FIGHT KNIGHT

FIGHT KNIGHT

30 ratings
Basic Enemy Guide for Fight Knight
By DistinctBlaze
Feel like the descriptions from your fellow NPC's aren't enough? This guide serves to give information on every enemy in the base game, as well as tips for defeating each of them.
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Introduction + Disclaimer
The goal of this guide is to cover every single enemy the player may encounter throughout the base game. This guide will not include bosses, certain one-off enemies, or anything related to ROUND 2 as that is outside the scope of this guide. I hope this guide proves useful for anyone trying to master the combat of FIGHT KNIGHT!

If you want a guide focused more upon Fight Knight himself and their arsenal, I would recommend looking at this guide made by Mayonnaise for more info regarding that topic.
General Enemy Mechanics
Before going over each enemy individually, we need to talk about a couple of things generally applicable to all the enemies within Fight Knight

Most, if not all the enemies in Fight Knight can become angry. This can be caused at random at the start of an encounter, upon an enemy getting hitstunned, or using Fight Knight's taunt specialty. When angered, the enemy will move and attack much faster than usual, but also take more damage. This can make some enemies extremely dangerous, and other than when specifically explained in their individual bios it is generally advised to either take them out as soon as possible or be extra cautious of angry enemies so that they don't disrupt the flow of combat.

Each enemy has a different amount of poise. Hitting enemies and/or parrying decreases a enemies poise by a certain amount, which is NOT equal to the amount of damage an attack inflicts. If the enemy is not hit in a short amount of time, their poise will reset. When poise reaches 1, the enemy is temporarily staggered and hitstunned, and their poise is reset. Enemies that only have 1 poise effectively means they will always get hitstun from any attack or parry, while enemies with more than 1 require multiple hits to become stunned. Parrying an enemy's attack inflicts the most poise damage, dealing 40.
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Aquatic Aqueduct



Skelly | HP: 40 | Poise: 1



Skellies will march towards the player and when close enough will swing at the player.

⭐: Skellies are simple and straightforward. You can stunlock them to death, but if their are multiple than consider using more direction attacks to weave in dodges or parries.




Armored Skelly | HP: 40 | Poise: 25




Armored Skellies act mostly similar to a regular Skelly, except their high poise prevents them from being stunlocked by attacks, so they have a better chance of retaliating with an attack.

⭐: While still relatively easy to manage, they aren't free kills like Skellies. If you're going to rapid punch them, be careful when they swing in the middle of it!




Lizzard Wizzard | HP: 30 | Poise: 1




Lizzard's stay around the far back of enemy crowds and lob projectiles towards your direction, dealing damage. These projectiles can be parried to return to sender and cause damage.

⭐: Be mindful of their projectiles and listen for their audio cue. If enemies block your way from reaching the Lizzard, parry their projectiles to make quick work of them! If not, using specialties that can reach the back of crowds such as 100-Inch Punch work effectively too.



Bomb Gobbo | HP: 30 | Poise: 1




Bomb Gobbos will come towards you and eventually leave a bomb in front of you before scurrying to the back. After some amount of time the bomb will explode, damaging any nearby enemies and also damaging you for very high damage. These bombs can be knocked back by using a directional punch to send them hurling towards your enemies, exploding prematurely if it comes into contact.

⭐: Bombs from these Gobbos can be very advantageous to score free damage and kills on the rest of the crowd, just remember to knock them away and don't get caught in the explosion! You have a generous amount of time to knock it away.



Bone Gobbo | HP: 30 | Poise: 1




Another variant of the Gobbo, instead of leaving bombs like the latter, these Gobbos will leave behind Skellies instead! Otherwise, they act exactly the same as Bomb Gobbos.

⭐: Should you not prioritize them first, fights will become prolonged as they'll keep spawning Skellies and keep running away! Due to their low poise, you can try keeping them in place with directional attacks or simply rapid punching them to death.
Desolate Desert


Mymmy | HP: 25 | Poise: 1




Mymmies are similar to Skellies in behavior, except they swing twice successively instead.

⭐: If you parry the Mymmy's first hit, they'll be staggered and can't follow through with the second. In this case, consider parrying instead of dodging! Otherwise, their second swing makes things tricky, especially with multiple Mymmies in the crowd.




Sharpshark | HP: 15 | Poise: 1



Sharpsharks will follow a routine of burrowing into the ground, running to the back, running forwards, and hopping out of the sand to attack before repeating the cycle. While underground, they cannot be hit.

⭐: As soon as they hop out, they're pretty vulnerable to attacks such as rapid punching or even uppercuts! You'll want to take them out as soon as possible, as they will constantly get in the way of the crowd and are very distracting as a result.




Sling-Gunner | HP: 20 | Poise: 1




Sling-Gunners are another projectile enemy with a unique behavior pattern. After a whistle cue they'll aim at the lane you're currently standing in and shoot roughly around 5 times before needing to reload and back up. The bullets deal low damage and only cause little knockback. They can't switch lanes once beginning to fire, and enemies within the lane he's shooting will temporarily stop to let the Gunner shoot. If a bullet of theirs is parried, they will take heavy damage and prematurely end their shooting.

⭐: Sling-Gunners love to chip away your health, so dodging and avoiding the lane they shoot in will keep you safe, but don't be afraid to attempt parrying their bullets either so that you can retain control of the lanes!




Tomb Whipper | HP: 30 | Poise: 3




Tomb Whippers will slowly approach to attack the player. When beginning their attack animation, they'll be temporarily invincible before trying to grab you with their lasso. This attack CANNOT be blocked or parried. If it successfully lands, they will hold you in place and you must spam buttons to escape their grasp. If another Whipper tries grabbing you while already grabbed, they'll instead just deal damage.

⭐: Whippers are probably some of the most annoying enemies in the entire game should you let them mess with you. To take care of these troublesome foes, prioritize dodging and instantly counterattacking with directional punches to punish them. Rapid punching is not advised due to their invincibility while performing the attack.




Mymmymancer | HP: 15 | Poise: 1



Mymmymancers stay within the back of the crowd and cannot attack themselves, but occasionally they will revive the dead corpses of Mymmies, Skellies, and Tomb Whippers after a short cast animation. If you pass a corpse during combat, they cannot revive said corpse.

⭐: If left unchecked, they may just revive the entire crowd of enemies and essentially reset the whole fight. Specialties such as Flying Divider and 100-Inch Punch can allow you to take them out before any other enemy, but if specialties aren't in the cards, avoid backing away too far and stay as close to the enemy crowd as possible to eventually approach them. Otherwise, you'll have a tough time reaching them.
Scrapyard Swamp



Boardwalker | HP: 30 | Poise: 25



Boardwalkers will hold a piece of plank that blocks all incoming damage from a certain direction. When up close, they'll instead use the plank to whack the player for moderate damage. Should they be staggered, their plank will temporarily fall out of their hands and leave them vulnerable.

⭐: Be mindful of what direction they're holding the plank! Rapid punching will be mostly useless against these enemies, so you'll have to resort to using directional attacks instead.





Fighting Amphibian | HP: 40 | Poise: 10



Fighting Amphibians will slowly approach to attack the player, however, if there are other enemies blocking the way, they'll instead jump and swing to hit the player prematurely.

⭐: Despite jumping, their attacks can still be parried! Be aware of where the fighting amphibians are in the crowd and be ready for them to jump at any time. It should also be noted that their regular attack animation is notoriously delayed, so be wary of that when parrying.




Garbag | HP: 30 | Poise: 1



These enemies are somewhat similar in behavior to the Lizzard Wizzard, except that instead of high damage projectile, Garbags will shoot low damage sludgeballs that heavily slows the player on hit, regardless of if the player parries the projectile or not. Their projectiles cannot be sent back either.

⭐: Dodging is the best strategy here, just listen for the audio cue and be ready to switch lanes. Don't bother parrying as it'll be in vain.





Rip Rider | HP: 20 | Poise: 1



Rip Riders will run to the back, charge forwards, and attack when they're up close. If an enemy is in front of the player they'll instead jump into the air and attack.

⭐: You deal with them mostly the same as Sharpsharks, but be mindful of when they jump into air! It may throw you off in terms of parrying. Dodging and uppercutting is more safe if need be.




Base Bug | HP: 30 | Poise: 1



Base bugs have two different behaviors; initially, they'll stick around the back and throw a projectile at the player. The projectile can be parried and returned to sender just like the Lizzard Wizzard, but if it lands or hits the player, it'll turn into a miniature base bug that acts like a Skelly with a fast attack animation, but only 5 HP. If the original Basebug already has their minion in the crowd, they'll behave more like a Skelly and try to approach the player when they can to swing.

⭐: Parrying their projectile is important to stopping their summons! Otherwise, the miniature base bugs will run rampant and become nuisances. Using specialties that target the back are also helpful here if you have trouble parrying the projectiles.
Chaotic Colosseum



Hotrock Hiker | HP: 30 | Poise: 40




Hikers slowly approach the player before attacking with their packed pigskin. Afterwards, the Hiker will back up and leave their packed pigskin on the field, blocking the player until they come back and retrieve it. If the player uppercuts the pigskin, it'll be sent hurling forwards. If a Hiker is nearby they'll catch the pigskin, otherwise it'll hit the ground and explode, leaving trails of fire on the lanes that'll damage both you and others.

⭐: Hikers can stall you with the pigskin and also set up Torch Twisters for devastating attacks! Be sure to chuck back their pigskins so they don't block your way, you may even score damage and kills should it explode!




Torch Twister | HP: 25 | Poise: 10



Torch Twisters slowly approach the player and will swing at them for moderate damage. If the Twister lands a hit or misses, they'll scurry to the back before trying again, parrying their hit prevents this.

Torch Twisters synergize with Hotrock Hikers. If a packed pigskin is currently on the lane, a Torch Twister will back up and attempt to hit it, causing it to explode and leaving fire trails in the process. If the packed pigskin is lost before they can land their charge, they'll make an attempt to hit the player instead.

⭐: On their own, they're relatively easy to manage, if not a little annoying due to them running away, but parrying can keep them in place! When they're with Hikers, don't give them the chance of hitting the packed pigskin, otherwise it's fairly difficult to avoid.




Scutum Scuttler | HP: 15 | Poise: 1



Scuttlers carry a shield that makes them fully invulnerable so long as they have it raised. They'll approach the player before attempting to make a stab, leaving them vulnerable to a counterattack.

Scuttlers synergize with themselves. If a pair of Scuttlers are side by side and approach the player, they'll engage in a combo where they quickly alternate attacks, making a 4-hit combo unless they're parried and/or interrupted.

⭐: Wait for when they attack to retaliate so you can catch them with your guard down! Also, be weary when there's more than one on the field, as their combo attacks can leave you disoriented and frustrated! Parrying works best so they cannot do the full combo.




Maskott | HP: 30+20 (50) | Poise: 60



Maskotts have 2 health bars unlike other foes, and will slowly approach to attack with a delayed swing. Once they lose their first health bar they'll become enraged and reveal their arms, rushing the player and attacking with 4 successive swings.

⭐: In their 2nd phase, if you parry 2 of their 4 swings, that'll be enough to break their Poise and stagger them, ending their full attack prematurely and leaving them vulnerable. If you'd rather make quick work of them, saving a specialty attack is also beneficial due to their average health in their 2nd phase. Whatever you do in the end, be sure you're actually ready to commit to killing them once you drain their first health bar.




Slapshot Samurai | HP: 30 | Poise: 20



Samurais will slowly approach the player before entering a parry stance, indicated by them grabbing for their hockey stick and flashing red. If the player hits them during this stance, they'll block the hit and instantly counterattack. If they are not hit during the stance, then they'll just follow through with their normal attack.

Samurai's synergize with Rikigun Refs. If a hockey puck from the Ref is sliding towards them, they'll reflect it and send it back hurling towards the player.

⭐: Patience is key against the Samurai's. Either sneak some attacks in while they're trying to approach you, or wait for them to drop the parry stance to avoid their incoming attack and land some hits in! If a Rikigun Ref is within the crowd while these guys are alive, it's best to leave the puck alone and let it slide.




Cozy Shinobi | HP: 15 | Poise: 10



Shinobis approach the player to swing their dual blades at the player, however, if the player tries attack first, they'll dodge to the other lane and follow-up with an attack of their own. If an enemy is on the lane they're trying to dodge to, they'll jump to perform their attack.

⭐: Shinobis are tricky to attack. Let them attack first so you can dodge and retaliate in return! If you're comfortable parrying, you could also attack first anyways and keep parrying to keep them at bay, though this is ill-advised should there be other enemies in the field.




Rikigun Ref | HP: 20 | Poise: 1



Refs stay in the back and throw hockey pucks down a lane that travel at slow speeds. These pucks can be parried to turn them the other direction and eventually hit the ref, instantly killing them if not interrupted.

⭐: Despite travelling slow, the hockey pucks can hit very hard. You can try parrying them, but other enemies can block the way or even reflect the pucks back, like Samurais Sometimes it may just be better to leave the puck alone and dodge them.




Frost Fanatic | HP: 35 | Poise: 15



Fanatics will slowly approach the player before performing a long animation, after which they'll spew a frost trail that will apply a freeze effect to the player, slowing them down. Being within range of the trail as he spews it out will cause damage.

⭐: Although disruptive, as long as you dodge to the other lane before he spews out the frost, you'll be fine. Be sure to land some hits during his downtime to take him out before he gets to chugging his drinks once more!
Graveyard Grove



Daintylion | HP: 15 | Poise: 1




Daintylions behave mostly similar to the Sharpshark, running to the back, burrowing underground, charging, and attacking before repeating the cycle. Upon death, they'll spit into the air and cause the arena to become hazy, lowering your view distance. This effect persists outside of combat! The effect also goes away naturally after a while outside of combat.

⭐: They're just as much as distractions as the Sharpsharks, but one must be weary of the after-effects of their death too. If there are other enemies in the field, it may be best to keep Daintylion's alive a little longer than others. But if you don't really care about losing some view distance... go for the kill anyways!




Jellogre | HP: 45+30 (75) | Poise: 100




Jellogres have 2 health bars like Maskotts and are so huge that they'll block any other enemies from passing them. When they approach the player, they'll attempt to slam them 3 times in a row, though this is sometimes inconsistent(?). Upon losing their first health bar, they'll shrink and allow other enemies to pass them.

⭐: Generally, these'll be the last enemies you'll fight in a crowd, but if there happens to be ranged enemies behind them, it could spell trouble! If you want to get behind them to fight any enemy they're blocking, using the bullrush specialty really helps out.




Thorn Thistler | HP: 35 | Poise: 1




Thistlers move faster than the average enemy, and upon approaching they'll unleash a flailing frenzy, hitting 5 times but with little knockback.

⭐: Thistlers are probably some of the most chaotic enemies in the game, leaving little breathing space and chipping away your health! You can try parrying, but missing one may just leave you eating the rest of the hit. Try keeping distance and sneaking directional attacks throughout, or have a specialty ready to knock them out!




Eyeholder | HP: 20 | Poise: 1




Eyeholders will approach the player before unleashing a "laser" attack that can hit upwards of 5 times, afterwards, they will scurry to the back before trying again. Parrying the attack causes damage to the Eyeholder. Upon death, their eyeball will pop out of their body and eventually run away, though they can also be caught by a Dullahand.

⭐: Parrying their attack is a little inconsistent, but their attack doesn't do much damage either. Try and land a parry if you can, and if not, trying sneaking in directional attacks as they're approaching.




Dullahand | HP: 50 | Poise: 20




Dullahands slowly approach the player to hit them with their broken blade. While performing their attack and a little bit after that, their blade will block any incoming damage.

Dullahands synergize with Eyeholders. If the eye of an Eyeholder runs into a Dullahand, their head will hold the eye and they will now be able to "see". Trying to attack the Dullahand first will lead them to raise the blade and block damage, then attempt to attack back afterwards.

⭐: Rapid punching these foes are ill-advised. Instead, focus using directional attacks whenever they're not attacking to land your hits! Also be advised that while a Dullahand with an eye blocks attacks you land first, this doesn't apply to some of your specialties!
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Guide Version History
11/7/2023: Release

11/7/2023: Grammar check, minor edits, tip improvements, and better explanation of the poise mechanic throughout the guide

11/8/2023: Another grammar check and minor edits

6/21/2025: Edits & Cleanup.
1 Comments
Ayyying 7 Nov, 2023 @ 4:25pm 
jawsome