Nothing screams "knight" more than wielding a lance and a huge-*** shield. However, many attempts at lances either made them overpowered, or Flourish-Troika hybrids. Hopefully this one doesn't do the same.
Now, what do Lances do? They stab. So there's definitely some Piercing damage in there, no matter what. They are also weapons with a considerable reach; as such, they'll have a long-reaching hitbox, but it'll be narrow. The simplest attack is two forward lunges, but- wait- we're getting too close to that Flourish-Troika hybrid. Which is bad.
Another idea is to have a forward lunge, followed by a swift pull back, during which the Knight raises his shield for a small amount of time, then lowers his shield and makes another longer lunge. If a Recon or Striker used it, they would have the same effect, but being hit in that state would kill their shield. Otherwise, the shield effect is applied during that time in a 180 degree radius next to the Knight. This combo would work well against Devilites.
A second idea for the defensive move is for the knight to spin their spear once in front of them, knocking away projectiles like the infamous "Barrel Roll" of Star Fox 64; this spin would also push back enemies, keeping them in front for that final lunge.
The third idea I'll propose is a backward attack; the knight would quickly spin the spear 180 degrees and poke backward in the second hit of the combo, dealing a little less damage than the first lunge to enemies behind him/her, then spin it another 180 degrees and lunge. The combo would be a fluid strike-backpoke-strike, the backpoke hits that cheeky Wolver who decided to Blink behind you. Good for big groups and for surprising annoying Skolver zombies, and my personal favorite.
As for the Charge Attack, there are a few different ways to go. One can either do a charging rush, like Slag Guards, or slam the lance into the ground, hitting hard in front and perhaps creating a shockwave. The charging rush would have to give players fair warning to avoid being the new Flourish; we all know how Slag Guards were trolling us pre-rez-circle. A lighted arrow in front visible to all players, that does no damage, but at once helps players line up their charge and helps foes see where it's coming from early enough to dodge, would work well.
The suggestions below will include a lot of these ideas. When I suggest one Charge, keep in mind the other can probably be implemented as well.
2* Spiral Spear
This is the basis for all the spear lines. Standard Piercing-damage lance, with the combo of choice or a boring double lunge, and the slam Charge Attack.
Ironmight Jouster line: Full Piercing (2* Spiral Spear --> 3* Boosted Spear --> 4* Heavy Spear --> 5* Ironmight Jouster)
Based on the Ironmight Plate Line, this one has the Shield-block combo, and the Rush Charge. It's a Spiral-Order-color-schemed "vanilla" spear.
Mercurial Spike line: Full Piercing, Shock status (2* Spiral Spear --> 3* Quicksilver Thorn --> 4* Charged Quicksilver Thorn --> 5* Mercurial Spike)
Very similar to the Thane's Spike from Spanner in the Works, the Mercurial Spike has the Backpoke combo, and the Shockwave charge; the charge hits hard like a Troika, but the shockwave has a longer range, no damage, and Shocks enemies. The regular attack also has a chance of Shocking enemies, but it's small, and the attack power is lower than the Ironmight Jouster. The handle is coated in a thin layer of slime, and the point is a spine. The spine looks more and more electrified as the star level goes up, and it curves a little at the 5* form.
Sol line: Split Piercing/Elemental (2* Spiral Spear --> 3* Light Lance --> 4* Radiant Lance --> 5* Sol)
Shining as bright as the sun, this spear is the bane of darkness. Has the Spin-block combo, and the Rush Charge. It's got a white color scheme similar to the Silversix, with a Luminite tip. As it levels up, it gets more adornments and its tip glows more.
Searing Relic line: Split Piercing/Shadow, Fire status (2* Spiral Spear --> 3* Dark Ember Spear --> 4* Dread Flame Lance --> 5* Searing Relic)
What would a thread about lances be without an FSC-based lance? The Searing Relic is an alchemically-recovered Slag Guard spear. It has a Backpoke combo and a Shockwave charge; the Shockwave is like the Mercurial Spike's shockwave, but it causes Fire instead. Has a blackened shaft with an adorned, burning tip; when fully leveled, it looks just like the ominous lance of a Slag Guard.
Overpowered? Underpowered? Illogical? I'm open for suggestions!
Polearms were used for sweeps, not spears. Spears were used to either charge with a narrow attacking range for a distance, similar to Flourish, or crouch in preparation for an incoming attacker who will end up forcing their own body onto the spear thus becoming impaled. And dead. Enough about spinning with spears. This is getting ridiculous. Polearms sweep and spin. Spears/Lances run with the pike skewering anything in front of you. No more about spinning spears.
On the narrow-piking attacks, we have Flourish. On the not-how-a-spear/lance-works spinning attack, we have Calibur.