Knight: Armor Hammers
Danger 5Mediumfor 1.2.0.0 · updated 2026-11-03
Knight gets +2 Melee Damage for every point of Armor, and Hammers hit for up to 200% of Melee Damage. Stack Armor and each swing gets much bigger, which suits a character with Attack Speed bonuses cut in half.
Stat priority
Weapons
| Weapon | Copies | Role | Note |
|---|---|---|---|
| Hammer | 4 | core | Scales with up to 200% Melee Damage, so it gets the most from your Armor. |
| Spiky Shield | 2 | tech | Scales with up to 200% Armor and counts as Medieval, which adds a little more Armor. |
Items
| Item | Priority | Note |
|---|---|---|
| Warrior Helmet | must | +3 Armor and Max HP. |
| Ball and Chain | must | +3 Armor and +15% Damage. Its cooldown limit doesn't affect a weapon as slow as a Hammer. |
| Metal Plate | should | +2 Armor is worth +4 Melee Damage on Knight. |
| Helmet | should | Cheap Armor from the first shops. |
| Mastery | should | +6 Melee Damage, and the Ranged Damage penalty doesn't matter here. |
| Medal | nice | A bit of everything, including Armor. |
Avoid
- Glass Cannon — -3 Armor costs you 6 Melee Damage on top of the Armor itself.
- Coffee — Attack Speed bonuses are cut in half, so this gives little and still costs Damage.
Run plan
Early (waves 1–6)
Start with a Hammer at tier 2, since Knight can only equip tier 2 or above. Buy every cheap Armor item.
Mid (waves 7–14)
Fill out your Hammers and add Shields. Take Armor from level-ups first, then Melee Damage.
Late (waves 15–20)
Merge Hammers as high as you can. Add Max HP and regen so you can stand in the middle and swing.
Why it works
- Armor both protects you and raises your damage, so it's the first stat to take almost every time.
- Harvesting bonuses are reduced by 80%, so don't spend on them.
- This is a plan worked out from the character's stats, so tell us in the forum if your runs say otherwise.
See the Knight page for the full stat line and unlocks.