Slime knights are dwarfed humanoids that sit astride green slimes, a variety yet to be faced alone. The small knights are armed with swords and shields, their shields bearing the likeness of a slime. When performing a Critical Hit, the knight will pummel foes with their slippery steeds.
The monster duo can be far more formidable than one might initially believe, slime knights being capable of performing strong attacks and even have a limited knowledge of healing magic. They can also be very enduring, boasting decent defenses and surprisingly pervasive elemental resilience. According to the Monster Library entry in Dragon Quest Monsters: Joker, it is actually the slime that is giving the orders for the duo.
The Slime Knight is a three-star member of the Slime family with a weight of 4. It naturally learns Heal, Upper and Elude. Its in-game description reads "The true identity of the knight remains a mystery."
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The slime knight is a Rank D monster of the Slime Family. They can be synthesized with a combination of a phantom fencer and another member of the Slime family.
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The slime knight is actually a toy available to the player in Mt. Krakatroda, Callmigh Bluff, and the Flying Clawtress and in tank battles if it is used as ammo. The knight when being carried around can swing its sword to attack, providing a faster and more consistent method of combat than using Elasto Blasts or simply tossing whatever is being carried around. Its potency is toned down in tank battles where it will eventually fall asleep after a sword swing and can only be struck a few times before fading away, making it important to catch one without having to knock it into the air. The slime knight can also be carried around by other characters and placed on top of objects in tank battles where it will viciously slash at anything that gets close to it, including the player.
Bound by unbreakable bonds, these stout sirs and their slimy steeds are truly loyal, healing without hesitation. Having pledged to protect the puny, they goo to great lengths to keep their mates and their mounts safe from harm.
Bound by unbreakable bonds, these stout sirs and their slimy steeds are truly loyal, healing without hesitation. Having pledged to protect the puny, they goo to great lengths to keep their mates and their mounts safe from harm.