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Magikill (mAH-jEYE-kiL), known as Mages in the Armory, are spellcasters of the Order that appeared during the later events of Stick War, before later reappearing in the series for it's following media. Near the end of the war, the Magikill tended to replace the Swordwrath with their summoning ability, creating minions that were near as powerful as their rivals without any Gold or Population costs.

Due to their appearance later in the game, the units never received much attention. Only three stages later Giants were introduced, defeating the novelty of having an expensive unit. However, due to their drastically different play-styles, experienced Players still found use in their summoning and spellcasting abilities.

While their most notable inclusion was in that of the Order Empire, the Magikill was originally devised by the Magikill Empire. After multiple failed attempts at redemption, the Magikill Empire fell and left the Order with their unit.

They are followers and believers of "Magikill", the Way of the Mage.

Upgrades

Stick War

Wizard summoning spell Upgrade

LV.

+1 to the number of units summoned by wizard LV. 1
+1 to the number of units summoned by wizard LV. 2
+1 to the number of units summoned by wizard

LV. 3

Wizard stun spell Upgrade LV.
+15% stun time LV. 1
+15% stun time LV. 2
+15% stun time LV. 3

Appearance

Stick War

Magikill are black stick figures, usually hunched over and relying on their staff to walk. They wear black witch hats, characterized by a conical crown and a wide brim.

Stick War II: Order Empire/ Stick Empires

Magikill remain almost identical to their previous state, with the exception of a new gray beard.

Magikill

Strengths (Stick Wars)

The main ability that came to use in the first game was the Magikill's ability to summon Magikill Minions to attack the enemy. The units can become a great pain for the other army, giving your army enough time to ambush the enemy. The free minions can replenish your dwindling army as well. The Magikill are powerful when defending itself of close range attackers.

Weaknesses (Both Games)

With their powerful abilities come several downsides. For one, they are slow and also ineffective in long range combat. Their slowness allows a quick Swordwrath to sneak up while they are in the process of stunning for the kill and possibly attacking their backs in just one hit( Note that all units except for the giant have the same weakness). This can be further supported with the Magikill's straight line range, so by controlling a swordwrath and going to the extreme bottom of the field would fool the Magikill into stunning in empty space. Another weakness is distance: a magikill is incapable of stunning Archidons and can be killed with carefully fired arrows if the archidons are aided by Swordwrath. Not only that, they are expensive and take a long time to load. Non-Player controlled Magikills have a tendency to get into a pattern when they meet face to face with any unit: Summon, Stun, Summon, Stun and so on. This greatly hurts the efficiency of Magikill's both abilities, because Magikill's attacks are fast striking but slow reacting, meaning that by mixing two tasks into one can cause disturbance in the army's unit defense. In this kind of case, not even fully upgraded stun timing help, so it is advisable to either control the Magikill for it to work your way like repeated stunning or summoning and at the same time enabling deficiency in Archidon attacks, or by summoning multiple Magikills at once so that some can summon while some stun. This weakness works especially for enemy Magikills, since their stun time is possibly the lowest upgraded in all difficulties. Just look out for multiple enemy Magikill units.

Stick Empires Stick War Games

Magikills in stick wars 2 and stick empires recieve a redesign and new abilties. For one, magikills are updated so that they have noticably long beards. The magikill's spell casting method also looks different, as now when he casts a spell it almost looks like he was throwing his wand. The minion summoning ability of the magikill was also ommited, probably because the gamemakers think that is too cheaty.

Magikills are one of the 2 units of the order empire capable of poisoning units, the other being the Shadowrath. Contrary to the previous stick war sequel, magikills are capable of long range attacks (other than their regular one).

Abilities

Magikills have 4 abilties in total.

Blast

Stick War 1/Stick War:Legacy

In Stick War 1,blast causes less damage but has massive range(It can damage a entire army) and cause stun.

In Stick War:Legacy,Blast causes stun and can cause leathal damage but has very short range.

Stick War ll :Order Empire/Stick Empires

Blast causes Burn and has very High damage but with short range,it no longer causes stun.

Summon minions

This ability is only available in Stick war 1 / Stick war legacy.

Summons Minions that do thier bidding.

More info on minions here.

Poison spray

this ability is only available in Stick War ll:Order Empire/Stick Empires

This ability costs costs 100 gold and 100 mana and takes 30 seconds to reasearch

upon activation the magikill will have a mist of poison around it which it thrusts on the battlefield,any units hit will get poisioned,units will not take additional damage from the poison

Electric Wall

The Magikill will have a bunch of electricity which it thrusts on the battlefield as a wall of electricity.Any units standing in it will be damaged for the duration of the wall

Etiology

The word Magikill is a compound of the word Magic,The power of influencing events through supernatural forces,and Kill,To end someones life brutally

Magic originated from the danish word madʒɪk

Kill originated from the maltese word kɪl

Death Animations

Stick War 1

The Magikill will fall down and evaporate into dust,leaving behind a hat for a grave.

Stick war ll:Order Empire

The Magikill will evaporate into dust while standing,leaving a hat as a grave.
Magikill wall 2

Magikill electrical wall

Weaknesses

Even with the long range attacks, magikills alone do not stand a chance against even a archidion. Magikills will still have weaknesses over long range, since the magikill was originally designed to be a melee range unit. What damage it can cast from its normal attack would not kill either, so early research of the 3 abilties and a huge mana pool is recommended. Even so, magikills themselve take a considerably large amount of mana to train, which makes it more of an end-battle unit.

Notes

  • In the Stick Empires Game Guide, Magikill are described as "Leader of Order, powerful mage able to cast explosions, poison, and electric walls."
  • Magikill Minions have the same headpiece in Stick War: Legacy as the Final Boss.
  • A Magikill is seen on a cutsene in the Stick War:Legacy stage, Endless Deads, where it died while it was attacked by zombies.
    • While playing the game, the player can see the Magikill's corpse in the first wave, while in the second wave, his body decomposes. The third and all waves after that will have a grave of the said Magikill, with his staff and hat on it.
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