by ELK StudiosReleased Oct 14, 2024
ELK's CollectR mechanic with a medieval twist - four cartoon knights roam a 6x6 grid collecting crests, upgrading payouts across 7 levels, up to 10,000x.

Game Type
RTP
94%
Volatility
High
Max Win
10,000x
Grid
6x6 (expands to 8x8)
Reels
6
Rows
8
Paylines
Cluster Pays (CollectR - knights collect same-color crests)
Min Bet
$0.2
Max Bet
$100
Hit Freq
30%

Knight Fight ditches traditional paylines entirely. Instead, four mounted knights - Captain Aelred (red), Callum (blue), Gareth (purple), and Ewan (green) - patrol a 6x6 grid, gobbling up crest symbols that match their color. Each knight moves horizontally and vertically, chaining collections until nothing adjacent remains. It plays like a board game crossed with a slot, and if you've touched any of ELK Studios' Pirots titles, you'll recognize the DNA immediately.
The starting grid is 6x6, but dragon eggs change that. When a knight collects one, a flame strike blasts nearby symbols off the board and expands the play area. Maximum size: 8x8, which is 64 positions versus the starting 36. That expansion sticks through the bonus round too.
Each crest symbol starts at payout level 1 out of 7. At level 1, a cluster of 3 red crests pays 0.10x your bet. Modest. But upgrade symbols bump individual colors (or all four at once) up by 1-3 levels per collection. By level 7, those same 3 red crests pay 5.00x, and a 9-symbol cluster of reds at max level returns 50x per collection.
The math here rewards patience. Upgrades persist across the entire round, including free drops. So a base game that triggers bonus mode with level 5 crests starts the bonus already stacked. That carry-over is where the 10,000x cap becomes plausible.
The CollectR meter sits at the top of the screen, tracking every crest and wild symbol collected. Fill it, and random crests on the grid convert into feature symbols - upgrades, transforms, coins, golden apples. Up to 3 releases stack simultaneously, so a full meter during an active board dumps a wave of features at once.
Knights don't just pick up crests. They grab everything in their path:
Two more interactions happen between knights themselves. Switcheroo swaps adjacent knights when they're stuck, potentially unlocking new clusters. And if three or more knights end up next to each other, a Fight Cloud erupts - a brawl across a random grid area that clears crests and auto-collects coins and feature symbols in the path.
Three bonus symbols collected by knights during a single round trigger 5 free drops. Everything carries over: grid size, meter progress, crest upgrade levels. Collecting 3 more bonus symbols during free drops awards additional rounds. Wins only pay out when the bonus ends, so the running total builds without interruption.
Five X-iter buy options exist, from a mild 3x Bonus Hunt (quadrupled trigger chance) to the 500x Super Bonus, which starts with maximum grid size and turns all upgrade symbols into Upgrade All variants. That Super Bonus is where the big screenshots come from, though 500x is a steep entry price.
Knight Fight is, mechanically, Pirots 2 in a suit of armor. Same grid sizes, same 10,000x cap, same CollectR engine. ELK Studios rarely reskins their own games, so this stands out in their catalog for that reason alone. The 94% RTP (single tier, no casino can set it higher) sits below what most players expect from a 2024 release. No configurable RTP means what you see is what every casino offers, which is at least transparent.
The art direction saves it from feeling like a copy-paste job. Pirots had tropical parrots and gems. Knight Fight has a misty teal forest, four distinct mounted knights with visible personalities, a baby dragon hatching from volcanic eggs, and a goat that turns evil. The humor lands - Gareth's pink crystal shield and Ewan's oversized archer helmet give each character a Monty Python energy that the Pirots birds never had.
Still, 94% on a high-volatility slot with a 30% hit frequency means roughly 7 in 10 spins produce nothing. The feature density compensates during active rounds - a single drop with goat + dragon egg + filled meter generates a chain reaction that can run for 20+ seconds. But dead spins between those moments are frequent and empty.