The Knight (Dead By Daylight)

==Powers and Stats==
Tier: , up to with Guardia Compagnia
Name: Tarhos Kovács, The Knight
Origin: Dead By Daylight
Gender: Male
Age: Unknown (Has been alive during the middle ages; Tarhos met Vittorio Toscano prior to The Trials, whom the latter was stated in his character info to have been born in 1343)
Classification: Killer
Powers and Abilities: Superhuman Physical Characteristics, Weapon Mastery, passive Fear Aura via The Heartbeat (The very presence of a killer is enough to incite panic, severe anxiety, and terror. Amplified through proximity.), Stealth Mastery (The Killers possess natural stalking ability and can mask The Heartbeat), Enhanced Senses (A Killer's senses are so acute that they can detect minor disturbances in terrain as a trail to their target alongside their ability to detect the smell of blood and sound of breathing from great distances), Extrasensory Perception (Killers are able to see the auras of those bleeding out or attempting to heal their wounds), Immortality (Types 1 & 8; Killers have an importance of collecting food for The Entity, and will be resurrected by it should they be killed), Berserk Mode and Speed Boost (should the lust for the kill become too great, the Entity's connection to the Killer will be cut off, making them unpredictable), Blessed (The Entity favors the Killer's and will aid through indirect means should it be beneficial), Empowerment (via No One Escapes Death; the attacks motivated through this hex are more lethal, making strikes that would only injure become critically lethal), Summoning (via his power: Guardia Compagnia; The Knight is able to summon his guards: The Carnifex, The Assassin, and The Jailer to patrol areas and hunt down targets, and Hooking; exists as a sacrificial ritual to The Entity, awakening it to take the soul of the victim. As well, Cruel Limits, Thrilling Tremors, and Corrupt Intervention among others all summon the spikes and arms of the entity to meddle with generators and block off escapes), Status Effect Inducement (Hemorrhage and Mangled; provokes intense bleeding and slows down the process of healing respectively), Technology Manipulation (Surge, among other perks meddle with nearby technology. Surge, specifically, is said to charge the air and mess with tech), Statistics Reduction (Mindbreaker claims that “your distressing presence drains and weakens your prey” and “can evoke feelings of dread and fatigue in nearby individuals,” alongside causing exhaustion in-game), minor Perception Manipulation (via Huntress Lullaby; those who are hooked find their perceptions muddled), Power Nullification (via The Third Seal; negates Extrasensory Perception through the Blindness effect), Resistance to Pain (Enduring) and Blinding (Lightborn)
Attack Potency: Wall level (Comparable to The Nurse, who could casually destroy barricades by poking them. Comparable to The Oni, who can fragment a small portion of wall, comparable to a door, in two punches which would be 516,644.24 joules divided by 2, or 258,322.12 joules), up to Wall level with Guardia Compagnia (All three of The Knight's guards are capable of harming and downing survivors, as well as destroying barricades, although, it mostly takes a bit longer for them to destroy them than the average killer)
Speed: Superhuman (Killers possess the speed to outpace trained athletes in a fearful run by simply walking after them), Superhuman for Guardia Compagnia
Lifting Strength: At least Class K (Philip Ojomo, before his transformation, was able to completely rip the spine of his employer out of his body, which would require roughly 101-102 tons of force), Unknown with Guardia Compagnia
Striking Strength: Wall level, up to Wall level with Guardia Compagnia
Durability: Wall level. Likely Wall level with Guardia Compagnia
Stamina: Superhuman (Spends the aftermath of Trials stalking their prey at the Campfire, indicating the lack of need for rest)
Range: Extended Melee Range with Imposing Claymore, several meters when summoning his guards
Standard Equipment: Imposing Claymore (For a full Perk list, see here)
Intelligence: At least Above Average (The Knight is a very calculating leader and killer; earned his freedom from being a slave to a mercenary, to eventually becoming a knight and leader of the Guardia Compagnia due to his skills as a soldier on the battlefield.)
Standard Tactics: Is naturally bloodlusted
Weaknesses: Killers are servants of the Entity, making them more prone to preserve their prey first in an attempt to sacrifice them. The Stain is an indication of where killers are looking, making their line of sight more exploitable.
Can create/summon:
*Guardia Compagnia
**The Knight is able to summon his three guards: The Carnifex, The Assassin, and The Jailer to patrol around areas and hunt down any targets within their radius for a period of time. If any of these guards successfully land a hit on their target, they will immediately vanish.
**The Knight can only summon one of these guards once at a time and in order.
==Notable Matchups==
Victories:
Losses:
Inconclusive:
Category:Dead By Daylight
Category:Knights
Category:Sword Users
Category:Royal Characters
Category:Leaders
Category:Evil Characters
Category:Male Characters
Category:Murderers
Category:Weapon Masters
Category:Fear Users
Category:Stealth Masters
Category:Enhanced Senses Users
Category:Extrasensory Perception Users
Category:Immortals
Category:Berserkers
Category:Statistics Amplification Users
Category:Empowerment Users
Category:Summoners
Category:Status Effect Users
Category:Technology Users
Category:Statistics Reduction Users
Category:Perception Users
Category:Power Nullification Users
Category:Horror Characters
Category:Video Game Characters
Category:Characters