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Light Knight

light-knight
Kind
Enemy
Area
Castle
Health
150
Cruciball HP
200
Melee damage
0
Ranged damage
3

Overview

Light Knight is an enemy type that appears as a magically trained knight capable of both offensive and healing spells. They are a stronger variant of the base Knight: lore establishes that Knights with magical talent train into Light Knights (previously referred to as Clerics in older builds), and their oaths about harming others were revised to allow battlefield effectiveness. Mechanically, Light Knights alternate between casting damaging magic and casting restorative spells that heal their allied units, making them high-priority targets in most encounters.

Light Knights are encountered where standard Knights would appear but act as a force multiplier for enemy waves due to their healing. If left unchecked, a Light Knight can rapidly restore the health of nearby enemies, effectively negating the player’s damage and prolonging fights.

  • Prioritize elimination: take Light Knights down early in a room to prevent them from fully healing their battalion. Their healing can quickly refill multiple allies, so single-target high damage or focused pinball shots that strike them early are most effective.
  • Targeting and crowd control: spells or pins that deny the Light Knight turns or reduce enemy movement (stuns/locks from relics or tiles that impede actions) limit how often they can cast heals.
  • Damage types: because they alternate between offense and defense, balance finishing power with survivability—overcommitting to area denial without a way to finish the Light Knight allows it to recover allies between casts.
  • Appearance and history: in early beta builds this enemy used palette-swapped Knight sprites and was called "Cleric"; art was updated during Early Access to the current Light Knight visuals and the encylopedia/Encirclepedia entry was added in later updates.

Other entities of this type

Related pages

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