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Knights, champions whom are dedicated to specific nation, or those whom have sworn an oath and would risk their lives to uphold that oath. The synergy reduces damage received, this reduction is applied after the damage has been reduced by armor and magic resistance[1].


  • Knights are one of the strongest early to mid game traits in the game. They don't fall off late game either. Because their synergy effects all teammates, they are a decent synergy to have in any team composition.
  • Knights have a wide variety of origins, making them one of the easiest synergies to add to a team composition, too.
  • Knights do rather well against attack speed based teams, like Rangers Rangers and Blademasters Blademasters. If the opponent is focusing on attack speed over attack damage, then their attacks will be many and small, as opposed to few and large.
  • Knights are an amazing trait to use if facing champions that deal a lot of damage in multiple hits like Katarina Katarina, Kennen Kennen, and plenty more. Knights are a sub-par trait when just trying to reduce damage for heavy one-shot damage dealers akin to Veigar Veigar, but are far more effective against the former.
  • Guardians Guardians and Dragons Dragons, when combined with Knights, are one of the most defensive team compositions imaginable. With Pantheon Pantheon being both of these, he is an amazing addition to a knight team.


  • The Knight synergy also blocks damage from items. This includes Thornmail Thornmail, allowing an attacker to ignore the item with a high enough Knight synergy, or high enough magic resistance.
  • It's already hard enough to deal damage to Knights, adding more defenses can create a situation where the opponent won't deal damage to them. Thornmail Thornmail and Dragon's Claw Dragon's Claw are great items to achieve this, but any defensive items help. With a 6 knights, having Dragon's Claw means the champion blocks all magic damage equal to or less than 260.
  • Unless the opponents are dealing 0 damage, increasing a Knights maximum health is always valuable, arguably more valuable than the defenses. Items built from Giant's Belt Giant's Belt are good, if expecting to take damage from multiple sources.
  • Adding sustain to Knights adds insult to injury. The best source is Warmog's Armor Warmog's Armor, because it also adds maximum health. Having said that, Knights are one of the best users of Redemption Redemption, with the ability to stay alive long enough to see it activate. Finally, to a lesser extent, Bloodthirster Bloodthirster can be used as their source of sustain.
  • All but one of the Knights are melee range, having a lot of units with melee range causes issues with targeting and pathing, giving a champion a Rapid Firecannon Rapid Firecannon can help prevent these issues. Although, knights aren't the best recipient for this item usually.
  • The Knight's Vow Knight's Vow turns a non-knight champion into a Knight. This is the only trait item that effects everyone the same regardless of who equips it. Ideally it should be equipped to a champion that can bait Hextech Hextech synergy's pulse bomb, for added utility. Avoid putting this item on champions like Draven Draven, these champions prefer to have three attack based items, and have little use for the armor provided.


  • Focus on using special abilities, preferably not ones with damage over time.
  • Prioritize attack damage more than attack speed.
  • Single instance high damage attacks are the best, the best examples are: most Sorcerers Sorcerers, most Ninjas Ninjas Draven Draven, Blitzcrank Blitzcrank, and others.
  • True damage will bypass their resistances. The Void Void synergy and champions like Vayne Vayne and Ahri Ahri provide this.
  • Grievous Wounds icon.png Grievous Wounds are especially powerful on Knight based teams, with Red Buff Red Buff and Morellonomicon Morellonomicon being the best sources. Avoid Katarina Katarina, as her special ability is basically useless against the Knight synergy.


  • If the damage dealt is reduced to 0, instead of a damage number popping up, the word "Blocked." will appear.
  • A Knight TFT gold icon.png 6 Knights synergy is able to block all itemless basic attacks from 1 Star.png champions, except for Akali Akali; She deals 2.6 damage.
  • All damage that is blocked will generate mana, even if no damage was dealt.

Patch History

V11.22 - Disabled
  • Disabled due to Set 6.
V11.15 - Returning
  • Damage reduction changed to 20 / 40 / 70 (based on the number of Knights) from 15 / 40 / 80.
  • Damage reduction reduced to 15 / 40 / 80 (based on the number of Knights) from 15 / 40 / 90.
  • Damage reduction increased to 15 / 40 / 90 (based on the number of Knights) from 15 / 40 / 75.
V11.9 - Returning
  • Synergy: All allies block a flat amount of damage from all sources.
    • 2 Knights: 15 damage reduced
    • 4 Knights: 40 damage reduced
    • 6 Knights: 75 damage reduced
  • Champions: Darius Darius, Garen Garen, Leona Leona, Nautilus Nautilus, Poppy Poppy, Taric Taric, Thresh Thresh.
V9.22 - Disabled
  • Disabled due to Set 2.
  • Damage blocked reduced to 15 / 30 / 60 (based on the number of Knights) from 15 / 35 / 60.
  • Damage blocked reduced to 15 / 35 / 60 (based on the number of Knights) from 15 / 35 / 65.
  • Damage blocked increased to 15 / 35 / 65 (based on the number of Knights) from 15 / 30 / 55.
  • Damage blocked reduced to 15 / 30 / 55 (based on the number of Knights) from 20 / 40 / 80.
  • New Effect: Now reduces all damage instead of only from basic attacks.
  • New Effect: Now affects all allies instead of Knights only.
V9.13 - Added