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Updated High Reward Megaknight Roll

Skeleton King

Created by CrimsonRage
Updated Jul 14, 2022

6

3✩ Megaknight Can Never Go Wrong

Deck

Guide

This deck focuses on abusing Megaknight's Super and having your other 2-cost units clean up safely whilst the enemy is stunned. Skeleton King is really good for increasing your initial DPS in the earlier rounds, gaining boast stacks through the Megaknight Stun. This is a VERY DIFFICULT deck that requires you to have good knowledge of shop resetting and quick in-game decision-making to decide on which 2-cost mini's to play for that match as Megaknight will drain most of your elixir. Battle-healer is a great opening (and sometimes closing) mini but she should mostly be used post-round 4 unless the match requires her earlier. She is great for ensuring that Megaknight can use his super and also stalling rounds out into overtime where you have a higher chance of winning due to the high HP of your team. The rest of this guide will show you the decisions that you will need to make with each round.

Rule No. 1: DO NOT SHOP REFRESH UNTIL ROUND 3! SAVE YOUR ROLLS!

Round 1:
Do you have a Megaknight?
Yes: You can choose to place him in and clear your shop if you feel he will be ideal to open up the match. If you have multiple Megaknight's or you don't have another 2-cost mini, don't be afraid to waste elixir here as you go into the next round with more.
No: If the battle healer is available always play her this round as you want to keep your Skeleton King alive since he is the main DPS this round. Otherwise, you can just play whatever you have in your shop currently.

Round 2:
Do you have a Megaknight?
Yes: Place him in this round and clear your shop if possible. If you already have a Megaknight then it is up to you as to which upgrade you choose as you will have a good idea of which star upgrade will have the most value.
No: Play whatever minis are in your current shop and clear it to increase your odds of getting Megaknight in round 3.

Round 3:
In round 3 you must have at least a 1✩ Megaknight. Here you can use all the saved-up rolls from earlier and you will (guaranteed) get two or three Megaknight's in this round. (There are ways to further increase your odds in this round such as spending 6 elixir at the start on any random 2-cost mini which will reduce the chances of those minis appearing again and make it more likely to give you a Megaknight.) Never upgrade the Megaknight to 3✩ in this round, as you will have no damage-dealing troops and Skeleton King cannot hard carry. Based on the match you should have decided on which of the 2-star minis will have the most impact so use the remaining elixir to upgrade them. Otherwise, you could opt to stall out the round and win through overtime HP with Battle Healer.

From Round 4 onwards you should aim to get a 3✩ Megaknight and then spend the rest of your elixir on your chosen 2-cost troops. If they have an archer you should always spend any remaining elixir on Battle Healer and position her so that the archer will always lock on.
Each match will vary so the success of this deck heavily relies on your ability to make judgments based on the enemy's troops. Megaknights star upgrade order will also vary for each match so don't think you need to upgrade them in order.

Counters

VS.MonkMonkTwo Swords
Skeleton King
Mega Knight
Battle Healer
Archer
Swordsman
Miner

Honestly, Monk is the most difficult match-up as a lvl 8 monk can insta-kill your Megaknight. Here you must position your troops so that Monk uses his super on either Skeleton King or Battle Healer. Try to get at least a 2✩ Swordsman with stun which could allow you to keep Monk Stunned long enough to not use his super.

Otherwise, GG

VS.PrincePrinceTwo Swords
Skeleton King
Mega Knight
Battle Healer
Archer
Swordsman
Miner

Prince only counters this deck if he hits the Megaknight. Here you need to try to predict the opponent's placement and ensure that he doesn't connect with your Megaknight.
If you struggle to predict your opponent then you can place your Skeleton King or Battle Healer in front of the Megaknight so that she gets knocked back instead.

VS.Spear GoblinSpear GoblinTwo Swords
Skeleton King
Mega Knight
Battle Healer
Archer
Swordsman
Miner

Spear Goblin doesn't counter this deck but his clash ability can be helpful to this deck with Megaknights 3rd Upgrade. Try to make sure that Skeleton King or Battle Healer gets hit by the clash ability if your opponent has the speed increase upgrade as this will enable your Megaknight to get his super quicker since Spear Globlin is hitting him more often.
Otherwise, just ensure that the Megaknight and your 2-cost minis don't get hit by his clash.

VS.Archer QueenArcher QueenTwo Swords
Skeleton King
Mega Knight
Battle Healer
Archer
Swordsman
Miner

Battle Healer and either Miner or Archer is your friend with this match-up. Aim for at least a 1✩ Battle Healer with Megaknights 2nd and 3rd upgrade as this will enable you to be able to catch the Archer Queen with the knock-up.
Megaknight should always be positioned in either the 2nd or 4th Coloum as this ensures you will reach the back enemy tile.
Miner and Archer are your best choice in this match-up so have the miner be positioned in the opposite tile to the Megaknight (i.e. if Megaknight is in 2nd Coloum, place the miner in the 4th Coloum, vice-versa). Always upgrade the 3rd ✩ ability for the miner as this ensures that you will always hit multiple units.
Archer is placed to help out the miner if he is stopped by another unit that is placed at the back

Updated High Reward Megaknight Roll
Elixir icon2.8
Sword icon0.68
Heart icon9.33
Mega Knight
Skeleton King
Battle Healer
Swordsman
Miner
Archer

Created Jun 8, 2022 by CrimsonRage

NOFF

About This Deck

The deck Updated High Reward Megaknight Roll was created by CrimsonRage. Be sure to support your favorite decks and creators by upvoting their builds, videos, and anything else they share that you find useful. Check out the profile page of CrimsonRage for more of their builds.

This deck uses Skeleton King as the hero with Mega Knight, Battle Healer, Archer, Swordsman, and Miner as the supporting units. This puts the total deck cost at 14, DPS at 4.1, and HP at 56.

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