Knight (Destiny)

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|-|Knight=
|-|Darkblade=
|-|Taken Knight=
 
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==Summary==
The Knights are a prevalent morph of the Hive, made up of those who have transcended the form of Acolyte and used their accumulated tithes to express themselves as this form. They are the backbone of Hive society, making up their elite soldiers, engineers, and leaders. Heavily armored and armed, Knights are a formidable foe for anybody present in Destiny, often able to fight and even outmatch Guardians in single combat. Armed with their swords, shields, and boomers, an army of Knights can spell doom to entire worlds, while keeping up a steady flow of tribute to their gods.
==Powers and Stats==
Tier: , at least to , up to | , at least to , up to | , up to 
Key: Hive Knight | Taken Knight | Ascendant Plane
Name: Varies
Origin: Destiny
Gender: Almost always male
Age: Varies, often at least hundreds of years up to billions
Classification: Elite Hive, Ascendant Hive, Taken
Powers and Abilities:
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|-|Hive=
Sword Logic, Superhuman Physical Characteristics, Weapon Mastery, Magic, Immortality (Types 1,IX: The Bargain 3, 4, 7Destiny: Warmind (comic) and 9; Hive won't die of age and can heal their wounds as long as they kill. More powerful Hive are able to create Throne Worlds that allow them to come back even after complete physical erasure), Acausality (Type 4), Regeneration (Up to Low-Godly; Some Ascendant Knights and Abyssal Champions have their own Throne Worlds and can simply come back after their physical bodies get destroyed), Healing, Clairvoyance (The Sword Logic finds the weakest point in a structure and destroys it.Hidden Dossier Powerful Hive also use Shriekers to survey their territory or remote locationsShriekerA Shadow Overhead), Mathematics Manipulation, Quantum Manipulation (Darkness manipulates reality at the quantum levelCodes & Procedures Handbook), Non-Physical Interaction (Can consume the Light, destroy Vex energy/data constructs, interact with other Ascendants and Light and Dark can interact with ontology), Adaptation (Hive can quickly develop adaptations.Adventure: Bug in the SystemKrill A Knight of Oryx adapted to the fighting style of a Knight of Xivu Arath by following Oryx's wayDust), Corruption (The Hive corrupt their surroundingsStrange Terrain Strike), Aura (All Ascendant Hive have an auraAgonarch Rune), Earth Manipulation,Ghost Scan: Crota Illusion Creation,The Dreadnaught Telepathy,Sylok, the Defiled Organic Manipulation (Much of the Hive's technologies and structures are organicThe Wretched EyeVanguard Communications, Season of the Hunt), Subjective Reality (The Light and Darkness are ontological forces that grant power over that which is real, and that which isn’tDestiny 2: Season of Arrivals: The Reckoning), Reality Warping and Law Manipulation (Every demiurge of every race, is a ruler maker, that changes reality to their power/willA Thousand Wings), Conceptual Manipulation (Type 2; when the barrier between the material universe and the ascendant plane is eroded, there’s no difference between the words on Hive runes and their meaning. A rune for ‘death’ brings literal deathGhost Scan: Festering Halls, Titan, #3), Darkness Manipulation, Forcefield Creation (Through Wall of Darkness, Elemental Shield, Sword Shield, and Proximity Shield), Space-Time Manipulation and Gravity Manipulation (With Void abilities), Fire Manipulation, Heat Manipulation and Energy Manipulation (With Solar abilities), Electricity Manipulation and Magnetism Manipulation (With Arc abilities), Explosion Manipulation, Rage Power, Summoning, Statistics Amplification, Reactive Power Level (Like all Hive, grow stronger when killing), Spatial Manipulation (Powerful Knights can cut through space), Portal Creation, Enhanced Senses (Hive can smell invisible enemies), Absorption (Capable of consuming the Light, whether it be from individuals or freely existing Light), Power Nullification, Perception Manipulation (Through A Dark Burden), Vibration Manipulation (Knights can weaponize shockwaves by slamming their swords on the ground and through Fist of Darkness), Invulnerability (Some Knights have the Sword Shield, rendering them immune to harm), Invisibility (Darkblades are capable of becoming invisible), Teleportation (Most knights are capable of teleporting, while the Darkblades notably use it in combat), Negation of Resurrection (By devouring the Light of their victim, the Hive can deny Guardian resurrection), Resistance Negation (Certain Knights carry Ascendant Swords, which can override resistances through the Sword Logic), Self-Sustenance (Types 1 and 2. Knights can do battle in outer space and subsist on tithes of death alone), Shapeshifting (Non combat applicable. Should a Knight be unhappy with its existence as a Knight, it can morph into a Wizard instead through usage of excess tithes, changing its gender, abilities, and other attributes in the process)
|-|Taken=
Same as before, plus Immortality (type 5Destiny 2: Season of the Lost: Astral Alignment), Radiation Manipulation,Adventure: Getting Your Hands Dirty Sound Manipulation (Taken screams can shatter plastics and burst blood vesselsReport: Taken Power), Aura,A Matter of Trust Gravity Manipulation and Limited Black Hole Creation,Quest: Further Interference, Let Loose Thy Talons Corruption, Law Manipulation, Reality Warping, Mathematics Manipulation, Information Manipulation, Conceptual Manipulation (Type 1 [combat inapplicable], Type 2 otherwise; Taken utilize the Darkness, which is an ontological force), Existence Erasure, Void Manipulation, Matter Manipulation, Space-Time Manipulation, Mind Manipulation and Possession (Taken Knights passively exude the Taken Blight, which spreads the Taken corruption wherever they go. Certain Knights can directly Take their foes, though to nowhere near the same efficacy as Oryx, the Taken King), Power Nullification, Regeneration Negation, and Statistics Reduction via Shadow Touched, Memory Manipulation (Sylok was able to cause researchers to forgot they already tortured him), Acausality (Type 4; Taken are all Paracausal), Physics Manipulation, Absolute Zero and Crystal Manipulation with a Stasis Boomer
|-|Resistances=Resistance to Information Analysis, Analytical Prediction, Duplication, Precognition, Power Mimicry (The Vex can't simulate paracausal entitiesOsirisAdventure: Deep Conversation), Power Absorption, Power Modification, Power Nullification (Some Knights aren't affected when hit by Suppression Grenades, which prevent the victim from using their abilities. As a significant amount of a Knight's power comes from the Sword Logic it's difficult to affect their abilities without affecting the Sword Logic itself. Paracausal powers in general have proven difficult to steal), Subjective Reality, Reality Warping, Law Manipulation, Statistics Reduction, Corruption, Mathematics Manipulation, Information Manipulation, Conceptual Manipulation (Type 2), Existence Erasure, Void Manipulation, Possession (Some Knights are completely fine within the presence of the Taken Blight and are unaffected by Hive corruption), Corrosion Inducement, Quantum Manipulation, Space-Time Manipulation, Gravity Manipulation, Black Hole Creation, Life and Energy-Absorption, Soul Manipulation, Matter Manipulation (Macro-Quantum), Fire Manipulation, Temperature Manipulation, Radiation Manipulation, Light Manipulation, Magma Manipulation, Plasma Manipulation, Energy Manipulation, Electricity Manipulation, Magnetism Manipulation, Paralysis Inducement, Explosion Manipulation, Physics Manipulation, Absolute Zero, Vibration Manipulation, Status Effect Inducement, Transmutation,Ruinous Effigy Sound ManipulationBRONTIOS Type 0 (Powerful Knights are resistant against the majority of the Guardian's abilities), Poison Manipulation (Hive regularly drink poisonXX: Hive and only a special sort of poison affects themEight Million Tales in the City: Florescent Canal, Chamber), Sense Manipulation (Powerful Knights are not be affected by the Helm of Saint-14Helm of Saint-14), Pain Manipulation (The Hive feed on pain, including their own), Sealing (With powerful enough Sword Logic one can escape sealing that was previously effectiveXII: Out of the Deep), Mind Manipulation and Madness Manipulation (Types 2 and 3; Most Knights are fine within the Sea of Screams, which is hostile to the psycheReverie Dawn Gauntlets and indirect exposure to the Ascendant Plane is enough to drive people mad.The Gate They're also unaffected by its brain stain, infection by a contagious ideaOn the Hunt), Fusionism (Most Knights can maintain their 'shape' within the Ascendant PlaneDust), minor resistance to Ice Manipulation (Freezing knights did not kill them and they are capable of withstanding the cold of outer space)
Knights with a form of Immunity, such as through Sword Shields, have a Resistance to Crystal Manipulation, Smoke Manipulation, Nanotechnology, Disease Manipulation, Resistance Negation, Curse Manipulation, Death Manipulation, Regeneration and Immortality Negation, Telekinesis, and Vibration Manipulation
Light Eater Knights and Vessels of Oryx possess the Resistances of Oryx, the Taken King. 
Taken Knights have any standard resistances or resistances corresponding to their shielding, as well as resistance to Pain Manipulation (Pain and abject ecstacy are one and the same to a Taken), Fear Manipulation, Madness Manipulation (The Taken are in a state of constant ecstasy. Their feats, inhibitions, and burdens are stripped from them), and Physics Manipulation (Taken aren't bound by the laws of physics)
|-|Ascendant Plane=
Same as before, excluding type 9 immortality, to a far greater degree plus Subjective Reality (Those with power inside of the Ascendant Plane determine realityFist of Eight Moons), Abstract Existence (Type 1; residents of the Ascendant Realm exist as 'shapes', the immaterial foundation of their being, rather than being made out of matter), and Resistance to Information Manipulation
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Attack Potency: Varies (The strength of individual Knights can vary), at least Small Building level (All Knights are capable of fighting average Guardians, such as unnamed Warlocks who can do things like vaporize people with a handshakeMonolith Bleed IV) to City Block level (Stronger Knights will often be on par with armored fighting vehicles, such as the Goliath Tank, being able fight other powerful beings like them), up to Large Country level+ (Knights have scarred entire worlds.The Taken Knight Sufficiently powerful ones such as those in the Court of Oryx are on par with, if not stronger than, Guardians that can defeat powerful Psion Flayers) | Varies, at least Small Building level to City Block level, up to Large Country level+ (Generally superior to their non-Taken counterparts) | Varies, up to Universe level+ (Sword Logic users become far more powerful in the Ascendant Plane. Some of the most powerful Knights belong to the Court of Oryx, which means some have their own Throne Worlds and that they helped turn Oryx' Throne World inside out,XLI: Dreadnaught with this Throne World having been described as infinite.Thank you Although weaker, they should still be comparable to The Warpriest)
Speed: Varies, at least Subsonic, up to Massively Hypersonic+ (Their movement is more sluggish than some other enemy types, but they're fully capable of engaging in combat with Guardians, such as Warlocks)
Lifting Strength: Varies, at least Class 5 (Knights are physically comparable to Titans. Titan helmets are heavy enough to snap a human neckDestiny 2 2017 and other armor pieces are heavy enough to break skullsKnight Type 1 and rocksFieldplate through sheer mass. A Titan knocked down a weakened Ogre,Wild Hunt Plate which are roughly the size of an elephant), up to likely Class P (Can match most Guardians, such as Warlocks, at or near the peak of their power) | Varies, at least Class 5, up to likely Class P | Varies, up to Immeasurable (Some Knights helped turn Oryx' Throne World, which is an infinite space-time continuum, inside out)
Striking Strength: Varies, at least Small Building level to City Block level, up to Large Country level+ | Varies, at least Small Building level to City Block level, up to Large Country level+ | Varies, up to Universe level+
Durability: Varies, at least Small Building level (Knights are a notably durable unit, capable of surviving numerous blows to weaker areas from their foes. At least comparable to Titans, who can tank a Centurion's weapon shots with decent armor.Monitor Type 2 These shots can disintegrate small vehicles like sparrowsComrades in Arms) to City Block level (Stronger Knights can take hits from Guardian super abilities and weaponry that are powerful enough to destroy Goliath Tanks), up to Large Country level+ (Can take hits from comparable opponents), higher with forcefields (Knight Walls of Darkness are unable to be broken by most weapons and abilities, and elemental shielding drastically improves their survivability as well. Certain types of shielding render Knights immune to any form of normal attack) | Varies, at least Small Building level to City Block level, up to Large Country level+, higher with forcefields (Superior to their non-Taken counterparts) | Varies, up to Universe level+ (Can take hits from the Guardian and those comparable to them), higher with forcefields
Stamina: Superhuman (Hive Knights are the backbone of the Hive's military structure, and can wage wars for thousands of years at a time. They grow stronger and more energized with each life they take)
Range: Extended Melee Range with swords, Hundreds of Meters with ranged weapons, up to Thousands of Kilometers with ranged abilities (Should be comparable to Wizards. Some Knights can use Wizard abilities), Multiversal with portals or with Taken teleportation. | Same as before. | Unknown, up to Universal+
Standard Equipment: Due to just being a class of Hive soldier there is no universal standard equipment for Knights.
*Optional Equipment: 
File:Shredder.png|Hive Shredder
File:BoomerDestiny.png|Hive Boomer
File:SplinterDestiny.png|Hive Splinter
File:Cleaver.png|Hive Cleaver
File:Hive Cleaver.png|Ascendant Sword
File:Shieldknight.png|A shielded Knight
**Shredder: One handed hive carbine that can fire bolts of either Void or Arc.
**Boomer: Handheld siege weapon used akin to a grenade launcher or mortar. Can fire explosive blasts of Arc or Void.
**Splinter: A ballista style weapon that fires a spread shot of Solar projectiles.
**Cleaver: Bone blades wielded by Hive, used to both slice and crush their foes. Conduit for the Sword Logic
**Ascendant Sword: Ascendant Cleaver wielded by exalted Knights, this blade is a far better conduit for the Sword Logic than basic cleavers and can even overrule the resistances of opponents due to this.
**Shield: A simple shield made of bone.
Intelligence: At least Gifted (Even basic Knights will take command positions among groups and will have had hundreds of years experience. Hive were able to figure out a way to breach the bunker of Rasputin), up to Extraordinary Genius (The most elite and ancient Knights have existed for billions of years, and have the knowledge befitting of such an age. The Knight order includes such individuals as The Warpriest, Malok, Pride of Oryx, Xivu Arath, and Crota, Son of Oryx who is an extremely proficient military commander in his own right, to the extent that he is feared as a legendary demon by those who likely do not even know truly of the Hive. A knight called Vorlog was able to figure out how to use Wizard exclusive arcana and understand some of the Vex)
Standard Tactics: This is often dependent on the specific Knight, but generally Knights with Shredders will use them as suppressive fire while others assail the position of their enemy, Boomer Knights will fire on positions to force enemies out of cover, and Knights with Splitters or Cleavers and shields will form the front lines to advance on an enemy's position. They will heal themselves when hurt, and become enraged if put in a critical condition, giving them a second wind of sorts where they will chase down their target and hack them to death with their sword.
Taken Knights will passively exude the Blight, and the ones that are capable of doing so often will spawn Blights to spread the corruption to their foes. They use their fire breath to flush enemies out of cover, suppress targets, and fire indirectly on positions, but are far less likely to take cover or summon a shield due to their abject lack of fear brought on by The Darkness.
Weaknesses: Certain types of shielding are more vulnerable via specific means elaborated on in their descriptions. Some Knight behaviors can be exploited.
Notable Attacks/Techniques:
*Wall of Darkness: The Knight raises its hand and summons a large shield made of shadows that is impervious to harm.
*Berserk Mode: When near death, the Knight enters an enraged state, increasing its physical strength and regenerating some health.
*A Dark Burden: Certain Knights can cast this spell, which nullifies mobility abilities of the victim and interferes with their vision.
*Searing Flames: The user stomps on the ground, causing a large surrounding area to burn any who it touches.
*Elemental Shield: Some Knights possess a rapidly regenerating forcefield made of Arc, Solar, or Void energy that protects them from damage. This can be a very substantial boost in durability, letting Knights laugh off attacks that would have killed them several times over if unshielded and making the targeting of weak spots impossible. It can be drained through sustained fire, though using attacks of the corresponding element will drain it much faster than others.
*Sword Shield: A small number of elite Knights have shields sustained by the Sword Logic, rendering them immune to all harm of beings lesser in this aspect. The gap can be bridged through the usage of a sword, as it is an ideal conduit for the Sword Logic, but may not always be possible. Confers a number of resistances.
*Burn Projectiles: Taken Knights can spit out a volley of burning projectiles for a multitude of purposes, ranging from direct attack to area denial to flushing out targets into the open.
*Proximity Shield: Two Knights were cursed by Oryx, the Taken King with a forcefield that would ward off any harm but only if they stayed away from one another, as they were friends who paid their death taxes to one another instead of to Oryx. Confers a lot of resistances.
*Aura of Immortality: A very specific class of Knight harbors the Aura of Immortality, giving them all the resistances held by Oryx, the Taken King. However, some individuals are capable of stealing this Aura.
*Fist of Darkness: The Knight punches the ground, creating a damaging shockwave that can make short work of most targets it encounters.
*Summon Hive/Taken: Knights can summon Hive or Taken to assist in combat.
*Taken Blight: Taken Knights passively exude the blight, spreading the corruption of the Taken wherever they goes. While it is usually just a consequence of the Taken's existence and as such passive and unfocused, some Knights have figured out how to consciously use its effects to do things like summon legions of Taken on a whim, fill areas with blights, empower other Taken, spawn blights directly on top of Guardians, corrupt the geography of locations, and even directly Take foes, though this is much less potent than Oryx's version of Taking.
*Shadow Touched A debuff inflicted by smaller Taken Blights. This debuff disables double jump abilities, teleportation, nullifies any regenerative effects, and drastically slows down movement speed while applying damage over time.
Note: Certain named characters may be far more powerful than what is displayed on this profile. Most Knights will not have every single listed power at once, nor will they have even a majority of the powers on Sword Logic.
==Gallery==
File:Darkbladerender.png|A Darkblade
File:Knighthighrez.png|A Knight up close with some Guardians
File:Knightconcept.png|Concept art of a Knight
File:Blade of Crota.png|Some Blades of Crota
File:Kranox.png|Kranox, the Graven
File:Sylok.png|Sylok, the Defiled
File:Hivefrens.png|Mengoor and Cra'adug
File:Swarmprinces.png|A Swarm Prince
File:Urrox.png|Urrox, Flame Prince
File:Sardok.png|Sardok, eye of Oryx
==Notable Matchups==
Victories:
Losses:
Inconclusive:
==References==
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