A syringe like weapon that wraps around the knight's arm and causes A LOT of status effect. The animation is the same as the tortofists', but the execution is much different.
Basically, like one of these - http://aamimages.s3.amazonaws.com/isyn/images/f921/img-189921-f.jpg
But with syringes instead of knives, and upwards of 20 syringes coming off the top.
Normal attack-
One super strong hit that deals unimaginable status- so much that it over-rides monster's ability to resist that status. Fire variant would light slags on fire, ice variant would freeze ice themed polyps, stuff like that. I believe that this is already coded into the game, and would just take setting the status bar that high. The actual damage done by this would be about the same as one hit from sudaruska's charge, and would be normal.
The range of this hit is completely awful. Enemies would have to be directly in front of the knight, like the tortofist's normal hit. It would have a combo of 1 or 2 if 1 isn't possible.
Charge-
The knight smashes the ground, similar to sudaruska but sped up.. the range is, once again, rather small. This smashing hit leaves reskinned maskeraith quills that resemble syringes stuck to the enemy that last for upwards of 2 minutes. The quills in question would deal status similar to the normal to this monsters, every time it is hit.
Variants-
One for each status effect would be present, similar to the haze bombs. Curse would likely not make an appearance.
An additional one could be made that doesn't do status damage, but instead does normal/piercing. This variant would be very high damage to compensate for losing out on the incredible status, and would have quills that deal tons of damage.
Sounds like an interesting idea... not totally sure about the charge but I do like the idea. It would be a nice change of pace to have a new sword playstyle to master.
2 hits would be best since not all knights know about shield charging. 1 swing would force those who don't know to have to wait for the recovery animation to pass.
The quills might have to be tweaked so they only go off from direct attacks, that way Shock and Fire don't instantly all go off.