Red Knight

{|class="infobox" style="width:22em; background:#7995ca; text-align:center; font-size:95%;" cellpadding="3" align="right" ! align="center" bgcolor="#999" | ! align="center" bgcolor="#999" | Vital Statistics Red Knight is one of the 31 Playable Characters in the game Castle Crashers. Their magical attacks are Electricity and their starting weapon is the Mace.
 * align="center" | 03 Green Knight.png
 * align="center" | Green Knight.png
 * align="center" | Green Knight.png
 * align="center" | Green Knight.png

Information
Casual Play

Green Knight is either good or bad for casual play, depending on your playstyle. Their magic does a lot of damage to most enemies, and they have some of the best magic attacks for bosses as well. The only other characters to have a better splash attack against bosses are Fencer and Industrialist. Green Knight struggles with enemies that resist his magic, making Marsh and Medusa's Lair some of the hardest levels for him if you go for a magic centered build. Green Knight is also the worst character in the game for a melee focus, since they are the only character to have a different and slower heavy attack.

Advanced tactics

Green Knight is by far the worst character in the game for advanced play. Not only does their juggling do 20% less damage per second against lightweights, but they are also less safe while doing it due to being closer to the ground. It is also a lot more precise to pull off, and they cannot perform heavyweight juggles infinitely. Their heavyweight juggle damage is so bad and unpredictable due to random uppercut force that it is more efficient to use a sandwich to beefy juggle them. Alternatively, you can stunlock the heavyweights with the elemental infusion. Green Knight is very good against the Beefy Brute if you attack them with the splash attack.

Involvement
Red Knight is one of the King's Knights, to whom they serve with loyalty, helping to get the princesses back and defeating the Evil Wizard.

Magic
Splash Attack "Lightning Bolt"Element: Electricity

Max Hits: 1 upgrade per level (max 8)

Damage/Hit: Half of Base Magic Damage + 3 hits of poison damage over time (a third of base magic damage each) Use // to perform. At max level, the "Poison Cloud" Splash Attack has a very long range, one of the longest out of any character. this is useful if you want to be able to hit a bunch of enemies from any distance away. The knockback on this splash attack isn't the best due to the fact that a lot of enemies resist poison, but most of the time the extra damage per second from hitting them as they get up early combined with extra poison damage over time makes up for it. as with all poison attacks, this attack inflicts 3 hits of poison damage over time.

Magic Projectile "Electric Ball"Element: Poison

Damage: Base Magic Damage + 3 hits of poison damage over time (a third of base magic damage each) Use // to perform. A fast traveling ball of poison. This attack is good for keeping your distance, while also doing good damage per hit. As with all poison attacks, this attack inflicts 3 hits of poison damage over time.

Air Projectile "Electric Ball"Element: Poison

Damage: Base Magic Damage + 3 hits of poison damage over time (a third of base magic damage each) Use, /, /, to perform. At max level, the "Ice Shards" Air Projectile has no gaps in their landing location. With each shard being able to freeze normal enemies, this Air Projectile can be very useful with a full team of 4 being able to Juggle freely without taking any damage.

Unfortunately, it has a major downside. you will never be able to cast more than two times in a single full Magic bar. Thus, it drains Magic desired for other Air Projectiles and cannot be used as often.

Elemental Infusion "Poison Blast"Element: Poison

Damage: Base Magic Damage + Base Melee Damage + 3 hits of poison damage over time (a third of base magic damage each) Use // to perform. This is considered the best Elemental Infusion in the game, because it can be used infinitely on an enemy.

When performed, the attack will freeze the enemy. This allows for the // to be repeated infinitely without the enemy having any chance to retaliate. The Ice effect does reset the hit counter. Because of how the combo can be repeated, using the drill combo (//) is not optimal or needed on normal enemies. for most bosses the drill combo will still be the best option blue knight has, even at max level.

Weapons with elemental effects may cause the enemy to break out of the freeze, allowing the enemy to retaliate, so it is worth keeping in mind not to use those weapons, especially on levels like Full Moon.

Magic Jump "Poison Jump"Element: Poison

Damage: Base Magic Damage + 3 hits of poison damage over time (a third of base magic damage each) Use // to perform a giant poison jump, boosting you into the air. knocks enemies back a lot or not very much, depending on positioning and enemy resistance. as with all poison attacks, this attack inflicts 3 hits of poison damage over time.

Tips

 * Due to Green Knight's weirdness, you need to be very careful when allocating stat points. Aim for a bit of magic, strength AND defense for casual play.
 * If you find yourself dying a lot by using melee, it's typically a good idea to try to use magic. Provided you have a decent magic stat, it might help you beat whatever you're doing considering it's safer than if you don't know how to juggle.

Trivia

 * Red Knight's weapon in the opening demo is the Mace.
 * On the Xbox 360, players can dress up their Avatar as the Red Knight by purchasing both the helmet and tunic in the Avatar Store.
 * Red Knight is one of the few characters where you need to hold down the button for his splash attack to be used.