To clear all ten floors of the Onslaught Dungeon in Knighthood in roughly 10 to 12 minutes, run automated battles on floors 1 through 6, then switch entirely to manual combat starting on floor 7. This setup speeds through low-threat waves while reserving your strongest heroes and direct tactical control for high-floor difficulty spikes.

Fast Early Floor Clearing (Floors 1–6)

Floors 1 through 6 feature lower enemy health pools and manageable damage, allowing automated combat to clear them reliably without micromanagement.

  • Save top heroes: Deploy lower-tier, off-meta, or leveling heroes on these stages. Keep your primary campaign and Arena heroes in reserve for later floors.
  • Lean on weapon scaling: Strong weapons and leveled gauntlets can clear frontline enemies quickly on auto-combat even when the AI uses hero skills inefficiently.
  • Maximize speed: Run combat at double speed to progress through the early stages with minimal downtime.

Why Manual Control Starts at Floor 7

Floor 7 introduces a significant difficulty jump with synergistic enemy squads. Leaving combat on auto at this point often causes failed runs because the AI attacks frontline armored defenders while backline casters, archers, or warlocks prepare wipe-level rage abilities.

Switching to manual control on floor 7 gives you full control over target priority and ability timing:

  1. Target backline threats first: Manually focus down squishy backline casters and support units before turning your damage onto frontline tanks.
  2. Control rage pacing: Hold hero rage abilities across wave transitions rather than firing them at nearly dead targets.
  3. Execute precise combos: Chain punches and weapon attacks to build gauntlet charge quickly and land crowd control before dangerous enemies act.

Managing the Hero Exhaustion Rule

The Onslaught Dungeon locks out any hero that successfully completes a floor for the remainder of that day's run. A full ten-floor clear requires a roster deep enough to handle each stage without exhausting your best units too early.

Dungeon StageFloorsHero TierCombat Strategy
IntroductoryFloors 1–3Common / Rare / Low-levelSolo weapon clears or throwaway heroes; auto-combat
Mid-TierFloors 4–6Epics (Level 40–50) / Lower LegendariesSecondary pairings; auto-combat relying on weapon power
High ThreatFloors 7–8Strong Epics / Synergy LegendariesManual play; target backline casters and preserve rage
Boss EncountersFloors 9–10Top Legendaries / Maxed UniquesManual play; full crowd control and gauntlet optimization

Combat Priorities for Floors 7 Through 10

Higher floors introduce mini-bosses, regenerative armor, and harmful status effects such as acid, burn, and stun. Use the following tactical sequence to clear them cleanly:

  • Eliminate high-impact targets on turn one: Spend your opening turn taking out squishy charge-up enemies using weapon swipes or base hero powers.
  • Build rage at the end of waves: Finish lone, low-health enemies using standard gauntlet punches instead of spending rage powers. Entering the next wave with full rage lets you eliminate the most dangerous mob immediately.
  • Counter heavy debuffs: If a floor features heavy damage-over-time effects that bypass armor, bring heroes capable of stuns, freezes, delays, or debuff removal to manage incoming damage.
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Michael Smith

Michael Smith

Michael covers live-service games, events, reward systems, and efficient daily routines, turning frequent updates into clear actions for players.