Teleporter/Psycannon
He's quick, smashy, and shooty. This is my go to.
Depending on points invest in CCW. The hammer is ok (if he gets to swing at his initiative), and the sword is better (remember the PF in the off hand, should you still need it).
The flamer is gravy points, as far as I'm concerned. When it had a range to it, it was the knight's saving grace; hence the nerf these days. If you can keep him under 200 it's a great points vs kill deal. ALWAYS grab that teleporter though. It'll save you a few times. once for a shunt reposition, and twice more when you surprise someone a huge jump/charge range.