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" All is well, I cast a spell!"

The contents of this article are fanon, created by the community of Stick War rather than the original staff involved in the game series. As such, please do not edit the page without the author's permission.

Great Knights are a powerful race of armoured infantry. They were wiped out in the Chaos Expansion Wars. Rebels among them became the Juggerknights or Dark Knights. They have short swords, big shields and elaborate helmets.

Military[]

  • Halberdier - Mêlée infantry: Halberdiers use a halberd, a very versatile type of polearm with an axe-like attachment at the top, and are effective against armoured units such as Knights, but weak against ranged units as they themselves lack any armour or shields.
  • Skirmishers - Light ranged: Skirmishers use light hunting bows and a javelin, used to soften up enemy formations for heavy infantry to then smash through.
  • Knight - Tank, melee infantry: Knights are the backbone of the Great Knight military, armed with heavy shields and one-handed axes, as well as an arming sword as a sidearm, and are used to directly charge against enemy lines.
  • Esoteric Exile - Ranged spellcaster: Esoteric exiles are followers of Magikill who were exiled for their research into deviating forms of magic, and now serve as guardians of artifacts the Great Knights reclaimed and archived. They use a variety of spells, such as physical illusions, which appear as invincible beasts and fight actively for several seconds, or projections, which can either flash masses of enemies or cause them to rout (so they cannot be controlled until they reach the castle), at which point they are completely vulnerable and cannot fight.
  • Axe-thrower - Heavy ranged, support: Axe-throwers use two types of axes - the tomahawk and the francisca. The tomahawk is a lighter, multi-purpose axe used to target specific enemies, while the francisca has a heavier blade and a shorter handle, being designed to shatter enemy lines and cohesion.
  • Mounted Knights - Heavy cavalry, speed: Mounted Knights serve as heavy cavalry, with armour, and large horses. They are most effective when charging, which can also shatter enemy cohesion at certain weak points with their sheer mass, but their main advantage is cycle charging, where knights can charge, escape before their enemy can recover and charge again at the same point, causing more damage.
  • Juggernaut - Giant, tank infantry, AOE damage: Juggernauts are the elite component of the Great Knights army, wearing characteristically spiked armour to plough through enemy formations. While charging, Juggernauts are almost impossible to stop and are capable of breaking through any line, as well as having very heavy armour. However, they are also very slow when not charging and during retreats, are usually more vulnerable.
  • Theryn Hunter - Flying ranged, can perform mêlée: The Theryn are a race of stickmen with eagle-like wings who are capable of flying and are allied with the Great Knights. Theryn Hunters use bows or crossbows, but another characteristic is their ability to drop down directly on enemies with two blades, which can almost instantly kill their target.
  • Kyrie - Flying Melee-ranged: Kyrie are elite knights with increased speed and increased health; Uses smoke bombs to stun enemy troops and create fog of war when troops are retreating - Uses Sword when arrows are deplenished, swooping down and picking out enemy lines
  • Miner - Support, mines gold and prays for mana, can construct a spike pit hidden from the enemy which will ensnare and damage them severely while stunning them, for one time use.
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