History of Clash Royale's Most Hated Card

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2023-03-06に共有
The Mega Knight is a card that has not had any major reworks, and has had fewer changes than a typical card I would cover, but the community has drove this card through a painful journey, and after everything it's been through, still nearly appears in nearly a quarter of all ladder decks to this day.

Song List:
Attack on Tarir - Guild Wars 2
Melty Monster Galaxy - Super Mario Galaxy 2
Dreiton - C418
Baroque II - Runescape 3
Wicked Wings (Shrunk 2) - Gareth Coker
Auric Wilds - Guild Wars 2
Ruin Tower - Chrono Cross
Over the Shiverpeaks - Guild Wars
Windows XP Tour Track
Alpha - C418

コメント (21)
  • EVERY TIME I SEE THIS BIG BLACK FAT KNIGHT I JUST LEAVE, I DON'T CARE OFF LOOSING SOME STUPID TROPHY
  • I love how mega knight was made to be a counter to the elite barbarians, yet as time went on, people just made decks that combined both atrocities to ruin the entire game. I still see it to this day
  • As a megaknight, I can confirm I am literally ruinng the game with joy
  • @d0nnyr0n
    My perfectly crafted push when my opponent plays Mega Knight for the first time with 40 seconds left:
  • One thing he doesn't mention: Decks designed to counter Mega Knight. I remember back when it was added, 6-7 out of 10 games, you either faced the MK, or faced a counter MK deck. Frustrating times.
  • @DSPGP
    Overeleveling makes cards like Witch, Wizard, Mega Knight so hated. SC could have level-capped card levels to King Level since 2016, but that goes against their monetization policy.
  • I still remember beating the 12 win challenge to unlock the megaknight and my friends were crazy about it ... Getting a legendary doesn't feel the same anymore
  • My problem was always how Mega Knight contradicts the rock paper scissors of the game. AoE beats swarm, which beats tank killer, where the last two beat tanks, where the last two beat AoE. Mega Knight is both a tank AND AoE, meaning they can place an Inferno Dragon or Prince to cover the Mega Knight's tank killer weakness
  • @funki4896
    I as a low level player encounter really often opponents with Megaknghts at lvl 15. For me it's like a Pekka that does splash damage, can jump, has spawn damage AND has the healthpoints of a Golem. It's ridiculous in the river race. I have to always use an Infernodragon, Infernotower AND Sparky.
  • Thank you Inferno Tower, if wasn't for you, this mid ladder menace would still haunt me
  • It would be funny if they added an interaction where if two MKs jumped at each-other, they would just chest bump and proceed to ignore each-other from that point on. Wouldn’t do much just aside from being a tad goofy to see
  • @stygian9381
    A mega knight jumping your tower feels just as bad as it did 6 years ago
  • I remember back when it was added, in order to win, you either had a deck designed to counter it, or you had Mega Knight in your deck.
  • As someone who constantly plays 2v2, I always see many megaknight teammates sitting on full elixir to wait for an opponent card so they can use the megaknight spawn. So not only megaknight is an annoying card to face but also it encourages bad play for players who rely on it. That's my biggest gripe.
  • megaknight is the ultimate crutch card easy to use and gives great results on defense, pretty naff on offense, and not all that viable in high level play
  • @garbage2882
    Megaknight is the sole reason I have an inferno tower in my deck.
  • @joel-k
    I think a huge issue why MK is considered overpowered is that, even though it can be easy to counter him in defense, the countering process relies heavily on the princess towers. Yes, you could theoretically play any mini-tank in your half and melt the MK for 2-4 elixir, but that is where the pay to win factor plays it's role. The big issue is that most players in midladder have way higher card levels than tower levels. If the MK is level 14, but your princess towers are level 11, you can play as many tanks as you want, it might take the entire 6 minutes of the match to get the MK killed. In itself, the MK really is balanced. Maybe not in low-midladder, but as soon as the players start gaining game sense, it's fairly easy to deal with it in theory. The big issue, as always with Supercell, is the pay to win
  • Mega knight isn't hated because it has no counter...it's hated cause it counters like 50 cards and promotes chipping with another troop and just defending with mega knight. You know what's infuriating, not being to play like 100 decks because a single commonly used card completely counters them... hog rider is busted overpowered, but at least it doesn't directly counter 50 cards☠️
  • Mega Knight I think has such a cool design. I remember when he came out, you literally couldn’t go a game without seeing him.