SWSG(Stick War Strategy Guide)
Bad news

OK, so i’ve definitely run out of material, so what’s gonna happen is that you won’t be seeing news for a looooooong while, so sorry about that.

‘Progression’

These few days i’ve been well off on stickwar.com and all we ever get is seeing the game work. Good to see it making progress, prob is that we cant play it, so LOL…

New discovery!

Sorry to keep everyone waitin’, so if everyone’s excited to hear what the new news are, I’m happy. If not, sad face. Okay, straight to the subject. First things first, from stickwar.com, or you would know as stick war development blog, we’ve got good news and bad news(normally more bad news; One month to another for posting, who knows what happened?), so bad news first. To top it off they’ve taken more than a year to finish stuff and they’re not done yet. Jeez, and there they are making it a multiplayer game(Online or on same PC, you never know, unless you’re flying all the way to Australia to check on ‘em.), so that’s the good news. Second piece of news is that through a few weeks worth of research on the stick war game I tried each and every way of using personality types, so I found out this: Those who are the type who spends points on necessary stuff are more likely gonna win. Second up would give a place to aggresive types. So, as we’re talking here, you might thing I won every single battle in insane, but let me tell you that’s not true. I tried out the speedy method in stage 2 and died at the count of 56 times. Most likely I’m even more stuck at westwind, yep, besides the last two stages westwind is also one of the hardest stages you’ve ever encounted, so trust me.

And to top it off all, let’s impatiently wait for the completion of stick war 2!

Additional update

Since I’m already done with strategies from stage to stage I will spend some extra time researching on extra strategies on Stick wars. I will immediately post new updates on this blog if I find out something extra, so I do hope you look forward to it.

Stage 12: Last Stand

Extremely pathetic and… HUGE?!

This level is just the same as the ice hills levels. Since I’ve explained almost all I can fot that level, I’ll go into the later parts of the level. However, to that part, which is destroying the monument, I’ll need you to prepare a few things:

First, make sure you have at least 3000 gold,

Second, create a few giants,

Third, creation of magikills and archidonis are not to be neglected and finally, ATTACK!

Why am I saying this all of a sudden? Well, you’ll know soon.

Death awaits in a stone

Don’t rejoice as soon as the monument health reaches zero, cos’ you’ll have a bigger surprise from the monument than the ELRs. What resides in the stony statue of doom? A gigantic giant! One giant two times the size of your fully upgraded giant will step out of the monument. Also, when that happens, enemies can still spawn out of their territory, and with your minions busy on the miners, the giant can strike on their backs for an instant kill. Not even a Spearton can outrun the likes of these guys when it attacks. That’s why I told you to create a few giants. Controlling them while attacking will be one of the smartest moves you’ve made in your life. Don’t forget to create swordwraths, and that makes up for the first purpose: saving 3000 gold. For magikills and archers, well… You already know their use. For the attack of the giant, once it’s a few inches(By what I see) away from your monument, as usual, you’re dead.

Stage 11: Ice Hills

Unit craziness!

Ice hills is one of the toughest two levels of the whole Stick War game, cos’ it includes all units except for the Spearton(You got to count yourself lucky they aren’t in this level). The first thing you just have to control a sordwrath and zig-zag up and down from the archidonis and take down the swordwrath before taking down the archers. Once you reach their monument they will endlessly spawn for a limited amount of time before stopping. If you are unsure of clearing this part effectively you can also create another swordwrath as a ‘warranty’, but remember to create miners as well. When the giant appears, better  make sure to create a few archers, cos’ the magikills will shortly come. Keep in mind of this and you should have no problem taking down the enemy monument.

ELR

I can say that this is obe of the craziest ELRs ever. They send giants, magikills, swordwrath; every unit they have at you. If you have not prepared any giant against the monument you’re definitely gonna lose out a lot.

Giants vs. Giants!

Your normal giant would inflict 480 dph(damage per hit) on the enemie’s giant, and that goes the same if you’re playing easy. On hard the enemy would inflict 576 dph and on insane it does a damage of 648 dph. In either ways, make sure your giant strikes the enemie’s and the enemie’s doesn’t strike yours, because it will be a big bother with a low health giant against many units. Also, your giants deal little damage against small units, so don’t waste ‘em against other units.

Stage 10: Ambush

Kill n’ survive!

Alright, like I’ve said the exclusive news for today is another update on the stages. to move on the topic, let’s just say this is a some sort of a replica from stage 5. However, you shouldn’t only keep an eye on your economy this time, the giant approching you(I can tell you wanna say those who did the ambush are cheaters to include giants, but that’s what ambushes are about.) is also needed to be considered. So, use the pro tip I taught you in the last stage against the giants while keeping an eye on your enemy. It will be quite hard to multitask, but it’s pretty much worth it if you survive this level. There are also swordwrath to consider as they appear in greater numbers(unobviously). If you’re playing easy or hard you’re lucky, the swordwrath are gonna be clubmen. If you’re playing insane, then luck be with you, the enemies have normal swords. In any situation, if you can get out a magikill in time you should have no prob.

New Year Special

On special events like New Year I’ll be posting extra info from Stick Wars. Trust me, I’m sacrificing my sleep for just posting the specials.

Happy New Year!

To all who have spent time watching this guide I wish you a happy new year! I do hope you look forward to new strategies every day, but that said, the school terms are beginning and as you know, I ain’t gonna have a lot of time with this blog. However, I will try to post as many times as I can! Sorry for the inconvenience and thank you for your patience!

Stage 10: No Man’s Land
David vs. Goliath!
In this stage, the ‘David’ I’m referring to is the swordwrath od spearton, whilt the ‘Goliath’ is the giants inhabiting this land. That’s right, the key to completing this stage is controlling either of the two units. By doing so, face up the giants(by the way, these giants aren’t Goliath, they’re just stupid and dumb overgrown creatures) with all your units; remembering to send some to the back of the giant will allow units on both sides to confuse the giant. The giant’s way of attack is either using the club it holding on the back or using a stickman it held on the other hand to smash on the units. In any sense, this attack stuns all type of units(Likke the magikill, but the giant has a more affixed range of everything in its range of attack, and that includes a whole row), except for magikill, giant and archidonis(The latter might be killed). That’s why it will be extremely important to send some to the back, while the front anre stunned, the back will strike, the same goes for the opposite. However, that doesn’t mean your allowed to take the leave here. The giant is basically a siege unit, letting it get up close to your monument would mean big trouble.
Your IQ: 200. Giant’s IQ: none
That’s what I mean. This alternative allows a quick kill of the giant without causing nearly any damage to your units. Control a swordwrath(again, a Spearton would be a better idea) and charge into the front of the giant, and before it can even finish striking, go to its back and attack. The same goes if the giant turns to attack you. Repeat this until it is dead.
Arrows vs. mega flesh!
The giant is the first, and  maybe only unit that takes minimal damage from an archer; even a fully upgraded arrow would only deal 9 damage to it. In this situation the best you can do is to summon magikills as the minions they summon are extremely useful.
Pro tip: In an attack with the giant, you can take the lead and run to the back of the giant and then run away from it. This causes the giant to be distracted and attack you. After it finishes it’s attack, run into the giant again. It will then keep on attacking you and neglect those behind it. Same thing during the ELR, just that if you run to the giant’s back you have to run back to the front of them; there is no way you can run through the enemie’s fortification area. The last situation is that there will be two giants involved, no matter what difficulty.

Stage 10: No Man’s Land

David vs. Goliath!

In this stage, the ‘David’ I’m referring to is the swordwrath od spearton, whilt the ‘Goliath’ is the giants inhabiting this land. That’s right, the key to completing this stage is controlling either of the two units. By doing so, face up the giants(by the way, these giants aren’t Goliath, they’re just stupid and dumb overgrown creatures) with all your units; remembering to send some to the back of the giant will allow units on both sides to confuse the giant. The giant’s way of attack is either using the club it holding on the back or using a stickman it held on the other hand to smash on the units. In any sense, this attack stuns all type of units(Likke the magikill, but the giant has a more affixed range of everything in its range of attack, and that includes a whole row), except for magikill, giant and archidonis(The latter might be killed). That’s why it will be extremely important to send some to the back, while the front anre stunned, the back will strike, the same goes for the opposite. However, that doesn’t mean your allowed to take the leave here. The giant is basically a siege unit, letting it get up close to your monument would mean big trouble.

Your IQ: 200. Giant’s IQ: none

That’s what I mean. This alternative allows a quick kill of the giant without causing nearly any damage to your units. Control a swordwrath(again, a Spearton would be a better idea) and charge into the front of the giant, and before it can even finish striking, go to its back and attack. The same goes if the giant turns to attack you. Repeat this until it is dead.

Arrows vs. mega flesh!

The giant is the first, and  maybe only unit that takes minimal damage from an archer; even a fully upgraded arrow would only deal 9 damage to it. In this situation the best you can do is to summon magikills as the minions they summon are extremely useful.

Pro tip: In an attack with the giant, you can take the lead and run to the back of the giant and then run away from it. This causes the giant to be distracted and attack you. After it finishes it’s attack, run into the giant again. It will then keep on attacking you and neglect those behind it. Same thing during the ELR, just that if you run to the giant’s back you have to run back to the front of them; there is no way you can run through the enemie’s fortification area. The last situation is that there will be two giants involved, no matter what difficulty.