[[Battle Arena|Flame Lash Arenas]]
 
*[[Battle Arena|Flame Lash Arenas]]
 
*[[Deconstruction Zone]]: Molten Mayhem
 
*[[Deconstruction Zone]]: Molten Mayhem
 +
*[[Treasure Vault]]: Burn Rate
 +
*[[Clockwork Tunnels|Blast Furnace]]: Mechanized Mile, Slimeway
 
*[[Operation Crimson Hammer]]: Silence the Guns, Flank the Frontlines, Clear the Gatehouse
 
*[[Operation Crimson Hammer]]: Silence the Guns, Flank the Frontlines, Clear the Gatehouse
 
*[[The Gauntlet]]: Last Stand
 
*[[The Gauntlet]]: Last Stand
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*[[Battle Arena|Ice Maul Arenas]]
 
*[[Battle Arena|Ice Maul Arenas]]
 
*[[Deconstruction Zone]]: Cold Storage
 
*[[Deconstruction Zone]]: Cold Storage
 +
*[[Treasure Vault]]: Frozen Assets
 +
*[[Clockwork Tunnels|Cooling Chamber]]: Mechanized Mile, Slimeway
 
*All [[Compounds|Frozen Compound]]s levels
 
*All [[Compounds|Frozen Compound]]s levels
 
*[[The Great Escape]]: The Yard
 
*[[The Great Escape]]: The Yard
Line 84: Line 91:
 
*[[Battle Arena|Venom Fang Arenas]]
 
*[[Battle Arena|Venom Fang Arenas]]
 
*[[Deconstruction Zone]]: Radioactive Recycling
 
*[[Deconstruction Zone]]: Radioactive Recycling
 +
*[[Treasure Vault]]: Toxic Debt
 +
*[[Clockwork Tunnels|Wasteworks]]: Mechanized Mile, Slimeway
 
*All [[Compounds|Blighted Compound]]s levels
 
*All [[Compounds|Blighted Compound]]s levels
 
*[[Crimson Chaos]]: Complex 357
 
*[[Crimson Chaos]]: Complex 357
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*[[Battle Arena|Thunder Fist Arenas]]
 
*[[Battle Arena|Thunder Fist Arenas]]
 
*[[Deconstruction Zone]]: Circuit Breakers
 
*[[Deconstruction Zone]]: Circuit Breakers
 +
*[[Treasure Vault]]: Flash Crash
 +
*[[Clockwork Tunnels|Power Complex]]: Mechanized Mile, Slimeway
 
*[[Ironclaw Munitions Factory]]: Abandoned Assembly, Warfare Workshop
 
*[[Ironclaw Munitions Factory]]: Abandoned Assembly, Warfare Workshop
 
*[[Shadow Lair]]: [[Ironclaw Munitions Factory]]
 
*[[Shadow Lair]]: [[Ironclaw Munitions Factory]]

Latest revision as of 20:12, 18 June 2020

Construct Family
Icon Gate Icon-Construct.png
Damage Resistances
Defense elemental icon.png Defense piercing icon.png Defense shadow icon.png
Defense decreased.png Defense increased.png Defense none.png

Mecha Knights are a type of monster found in the Clockworks.

Traits

Mecha Knights are creations supposedly made by Gremlins to protect themselves during Clockworks maintenance. In Tier 3, Mecha Knights may unleash 4 projectiles or bombs when they activate their charge attack. All of the Mecha Knights have the unfortunate habit of shocking themselves, damaging themselves in the process; however, they can then pass that shock to their enemies or an allied Quicksilver. Their swords are based on the form of a Static Edge or Hot Edge, with the exception of normal Mecha Knights, which use the Bolted Blade, and Mecha Knight kits, which use the Tempered Calibur. The unfriendly Mecha Knights also seem to use the Iron Buckler shield, while the Mecha Knight kits use the Great Defender.

Types

Mecha Knight

Mecha Knight
Tier 1
Monster-Mecha Knight.png
Tier 2
Monster-Mecha Knight 2.png
Tier 3
Monster-Mecha Knight 3.png
Abilities
  • Sword Slash Attack normal icon.png
  • Charge Attack Attack normal icon.png
  • Malfunction Icon status shock.png
  • Bombs Attack normal icon.png
Location Drops
Description

Gremlin-engineered sentries that share many of the capabilities of a Spiral Knight.

  • Gains a shield and ability to block projectiles after Tier 2.
  • Drops four bombs upon executing its charge attack in Tier 3.


Firo Knight

Firo Knight
Tier 1
Monster-Firo Knight.png
Tier 2
Monster-Firo Knight 2.png
Tier 3
Monster-Firo Knight 3.png
Abilities
  • Sword Slash Attack normal icon.png Attack elemental icon.png Icon status fire.png
  • Charge Attack Attack elemental icon.png Icon status fire.png
  • Malfunction Icon status shock.png
  • Bullets Attack normal icon.png Attack elemental icon.png Icon status fire.png
Location Drops
Description

This Mecha Knight can inflict fire.

  • Gains a shield and ability to block projectiles after Tier 2.
  • Releases four bullets upon executing its charge attack in Tier 3.


Cryo Knight

Cryo Knight
Tier 1
Monster-Cryo Knight.png
Tier 2
Monster-Cryo Knight 2.png
Tier 3
Monster-Cryo Knight 3.png
Abilities
  • Sword Slash Attack normal icon.png Attack elemental icon.png Icon status freeze.png
  • Charge Attack Attack elemental icon.png Icon status freeze.png
  • Malfunction Icon status shock.png
  • Bullets Attack normal icon.png Attack elemental icon.png Icon status freeze.png
Location Drops
Description

This Mecha Knight can inflict freeze.

  • Gains a shield and ability to block projectiles after Tier 2.
  • Releases four bullets upon executing its charge attack in Tier 3.


Poison Knight

Poison Knight
Tier 1
Monster-Poison Knight.png
Tier 2
Monster-Poison Knight 2.png
Tier 3
Monster-Poison Knight 3.png
Abilities
  • Sword Slash Attack normal icon.png Attack elemental icon.png Icon status poison.png
  • Charge Attack Attack elemental icon.png Icon status poison.png
  • Malfunction Icon status shock.png
  • Bullets Attack normal icon.png Attack elemental icon.png Icon status poison.png
Location Drops
Description

This Mecha Knight can inflict poison.

  • Gains a shield and ability to block projectiles after Tier 2.
  • Releases four bullets upon executing its charge attack in Tier 3.


Volt Knight

Volt Knight
Tier 1
Monster-Volt Knight.png
Tier 2
Monster-Volt Knight 2.png
Tier 3
Monster-Volt Knight 3.png
Abilities
  • Sword Slash Attack normal icon.png Attack elemental icon.png Icon status shock.png
  • Charge Attack Attack elemental icon.png Icon status shock.png
  • Malfunction Icon status shock.png
  • Bullets Attack normal icon.png Attack elemental icon.png Icon status shock.png
Location Drops
Description

This Mecha Knight can inflict shock. While fortified against external forms of shock, they can still malfunction and shock themselves.

  • Gains a shield and ability to block projectiles after Tier 2.
  • Releases four bullets upon executing its charge attack in Tier 3.


Strategy

It is best to gun them down from afar, as their charge attacks can take away a sizable amount of health. If one is close to you and emits a whirring sound, run away or block the strike. Baiting them into their melee combo and then shooting them is an effective strategy, as being shot during the combo automatically knocks them down.

  • Their shields have a long cooldown, so gunners can take that opportunity to land some shots.

Never allow them to surround you, especially in arenas. They will make fast work of your health due to blocking you from moving

  • If there are groups of them, stay out of the bundle and attack at intervals, charge attacks prove useful in breaking up the bundles.
  • Note that all Mecha Knights (including Volt Knights and Mecha Knight Kits) can and usually will inflict themselves with shock, disrupting anything they are doing at the moment they are shocked.

If freeze weapons are used, take caution when approaching a Mecha Knight anyways. They will start attacking even if approached from behind, and these attacks can thaw buddies out. They also spin around instantly, so striking one during the melee combo will likely result in taking a hit.

Notable Mecha Knights

Mecha Knight Kit

Mecha Knight Kit
All Tiers
Monster-Mecha Knight Kit.png


Abilities
  • Sword Slash Attack normal icon.png
  • Charge Attack Attack normal icon.png
  • Malfunction Icon status shock.png
Location

Can be re-activated for 5 energy in:

Drops

This monster does not drop any items.

Description

Unlike its brethren, this loyal Mecha Knight will fight the enemies of Spiral Knights who assemble or free it from its imprisonment of the deconstruction zones until it is defeated. Comes with built-in teleportation instead of a leash. Unfortunately, it cannot follow you to the next floor, and it will also eventually malfunction to the point of destruction.


Trivia

  • During the mission The Ancient Generator, a lot of deactivated Mecha Knights appear in the level. Interestingly enough, there are several types of Construct monsters (Scuttlebots, Retrodes or Gun Puppies) that the player must fight in the current level except for Mecha Knights.
  • Zombies can lunge onto Mecha Knight Kits. They can get Immobilized just like knights can, and Mecha Knight Kits are able to knock zombies off just like knights can.
  • As Mecha Knight Kits have similar attributes to monsters code-wise, they can be healed by Mender runes and area healing abilities. Due to their alignment though, Menders will not actively attempt to heal damaged Mecha Knight Kits, so a Mender will never use a single target heal on a Mecha Knight Kit

See Also

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