Light Knight

Overview

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 
- 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
- Avogadro
- Ballista Militia
- Batteye
- Batty
- Betsy the Leshy
- Black Hole Slimedrop
- Blue Slimedrop
- Brick Slimebox
- Bushy (Minion)
- Castle Janitor (Minion)
- Castle Lightning Rod
- Chanballier
- Crevice Webber
- Crystal Mirror
- Crystal Slimedrop
- Crystal Slimeglob
- Demon Hand
- Demon Wall
- Domesticated Battrap
- Elite Slimeglob
- Enchanted Mirror
- Euphorbia (Minion)
- Flying Sapper (Minion)
- Fright Knight
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