|Armour Preference||Heavy Armour Sigil|
|Weapon Preference||Two-Handed Sigil|
Champion is a Class in King Arthur: Knight's Tale. Champions excel at dealing damage in melee range with Two-Handed Weapons, as well as staying alive thanks to the Heavy Armour that they wear. You'll often find them on the battlefield going toe to toe with the biggest baddies the enemies can field, trading hits until only one is left standing.
All Champion Heroes
Listed below are the following Heroes that specialize in this class:
Champion Class Build Guide
How To Build A Champion - In this King: Arthur: Knight’s Tale Champion Class Guide, we are going to show you how to build your Champion from the ground up in terms of the active and passive skills you should acquire, the Heroes you need to create a reliable party, and the gear you have to equip. If you are looking for a Champion who effortlessly slays enemies with their Two-Handed Weapons while taking enough damage to serve as a secondary tank, then this King Arthur: Knight’s Tale Champion Class Guide is for you!
Unlike Arcanists, the Champion does not have many Skills to control the battlefield. Instead, their main focus is to deal raw damage to put down enemies as soon as possible. They excel in close-range combat, so much so that they can brutally kill multiple targets with a single swing of their Weapon. This is due to the powerful group Skills they have. But they can also execute Power Attack, allowing them to deal more than 100% Weapon Damage to lethally harm individual bosses. In terms of Status Effects, you can make Heroes like Sir Balan or Sir Kay inflict Bleeding to deal additional Damage over Time (DoT), especially against foes with high Vitality.
As a Champion, your goal is to boost Weapon Damage, Armour Breaking, and Physical Debuff Resist. Doing so maximizes their melee damage while improving the chances of breaking most, if not all of the enemy’s Armour. It also reduces the efficacy of physical status effects such as Vulnerability and Weakness. This is important to keep them on their feet and to fulfill their role as a secondary meat shield to aid the Defender.
When it comes to party composition, having at least 1 Defender is essential to protect everyone even if there’s a Champion since they are not as durable as the main tank in the game. You can then include another Champion and a ranged Hero such as an Arcanist or Marksman to employ crowd control techniques or pick off enemies one by one, respectively. Because of how strong these damage dealers are, it will take you less time to complete one encounter after the next.
List of Champion Skills
Skills for the Champion Class in King Arthur: Knight's Tale focuses on executing damage against enemy units. Champion heroes can also stand on their own by buffing themselves with various effects to increase their defense and survivability.
Deals 100% Weapon Damage to an Adjacent Enemy.
Deals 170% Weapon Damage to an Adjacent Enemy, but with -20% Armour Breaking, and each point of Armour on the Target reduces the Damage dealt by 3 additional point(s).
Deals 75% Weapon Damage to every Unit in a 3 Tiles wide Area.
Deals 150% Weapon Damage to an Adjacent Enemy with +15% Armour Breaking.
Choose a Unit. Earth Shaker deals 120% Weapon Damage to chosen Unit and everyone along its path. Cannot be Blocked.
Deals 25% Weapon Damage to an Adjacent Enemy and causes Knockback.
Deals 100% Weapon Damage to Adjacent Units.
The Hero consumes all remaining AP. Until their next Turn, they gain a Counter Attack per 2 AP consumed.
The Hero gains +7 Armour for 1 Turn(s). The amount of Armour gained increases by 1 every 2 Levels.
Jumps to the Target dealing 100% Weapon Damage to them and 75% to adjacent Units.
Targets starts Bleeding and deals -x% less Damage for 2 Turns(s).
Gain +20% Weapon Damage for 2 Turn(s).
Gains X Armour for 1 turn (1 Armour per level).
Charges at Enemy and Attacks them for 150% Weapon Damage.
The Hero and Allies gain +2 AP for 1 Turn(s).
Deals 75% Weapon Damage in a 2 Tles long 90 degree Cone (3 Tiles in the front row, 5 Tiles in the back row).
Adjacent Units are Blinded for 1 Turn(s). Blind: 80% chance to miss the Target.
Gain +10% stackable Weapon Damage for 2 Turns after every Kill.
The Hero gains +5% cumulative Weapon Damage for each Tile of movement until the End of Turn.
+50% Weapon Damage for Bleeding effects.
The Hero deals 10% more Weapon Damage.
When an Enemy hits the Hero, the Hero gains +10% Weapon Damage against that Enemy until the end of the Encounter.
The Hero loses 1 less AP from Heavy Armour Sigils
+10% Vitality from Accessories and Trinkets. +10% HP from Armour Sigils.
The Hero gains +5% Weapon Damage per unspent AP from the previous Turn.
While Outnumbered, the Hero gains 1 Unbreakable Armour for each Adjacent Enemy. The amount of Unbreakable Armour gained increases by 1 Every 10 Levels.
+20% efficiency for Stun and Slow effects.
The Hero gains +20% Weapon Damage against Slowed or Stunned Units.
Extra Area Damage
+20% Weapon Damage for every Skill that deals Damage in an Area.
Reduce Armour loss by 20%.
The Hero deals +15% Weapon Damage while they are not Adjacent with any Ally.
Champion Notes & Tips
- Use Overwatch to allow enemies to come to your Champion when possible to prevent them from taking damage. Position them just outside the range you think an enemy can move and attack to be safe.
- Some Champions excel at single target DPS (Sir Balan), while others are good at AoE (Sir Kay). Pay attention to which yours is, and play to its strengths.