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(With bows so accurately piercing, ) They will fall before they get a chance to stand.

Archidon,


The Archidons, also known as Archers and Archidonis, are ground-ranged units in the Order Empire. First serving the Archidon Empire, the Archidons were converted to Order faith after the revolutionary unification of all rebel empires in the fight against Chaos.

Archidon were the first ranged units to serve Order, which allowed them essential usage in the Empire's battles. A competent leader would protect their Archidons behind a fleet of melee units, who would stave off foreign threats while allowing their Archidons to pick off enemy troops from afar.

Before the unification, they were followers of the 'Way of the Bow'.

Appearance

Stick War

The Archidon carries a recurve longbow with a quiver slung around the shoulder. Within the quiver are six separate arrows that don't need replenishing. The Archidon has the motif of the warrior class they are based on, much like other units in the series.

Stick War II: Order Empire / Stick Empires

Unlike other units of the Order Empire, the Archidon has no notable difference from their appearance in Stick War and Stick War: Legacy, save for a slight improvement in the bow's design. (The bow is slightly shorter)

Kill The Spartan

in Supernova's (death by bow and arrow) death, the Archidons are visible. The Archidons are grey stickmen with bows but no longer have quivers. (Although they might not be true archidon)

Stick War 3

Archidons appear the same way they do in the first Stick War game. They hold a bow and have a quiver strapped on them. According to the lore, Archidons were founded by Grandmaster Archis, succeeded by Princess Kytchu.

The Archidons from the Woodland Tribes have unique traits; they use the Boyers Trap ability, do less damage (-5), fire faster and can kite (aka shoot while moving back).

Statistics

Stick War II: Order Empire/Stick Empires

Health 1 Bar Unarmoured (9HP)
Damage (hp) 1.12 Medium (Normal Attack)

2.24 High (Fire Arrow)

Attack Speed 0.53 a/s
DPS 0.59 (Normal Attack)

1.18 (Fire Arrow)

Speed (m/s) 2.06 Medium
Cost 300 Gold
Training Time 15 seconds

Population

2

Stick War: Legacy

Damage 10 HP (quiver level 0) (body)

12 HP (quiver level 1) (body)

15 HP (quiver level 2) (body)

17 HP (quiver level 3) (body)

32 HP (quiver level 0) (Headshot)

34 HP (quiver level 1) (Headshot)

37 HP (quiver level 2) (Headshot)

39 HP (quiver level 3) (Headshot)

Health 70 HP
Attack Speed 0.5 a/s
DPS 5 (quiver level 0)

6 (quiver level 1)

7.5 (quiver level 2)

8.5 (quiver level 3)

Movement Speed 0.9 m/s
Cost 300 Gold
Training Time 7 seconds

Abilities

Fire Arrows

Fire arrows is a ability available to Stick War ll: Order Empire/Stick Empires, It costs 50 gold and 100 mana to research and 5 mana to use. Upon activation Archidons will fire a arrow with its tip lit on fire. This arrow does bonus damage, has more range, and causes burn damage.

Fully upgraded Archidons in Stick War also shoot fire arrows, but the effect is purely cosmetic.

Archidon Rain

Archidon Rain is a spell in Stick War: Legacy. It costs 40 gems to purchase. Note that this spell does not necessarily need Archidons to work. Upon activation it will rain arrows from the sky. The more Archidons in someone's army, the more arrows will fall. There is a chance for one arrow to be a fire arrow. It lasts for 4 seconds.

Strategies

Archidon

The Archidon, as appearing in Stick War.

Archidon II

The Archidon, as appearing in Stick War II: Order Empire.

Uses (Stick War)

  • The Archidons are are very good counters against swordwrath.
  • The Archidons often work well with Speartons (This combination is called Spearcher).
  • They also excel at fighting Magikill.

Countering (Stick War)

  • The Archidons are very fragile, a single Clubman can kill an Archidon in one blow.
  • The arrows deal less damage to Giants due to their armor, so you can use giants as meatshields.
  • Speartons have the same cost and is still better than Archidons, they can also take the Archidons out from a distance by throwing their spear.

Uses (Stick War II: Order Empire)

  • Due to the new controls that let you control multiple units, they can be microbed in two ways- backward kiting and forward kiting
    • Backward kiting involves you to deal damage while you retreat.
    • Forward kiting lets you to chase the enemy and deal damage while the enemy retreats
  • Due to the new Fire Arrows ability, the Spearcher has become more powerful.
  • The Archidons strength is in their numbers
  • Take advantage of Miner Walls or Speartons to protect archers.

Countering (Stick War II: Order Empire)

Uses (Stick War III)

  • Like in Stick War II, Archidons can be microed and kited with, although due to the inherent jankiness of mobile controls, this may be easier said than done. Control Whip can be used to improve their headshot damage and mobility to make kiting easier and more effective.
  • Archidons do 5 extra damage to light units, meaning it is quite effective against Deads, Swordwrath, Crawlers, etc. A well-controlled Archidon can easily fend off early enemy skirmishes.
  • Archidons are very useful with Glacial Fletching, as it can make it hard for slow attacking units like Juggerknights and Giants to attack effectively and it can stop retreating units. Snow Squall can be used for the same purpose if a different Mythical such as Blazing Bolts or Control Whip is preferred.
  • With Boyers Trap, Archidons gain some extra hp and also produce a trap that can stall two units, which allows Archidon hordes to be very effective.
  • Spearchers are still very effective in this game, and when considering the enchantments and spells, could possibly be even more effective than previous iterations.

Countering (Stick War III)

  • The Projectile Barrier is a very good counter against Archidons, since they only have a ranged attack which the spell counters.
  • Ironically, other Archidons are also a good counter to Archidons if supported by heavy units, as they're quite weak and are light units, which Archidons do extra damage against.
  • Heavy units like Giants, Speartons, and Juggerknights can easily ruin Archidons due to their high health and in the Spearton's case, blocking capabilities. Additionally, Speartons do extra damage to light units like Archidons. However, Archidons can still defeat these units in sufficient numbers.
  • Scorch can quickly destroy masses of Archidons.

Skins (Stick War: Legacy)

  • The Leaf skin is a decent choice. Archidons are more powerful in groups and the skin helps mass them more easily.
  • The Ice skin is a good choice, letting the Archidon slow the enemy's advance in order to land more hits. The freeze effect is also useful for kiting with user-controlled Archidons.
  • The Savage skin is situationally useful for dealing with Deads, and a relatively weak choice otherwise, as its user-control bonuses are outperformed by other skins.
  • The Lava skin is a poor choice. The Archidon's low health is antithetical to the skin's bonuses as an Archidon cannot reflect much damage before dying.
  • The Undead skin is a decent choice. While Archidons struggle at killing Speartons and Giants even when user-controlled, they can easily raise Deads from the other unit types with well-placed headshots. Making your Archidons revive as Toxic Deads on death makes losing an early Archidon duel more forgiving, but is not very useful in large battles as your Archidons will generally only die once your front line has already been broken.
  • The Voltaic skin is an excellent choice. The lightning effect is devastating when paired with the Archidon's range, and in battles, Archidons can safely build Voltaic Charge to be released by simply cycling through your Archidons with user control (note that taking control of an Archidon while its arrow is in flight will cause the arrow to release a lightning bolt on hit).
  • The Vamp skin is a poor choice. The Archidon is very frail and relies on range to avoid damage, meaning the lifesteal does not improve their longevity when under attack.

Notes

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