Ability strategy analysis: Knock Out

Introduction
This week we have a look into the knock out ability. This ability is useless without the the stun ability.
This is also a reason why it has not my priority to choose a unit with the knock out ability because you need to select also a stun unit. The stun is a 50% it will stun the opponent and you need to target both the same unit.
These reasons make it rare to chose for an unit with knockout.

Ability

Does double damage when attacking an enemy that is stunned.
Note: Stun is required to trigger Knock Out
Official ability information from splinterlands: List abilities
Synergies / strategy
Abilities benefits
Stun - The must have ability when you uses a knock out.
Here are mine stun units.

Inspire - Even boost your knock-out damage with +1 melee, note that most knock out units are melee units.
Be aware of these ability
Blind - It is important for both stun and knock out to land. With abilities such as blind that reduce
Select / favorite
Mine knock out units:

Not as many unit as i thought.

As mentioned earlier this unit is not selected for the knock out there is no unit that i would pick only for knock out. This unit i use so often and when luckily combines with a other stun unit it become very lethal.
Look at the stats since i have obtain it i used it in 521 battles

When water is select you could pair it with these water stun units:


Strategy

Medium mana battle. All unit will receive the reach ability so this is especially beneficial for coastal sentry.
Rulesets
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Aim True:
Melee and Ranged attacks will always hit their target. Also magic will always hit even when phase i used.
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Maneuvers:
All units will gain the reach ability.

The Lineup
Summoner
| Card | Reason |
|---|---|
![]() | There been already a lot of battle challenge reports with this summoner its so versatile i cannot understand its "only" 237$ for a max summoners that can be used with all splinters. |
Monsters Lineup
| #1 | #2 | #3 | #4 | #5 | #6 |
|---|---|---|---|---|---|
![]() | ![]() | ![]() | ![]() | ![]() | ![]() |
Cruel Sethropod (lvl 10)
Cheap tank with decent health and armor. Only pretty slow speed, in this case with already true strike
Coastal Sentry (lvl 10)
Star of this week. I haven't used any stun units but its still a very strong unit. As mentioned above i do not often select knock out units mainly for this ability. Often i do not select any stun unit, this is a rare combo.
Torrent Fiend (lvl 4)
Meat shield now that i have maxed it. It does -1 ranged attack for my opponent.
Merdaali Guardian (lvl 8)
One of my favorite units with the heal/repair and strengthen.
Uraeus (lvl 6)
The poison and sneak will cause a attack on two front 2 in the front and 2 in the back.
Pelacor Bandit (lvl 10)
Defending the backline with a high speed and flying. Even the speed in this game does not contribute to any misses its still important to strike first.

The Battle
Reference
Link to the battle:
Link to battle

Rounds
Start :

Lets analyze the battle lineup.
The dangerous Katrebla Gobson with true strike this might get out of hand when se get some killing luckily my health in the back is enough to withhold some attacks.
My Coastal sentry will do maximal damage so the is good.
The rest of my opponent units are pretty low health so these should not cause much problems,
Round 1:

Perfect round, no kill yet for Katrebla Gobson. Terraceous Grunt is killed in one round and my coastal sentry played an important part in this.
Now just important that Katrebla Gobson doesn't start a killing spree and the battle will be mine.
Round 2:

No, Katrebla Gobson is buffed twice. Once by the martyr and one kill. i think i got enough front attack power to stop this killing streak. Another kill by my coastal sentry.
Round 3:

Another buff making up to 6 attack. Because it the only unit left it will not be any problem. I will focus fire with 13 damage so it will be over next round.
Round 4:

Strong finish by my coastal sentry last kill. Victory!

Conclusion
i notice again that i do not often select a knock out unit with stun. Played many battles this week often use a knock out unit but lacked to play a stun unit beside it. Still a nice demonstration of my coastal sentry. Very strong unit imagine when it strikes twice when a unit is stunned 😍.

Previous ability strategy posts
Below you will find references to the other ability strategies / analysis posts.
| Ability | post |
|---|---|
Affliction | Ability post: Affliction |
Amplify | Ability post: Amplify |
Backfire | Ability post: Backfire |
Blast | Ability post: Blast |
Blind | Ability post: Blind |
Bloodlust | Ability post: Bloodlust |
Camouflage | Ability post: Camouflage |
Conscript | Ability post: Conscript |
Close Range | Ability post: Close Range |
Cleanse | Ability post: Cleanse |
Cripple | Ability post: Cripple |
Deathblow | Ability post: Deathblow |
Demoralize | Ability post: Demoralize |
Dispel | Ability post: Dispel |
Divine Shield | Ability post: Divine Shield |
Dodge | Ability post: Dodge |
Double Strike | Ability post: Double Strike |
Enrage | Ability post: Enrage |
Flying | Ability post: Flying |
Forcefield | Ability post: Forcefield |
Fury | Ability post: Fury |
Giant Killer | Ability post: Giant Killer |
Halving | Ability post: Halving |
Headwinds | Ability post: Headwinds |
Heal | Ability post: Heal |
Tank Heal | Ability Post: Tank Heal |
Immunity | Ability Post: Immunity |
Inspire | Ability Post: Inspire |
Knock Out |
That's all for this week hope you enjoyed reading this ability strategy/analysis. See you all on the battlefield.

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Affliction
Amplify
Backfire
Blast
Bloodlust
Camouflage
Conscript
Close Range
Cleanse
Cripple
Deathblow
Demoralize
Dispel
Divine Shield
Dodge
Double Strike
Enrage
Flying
Forcefield
Fury
Giant Killer
Halving
Headwinds
Heal
Tank Heal
Immunity
Knock Out
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