
- #STICK EMPIRES CHAOS UNITS MANUAL#
- #STICK EMPIRES CHAOS UNITS UPGRADE#
- #STICK EMPIRES CHAOS UNITS SERIES#
They require a substantial amount of the games' secondary resource, which is collected at a far lower rate than gold and is also spent on spells and abilities, making Magikill extremely slow to train in these games while still being a slow, vulnerable target that can be easily picked off, thus sending your investment down the drain.
While Magikill were perfectly serviceable in Stick War and Legacy, their viability plummeted off a cliff in the multiplayer instalments.Upon the dev team realizing this, Brilliance was swiftly nerfed to only reduce Crystal costs by half, killing the build. Suddenly players could rush out both Tower Spawn upgrades within about a minute by throwing a pittance of Gold at them and then rushing out early units to seize the Tower, snowballing into an insurmountable advantage very quickly.
#STICK EMPIRES CHAOS UNITS SERIES#
Then it got buffed to halve the Gold cost of Upgrades and, more significantly, completely remove their Crystal costs while still giving the Crystal refund, turning it into one of the most broken things the series had ever seen.
Brilliance was, for the longest time, a meme Enchantment in Stick War 3 spending an entire army slot for a minor cost reduction and refund on Upgrades (which players rarely ran more than 1 of aside from Tower spawns) just wasn't worth it. Swordwrath in Legacy are particularly abusable with their new leap attack, the ability to block while running, and high mobility, all of which can easily be exploited by a player to decimate enemies very early on in a game. This is partly why Swordwrath spam is the go-to strategy for those games, since user-controlled Swordwrath can reliably become killing machines in the hands of a skilled player, and an early rush can easily kill off the enemy's Miners and leave them crippled for the rest of the game. In addition to letting you command a unit manually rather than leave it to the whim of the fairly rudimentary AI (allowing you to, say, dodge arrows from Archidons), this also gives that unit a bonus to its damage output, allowing them to fight much more effectively against enemies.
#STICK EMPIRES CHAOS UNITS MANUAL#
Manual unit control in the first game and Legacy. Stick War 2, on the other hand, introduced a much more sophisticated, RTS-style control scheme (including support for right clicks, a rarity in Flash games), more units, and multiplayer gameplay in the form of Stick Empires, making it a very worthy successor to the name. Even Better Sequel: The original Stick War, while already impressive for its time, had a simple campaign and nothing else, with fairly simplistic controls and mechanics. Given the tendency of Order mirror matches in Stick Empires to result in Archidon deadlocks while both sides repeatedly send in Spearton cannon fodder (because the side that stops training Speartons first gets overrun), it's probably not surprising that Stick War 3 introduced a spell that counters ranged units specifically. Because of the playing field being one-dimensional, flanking is not an option and thus a mass of Archidons with Spearton cover is nigh-unapproachable without getting your units shot to pieces.
In the multiplayer games, the go-to composition is, more often than not, Speartons and Archidons, with the Speartons forming a bulky frontline while Archidons provide long-range firepower.Swordwrath use was a lot less significant in the multiplayer games, though, mainly because they were balanced much better there.
#STICK EMPIRES CHAOS UNITS UPGRADE#
Many players attempting to speedrun the games will often upgrade their Swordwraths early to make this strategy more effective, and to swarm the enemy with dozens of dozens of Swordwrath to secure victory. Complacent Gaming Syndrome: Two words: Swordwrath Spam.