Mega Knight is a heavy melee troop that deals splash damage when he lands and when he jumps. He can shut down swarms and bridge pressure on his own on defense, then counterpush with Miner and Skeleton Barrel.
Game plan
Use Mega Knight on defense first, not on offense. When enemy troops cross to your side, drop Mega Knight right on them; his landing damage clears swarms instantly.
As a surviving Mega Knight walks to the tower, send Miner behind him or at the tower. Skeleton Barrel can bait out your opponent's small spells.
Bats, Inferno Dragon and Spear Goblins complete your defense against air and tanks. Zap and Fireball are your support spells.
Bats2 elixir Cheap air damage. Melts tanks quickly.
Spear Goblins2 elixir Cheap ranged damage. Hits air.
Zap2 elixir Small spell. Clears swarms and resets Infernos.
Skeleton Barrel3 elixir Flying barrel. Drops skeletons when it reaches the tower; works as spell bait.
Inferno Dragon4 elixir Flying tank killer. Its damage ramps up over time and melts big tanks.
Fireball4 elixir Medium spell. Hits support troops and the tower.
Mega Knight7 elixir Main defensive card and counterpush tank. Crushes swarms and ground troops with splash damage.
Tips
Drop Mega Knight right in the middle of your opponent's troops; the landing damage hits them all.
Don't waste a Mega Knight that survives defense; back him up with Miner or Skeleton Barrel.
Place Inferno Dragon so it stays locked onto the enemy tank as long as possible.
Against your opponent's P.E.K.K.A, use Inferno Dragon and Bats instead of Mega Knight.
Strong against
Against bridge spam and swarm decks: Mega Knight wipes those cards out in one move.
Against ground-heavy attacking decks.
Struggles against
Against strong tank killers like P.E.K.K.A and Inferno Tower.
Against air decks: Mega Knight can't hit air.
Missing a card?
If you don't own every card in this deck, or some are under-leveled, the ElixirDeck deck builder suggests the best replacements from your collection. Just enter your player tag.