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Stick War runs on miner income, one shared training queue, and a front line that protects ranged units. This guide covers the core units, Order additions, and statue upgrades.
Gold comes from Miners. Build enough miners to keep a steady income, then add a small front line before expanding production.
All units share one training queue. Bank gold and train in batches instead of buying one unit at a time.
Miner
EconomyProduces gold and builds the base.
Swordwrath
MeleeCheap fighter with leap and rage.
Archidon
RangedFragile archer with fire arrows and arrow rain.
Spearton
TankShield wall, shield bash, and thrown spear.
Magikill
CasterSlow and fragile, with four spells and minions.
Giants
HeavyExpensive and slow, vulnerable to grouped ranged fire.
Native
Enemy onlyOne-time campaign unit.
Albowtross
Flying rangedDurable flying crossbow unit.
Sickles
Light meleeCheap light infantry.
Riprider
CavalryArmored mounted unit.
| Upgrade | Effect |
|---|---|
| Stone | Adds 25% statue health |
| Gold | Adds 10% miner income |
| Garrison | Every three garrisoned units adds one Castle Archidon |
Build miners first, then add Swordwrath for a cheap front line while you save for Archidons.
The gold upgrade adds 10% miner income, and the stone upgrade adds 25% statue health.
Take direct manual control of a Spearton during enemy cavalry charges; blocking with your shield at the moment of impact absorbs 100% of damage.
Nation-by-nation campaign; unit production and upgrades; the order system for directing units; version 1. 13 in this build.
Developed by Jason Whitham (Brock White) and released in May 2009, Stick War became a monumental hit, spawning popular sequels and mobile spinoffs.
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