Knight

* Moves 15% slower
* Cannot use a bow/crossbow

## **Strategy**

What Knight might lack in their elegance, they make up for in their reliability and survivability. Knight is recommended for players that are new to UHCC as their strengths and weaknesses are fairly straightforward, and they are designed to stay alive longer.

The extra armor Knight’s shield provides them, coupled with it not losing durability, means that they are potentially the most dangerous class at close range. They can stay in the fight longer, and force ranged classes with limited ammo to take risks they otherwise wouldn’t.

On the other hand, Knight is the least mobile class. Not only are they overall slower, but upon taking damage they are granted Slowness II for 4 seconds. This means enemies that take advantage of openings will have an easier time escaping.

To partially counteract their slow movement speed, Knight can switch their shield to their mainhand while closing the distance. This allows you to move 15% faster while still having a shield equipped to block incoming shots. However, this comes at the cost of sacrificing your extra resistance, meaning you should only consider this while coordinating with teammates, or when you can guarantee damage will only come from one angle.

## **Tips**

* Most of Knight’s strength comes from the armor their shield provides. For this reason, your shield should be in your offhand as often as possible. While it may be tempting to move a bit faster while caving, you never know when a stray arrow from a skeleton might hit you.

* Slowing effects have no effect while in air. This means that jumping while sprinting is often important, especially after being granted Slowness II after getting hit.

* Utilize your shield not losing durability by pressuring ranged classes to come to you, rather than risking going to them.

* If you view your speed while having a shield in your offhand as the base, switching off of it is equivalent to clearing a Slowness I effect, as Slowness I makes you move 15% slower.

## **Notable Matchups**

### **Marksman**

While the Marksman may not be able to disable your shield, their fireworks can still be devastating. A decent Marksman knows to use the splash damage on their rockets, rather than always going for direct hits. This means that they can aim at your feet, popping you up in the air and dealing chip damage to you. Either stay out of range of their rockets, which travel about 28 blocks, or try to get in close as quickly and discreetly as possible, forcing them to either melee with their sword or run away.

### **Rogue**

Rogue's Dagger is enchanted with Fire Aspect II, which means, if the fire is not taken care of, it will deal consistent ticks of damage. This damage will refresh your Slowness duration, making it difficult to track down a Rogue that already has a movement speed advantage. Use a water bucket to quickly put out the fire and mitigate damage.

### **Scout**

Scout has few resources to be able to hit an aware Knight. Instead, they will generally have to rely on their teammates to distract you in order to get in shots from unexpected angles. Otherwise, they may divebomb, attempting to hit you with an arrow while moving quickly.

That being said, the Scout is incredibly good at evading attacks by levitating out of reach with their compass. Force them to come to you, and be ready to hit them when they attempt to retreat.

### **Trickster**

Knight should be incredibly wary of the Trickster and their spikes. While normally Knight can pressure ranged classes to come closer by keeping their shield up while they shoot, this is not the case with the Trickster. A spike will spawn wherever a Trickster’s arrow lands, dealing brief poison damage to enemies within pickup range. This means a competent Trickster can heavily punish you for staying still too long.

Not only this, but they can use their Pearl to teleport away if you get too close. If you see magenta particles around a Trickster, try to move toward the column of magenta particles indicating where they are going to be, rather than where they currently are.

### **Warlock**

An experienced Warlock knows to treat their summoned Imps like additional teammates. This means that they can position themselves opposite of their Imps, forcing you to choose which one you attack. Be sure to take out their Imps as quickly as possible, as otherwise, they may force you to take constant chip damage.