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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

  1. Armor
  2. Melee Damage
  3. Damage
  4. Max HP
  5. HP Regeneration

Weapons

WeaponCopiesRoleNote
Hammer4coreScales with up to 200% Melee Damage, so it gets the most from your Armor.
Spiky Shield2techScales with up to 200% Armor and counts as Medieval, which adds a little more Armor.

Items

ItemPriorityNote
Warrior Helmetmust+3 Armor and Max HP.
Ball and Chainmust+3 Armor and +15% Damage. Its cooldown limit doesn't affect a weapon as slow as a Hammer.
Metal Plateshould+2 Armor is worth +4 Melee Damage on Knight.
HelmetshouldCheap Armor from the first shops.
Masteryshould+6 Melee Damage, and the Ranged Damage penalty doesn't matter here.
MedalniceA bit of everything, including Armor.

Avoid

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

See the Knight page for the full stat line and unlocks.