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Video Game / Stick War

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In a World... called Inamorata, you're surrounded by discriminate nations devoted to their individual technology, and struggle for dominance. Each society has developed its own unique way to wage war. Proud of their unique craft they have become obsessed to the point of worship, turning weapons to religion. Each believe that their way of life is the only way, and are dedicated to teaching their policies to all other nations through what their leaders claim as divine intervention, or as you will know it… war.

The others are known as: "Archidonis" the way of the archer, "Swordwrath" the way of the sword, "Magikill" the way of the mage, and "Speartons" the way of the Spear.

You are the leader of the nation called "Order". Your way is of peace and knowledge, your people do not worship their weapons as gods. This makes you a mark for infiltration by the surrounding nations. Your only chance to defend is to attack first, and obtain the technology from each nation along the way.
Opening narration

Stick War is a Real-Time Strategy Flash game where, like many strategy games, you must build up an army of units and raise hell on all those who oppose you. Along the way, you'll need to manage resources - mainly your flow of gold - in order to build the structures and units necessary for you to win in battle. Stick Wars offers a nice array of units at your disposal including, the above four unit types as you play along, Miners, and later, Giants. You can take individual control of any of the units as you play the game, or you can issue your marching orders from above. Either way you slice it, Stick Wars is a great game that will keep you playing for hours.


Also has a sequel called Stick War 2 and an Android app remake/adaptation called Stick War: Legacy.

This game has the following tropes:

    General Tropes 
  • Ambidextrous Sprite: The stick figure aesthetic means it's usually not a problem... but then you have the Spearton and Juggerknight's shields switching sides to always face the screen.
  • Arbitrary Headcount Limit: Like with many Real-Time Strategy games, there is a population limit. The first game has a limit of 20 units (of any kind), while the sequel sets a cap of 80 but gives each unit a different population cost. Notably, you could easily go over the cap in the first game with Magikill minions, as the Magikill's summoning spell was not restricted by the population cap even though their minions counted towards it. Legacy has a population cap of 40 with different units having different population costs, and Magikill minions no longer count towards the limit.
  • Archery: What Archidonis worships.
  • Butt-Monkey: The Swordwrath are effectively the setting's Cannon Fodder and tend to get the most elaborate death animations.
  • Cargo Cult: Most of the factions you fight worship ways of combat so much they would wage war over it, and even have monuments. Yours, Order, is not one of these, and your goal in the game is to break these monuments down.
  • Cool Crown: Order's monument sports one of these.
  • Defend Command: The game allows you to garrison all of your units, miners included, in your base, while invulnerable castle archers fend off the enemy. However, doing so will leave your monument open to attack.
  • Enemy Summoner: The Magikill are capable of doing this. Averted in the sequel, however, where Magikill carry purely offensive spells.
  • Excuse Plot
  • Grievous Harm with a Body: The Giants in both games drag a corpse behind them, which they can use to bludgeon enemies.
  • Hold the Line: A few missions consist of this objective. Advancing to the other side reveals no base.
  • Instant-Win Condition: Destroy the enemy monument, and you win automatically.
  • Magic Staff: The Magikill wield these and conjure explosions that stun their enemy. They can also do this stun in melee fashion.
  • Our Giants Are Bigger: The Giants of No Man's Land, which you can also adapt into your army.
  • Power Copying: What your faction, Order, is doing in a technological development sense.
  • Real-Time Strategy: With stick figures!
  • Rising Empire: Order, which becomes known as the Order Empire in the sequel.
  • Robe and Wizard Hat: Well, the Wizard Hat part at least is followed by the Magikill.
  • Series Mascot: The Spearton is more or less the face of the games, most notably replacing the "I" in the game's logo. In fact, he's practically become the mascot of Stick Page in general.
  • The Spartan Way: The Speartons are all but an Expy of these.
  • Stick Figure Game
  • Worker Unit: Miners. You can upgrade their mining speed and load capacity.
  • You Require More Vespene Gas: Gold, and Mana in 2.

    Stick War 
  • Carry a Big Stick: What you start with, Clubmen, and they look rather pathetic. You get to upgrade them to swords after driving out Swordwrath and adopting their technology. Giants also carry these, and can do much more damage with them.
  • Dawn Attack: Inverted. The Hold the Line missions are "Dusk Attacks".
  • Final Boss: The huge Giant who initially serves as the enemy statue for the final level.
  • Hero Unit: You can make any unit one temporarily by selecting them and manually controlling them. While under your control, the selected unit is faster and stronger, and a controlled Miner mines faster.
  • Mistaken for Granite: What happens to the monument in the last mission, which reveals itself to be a very huge Giant and serves as the Final Boss.
  • Villain Team-Up: After you defeat all four factions, you'll find their remnants terrorizing the other neutral nations like Pertland (Archidonis and Swordwrath) and Westwind (Archidonis and Spearton). After passing No Man's Land, you'll find every enemy working together to stop you and staging a Last Stand.
  • What Happened to the Mouse?: Despite the last few levels featuring all enemy nations teaming up to try and stop you, Speartons are nowhere to be found. This is rectified in Legacy.

    Stick War 2 
  • A Commander Is You: Order is Balanced, possessing some of everything and having units that are middle-of-the-road in cost and power. Chaos is the Spammer, employing units that tend to be cheaper in both resources and population and deal more damage, at the expense of being squishier. Elementals are the Elitist, as their fusion units are generally much more powerful than their Order and Chaos counterparts, but also have much higher resource and population costs.
  • Action Bomb: The Chaos Empire employs Bombers, which are more or less exactly what they sound like, requiring you to spread out your units to minimize damage.
  • An Axe to Grind: What Juggerknights wield in addition to Spikes of Villainy in their armor.
  • Artificial Stupidity: The default AI is that once something gets within their detection range (which is fairly large) they will hunt it down and try to kill it, more often than not resulting in your units getting swarmed and immediately beaten to death. This also applies to Merics, your healers, who will gleefully run headlong into battle, healing themselves the whole way. If a Meric ends up poisoned then it will alternate between healing everyone else and healing the sliver of poison damage it took in the last few seconds.
  • Big Bad: Neither any character in the rebel nations or the Order Empire by way of Villain Protagonist, but Medusa, the leader of the Chaos empire.
  • The Empire: What the remnants of the other factions sees Order as.
  • Enemy Mine: The Order Empire and the rebel nations form a truce when the Chaos Empire rises.
  • Everything's Deader with Zombies: The Undead from the land of Deads shamble, have a chance to poison by… throwing their own flesh at your units, and fall apart into bones upon dying.
  • Evil Counterpart: Each of the Chaos Empire's units is one to a unit from the Order and rebel nations, with the exception of the Bomber (which can still be loosely equated to the Shadowrath as a speedy Glass Cannon).
  • Finishing Move: When certain units kill certain other units, they have a chance to trigger a short kill animation (during which the attacking unit is invulnerable). For example, a Spearton can impale a leaping Crawler on his spear, while a Juggerknight can execute a Swordwrath with his own sword.
  • Four-Element Ensemble: A core mechanic of the multiplayer-only Elemental Empire.
  • Fusion Dance: The four basic units of the Elemental Empire can do this to create advanced units such as the Treatures and V.
  • Healing Factor: Chaos do not possess manual ways to heal and cure their units in battle, instead all of their units possess passive regeneration and curing. This means that poison will deal almost no damage toward them and it will be automatically cured after 15 seconds.
  • La Résistance: The Archidons, Swordwrath, Magikill, and Speartons forge this in response to the Order Empire's rise.
  • Let's You and Him Fight: Medusa has been letting the inhabitants of Inamorta do this, only pitching in when the Order Empire acquired Enslaved Giants for their army.
  • Load-Bearing Boss: Of sorts. Once you defeat Medusa once and for all, her monument goes down as well.
  • Nerf: Some of the Order units suffer from this, some subverting them.
    • Inverted with the Swordwrath, as they remain mostly the same, and with a new ability ("Rage") to boot. A headshot from an Archidon's arrow will no longer function as a [1], either.
    • Played straight with Archidonis, as their arrows can no longer one-shot Swordwraths. They still deal fairly high damage to lightly armored units, though.
    • Zig-zagged with the Spearton. Their range of movements are severely limited from the first game: they can no longer throw their spears, and are now unable to move or attack while blocking with their shields (barring an upgrade that allows them to Shield Bash). However, they have far higher health and defense, as a single unit is now capable of taking on even three Swordwraths at once and winning, in both the opening cutscene and in-game.
    • Played straight with the Magikill as they can no longer summon minions, instead gaining a more diverse repertoire of offensive spells including a far more damaging version of explosion, summoning electric walls, and poison the enemies.
    • Played with the Giants, as they are now separated into two separate units, Order and Chaos. Order Giants zig-zag this as they have different capabilities (throwing boulders of rock, dealing high damage with fairly fast rate of fire at a single unit) from the original ones. Meanwhile, Chaos Giants invert this trope as they are virtually identical with the ones in the previous game, but they now deal far higher damage towards units, while doing less damage to statues. They also possess Healing Factor.
  • Nice Job Fixing It, Villain!: After Medusa revealed her intentions to the Order Empire, it and the rebel nations unite, with the Magikill representative lamenting that their infighting has made themselves weak, so that none shall ever live as rebels again.
  • Ninja: After the events of the first game, some of the Swordwrath remnants managed to escape, rebuild, and become this, renaming themselves the Shadowrath.
  • Ninja Pirate Zombie Robot: Eclipsors are flying archers that can only be attacked by ranged units. After defeating them, you get to have Flying Crossbowmen, whose wings utilize artificial Bamboo Technology.
  • No Campaign for the Wicked: You don't even get to play as the Chaos Empire without shelling out real money. Averted much, much later on through an update, where all empires are free to play.
  • Our Liches Are Different: The Marrowkai are skeletal sorcerers that wield staffs made of bone. They can send out large skeletal fists from the ground or a Grim Reaper to target an enemy.
  • Outside-Context Problem: Implied to be the case with the Elementals, which don't even feature in the single-player campaign. Medusa was one to the Order-Rebel conflict, up until they decide to join forces and take down the Chaos Empire.
  • Skeletons in the Coat Closet: Chaos Empire Miners have bones adorning their sacks.
  • Storming the Castle: The last mission consists of you storming the Chaos Empire's capital.
  • Suddenly Voiced: The first entry to have proper in-game voice acting.
  • Taken for Granite: After reducing the final monument's health to half, Medusa comes out herself and inflicts this on all your units currently in the field. Thankfully, a group of units will appear for free as compensation, and she will only inflict a lesser version of this (that targets only one unit at a time) afterwards.
  • Tech Tree: Unlike the first game, a proper one is present here.
  • White Mage: The Merics, who are stick women trained by the Magikill in the healing arts.
  • Zerg Rush: Fury Crawlers, which look like demonic monkeys. Compared to the Swordwrath, Crawlers are weaker, but cheaper and quicker to train, and become more powerful if more of them are active.

    Stick War: Legacy 
  • Allegedly Free Game: Averted. While it's a free game with in-app purchases, the game is perfectly functional and beatable without spending a penny, in-game currency can be easily amassed through grinding, and the stuff you get with that currency is more of a bonus to an already complete game. However, paying up allows the player to get unlimited Crown of Inamorta entries and prevents the weekly missions from being Temporary Online Content by letting the player play all of them at any time.
  • And Your Reward Is Clothes: The December 2018 patch adds alternate skins for each unit other than the Giant, which can be unpacked from chests or bought with gems. Skins also grant additional abilities to each unit.
  • Arrange Mode: The Crown of Inamorta mode puts the player in a single-elimination tournament with four distinct game modes aside from the usual formula. Additionally, weekly missions can include many different twists and win conditions.
  • Artificial Stupidity: The AI of many levels in the story campaign, such as the Magikill and Swordswrath, follow the rule that if they have more offensive units than you, they will constantly send every unit they have for an attack to try to defeat you, and when your offensive units outnumber theirs, they will fall back to gain numbers. However, since the miners and castle archers are not included in the offensive unit count, it is posible to build an army of only miners, stockading into your fortress, and wait for your castle archers to easily pick off the weak, standalone enemies that try to rush you. When your opponent runs out of gold to mine (and thus the resources to summon units), you can send your miners to kill them via Death of a Thousand Cuts.
  • Bait-and-Switch: Remember the last mission in where the monument reveals itself to be a very huge Giant? In here, a bigger and badder Giant comes up from behind and kills it before proceeding to your troops.
  • Balance Buff: Several units received this treatment, as compared to the original Stick War:
    • Swordwrath had their cost reduced from 150 to 125, gained a heavily-damaging leap attack, and can now block while moving. Additionally, their speed upgrade now also increases their health.
    • Archidons had their cost reduced from 400 to 300. Player-controlled Archidons now have an Arrow Cam that can be used to help aim their shots.
    • Speartons' shield upgrade now give them a chance to No-Sell any incoming attack, even when not actively blocking. Player-controlled Speartons' spear throw now does much more damage. A patch also gave them the ability to stun enemies by headbutting them.
    • Magikill now get to summon up to two minions by default, up from one (up to 5 with upgrades, increased from 4) and now deal more damage with their attack spell. Additionally, their staff upgrade now increases their spell damage instead of stun duration. A patch also caused their damage upgrade to also grant extra movement speed.
  • Bling of War: Fully-upgraded units (aside from Giants, which simply get bigger) get shiny gold gear. The Golden Archidon and Golden Spearton you can summon from spells also have bright golden armor and weaponry.
  • Boring, but Practical: Leaf skins are the only ones that offer no combat bonuses, instead giving the equipped unit a reduction to training time and cost. While they don't make your army stronger, they do make your army much cheaper and faster to build, and are both cheap to get and show up frequently in chests.
  • Bribing Your Way to Victory: Entirely possible with the addition of power-ups and skins, which are purchasable with gems that can be amassed through gameplay or purchased with real money. However, being based on the original Stick War, the game is perfectly beatable without them.
  • Creator Cameo: Crazy Jay, the Author Avatar of one of the game's creators, appears as an opponent in the Crown of Inamorta mode.
  • Eye Beams: In Legacy, your monument is capable of doing this as a manually-activated (and purchased) power.
  • Eye Scream: When the Final Boss is defeated, a lone Spearton runs in to finish it off by letting it pick him up so he can stab it in the eye.
  • An Ice Person: The Ice skins that can be unlocked for your units give them the ability to slow enemies on hit. Player-controlled units with the skin will instead immobilize enemies briefly.
  • King Mook: Two of the purchasable power-ups in the game allow you to summon either a Golden Spearton or Griffon the Great, a super beefed-up Giant. Both are controllable.
  • Nerf: Speartons had their cost increased (from 400 to 500) and no longer throw their spears when AI-controlled.
  • New Game+: Unlike the original, Legacy allows you to replay campaign levels with your upgrades intact after beating the campaign. You can also continue earning upgrade points in doing so, letting you eventually fully upgrade everything.
  • Set Bonus: Equipping the same skin on all of your units gives your statue that skin as well. It grants the statue a minor boost to gold generation and health regeneration.


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