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The Juggerknight (alternatively spelled Jugger Knight) is a unit in the Chaos Empire, introduced in Stick War II: Order Empire and featuring in Stick War III. They serve as Chaos' heavy infantry, in a role mirroring the Spearton.

Appearance[]

Juggerknights are stick figures equipped with a helmet, a heater-shaped shield, and an axe, all in dark colors. The shield and helmet are decorated with curved spikes.

In Stick War III they have a skeleton body with some thorns on it, along with a slit in the shield for the axe to go through when the Juggerknight charges. The Juggerknight also now has some scratches on the shield and has a more executioner type of axe head for the axe.

Abilities[]

Charge[]

Stick Empires[]

Upon activation, the Juggerknight charges straight forward at a high speed roaring “Chaaaaaaaarge!” while placing their shields in front of themselves. Any units that get in the way of the charging Juggerknights will receive damage and be stunned.

Stick War III[]

Charge no longer needs to be researched, nor does it have a cost to use. The Juggerknight can now charge through Light units and can stun 3 units.

Strategy[]

Uses (Stick Empires)[]

Juggerknights are a more offensively-oriented tank in contrast with the Spearton, boasting higher damage per attack and Charge to run down enemy units and inflict burst damage to initiate battles. Juggerknights may deal lots of damage, but this is counterbalanced by their low attack speed. Therefore, they are best used as a defensive line to protect your statue and on their own can struggle against massed enemies.

Uses (Stick War III)[]

  • Juggerknights occupy a similar niche to Speartons. With higher health and damage per attack, they are somewhat more effective against other Heavy units like Speartons and other Juggerknights. A Juggerknight will usually defeat a Spearton one on one, though this is offset by higher Population and resource costs.
  • Charge allows them to potentially close with dangerous enemies like Magikill and Archidons and screen for your ranged and Light units. The stun also buys your ranged units more time to deal damage.

Counters (Stick War III)[]

  • Juggerknights struggle against groups of Light units due to their slow attack speed. Swordwrath are at a particular advantage due to their damage bonus against Heavy units, though a horde of Deads can outdamage Juggerknights quite easily as well.
  • Ripriders constantly move while attacking, making them difficult for Juggerknights to hit.

Etymology[]

"Juggerknight" is a portmanteau of "juggernaut," a powerful and overwhelming force, and "knight."

Trivia[]

  • There is a myth that the Juggerknights have betrayed the Great Knights. Juggerknights have similar workings and appearance to them.
  • A ghost Juggerknight can be summoned via Tower Spawn Level 1.
  • The Juggerknight's death animation in Stick War II is similar to the Spearton's. He falls to his knees before collapsing forward, and his helmet falls off.
  • If a Spearton kills a Juggerknight, a cutscene triggered in which the Spearton and Juggerknight push each other back, then the Spearton jumps and stabs the Juggerknight's neck.
  • It is said that Juggerknight use Albowtross blood as a substitute for ketchup (even if they technically can't kill Albowtross)
  • In Stick War 3 Closed Beta Version 2021.1.2854, there is a bug where Ripptor and Juggerknight can be played. A full explanation is here.
  • Due to a bug, Juggerknights in Stick War 3 did not possess the passive healing that most Chaos units do before Version 2022.1.3255.
  • The Juggerknights in SW3 appear to be led by the Marrowkai, as one of a pair of Juggerknights in Level 27 calls him "Sir".
  • Two unique Juggerknights appear in Level 27 of the SW3 Order Campaign, dealing increased damage and having increased health. Additionally, unlike other units, when they "die", they walk back to the base like Generals do.

Gallery[]

Version History (SW3)[]

Version 2023.1.1286[]

  • Population increased from 5 to 6 as part of the Population overhaul.

Version 2022.1.17[]

  • (Undocumented) Attack speed reduced from 0.75 attacks per second to 0.6 (DPS from 12.75 to 10.2).

Version 2022.1.3436[]

  • Gold cost increased from 450 to 500.
  • Damage reduced from 20 to 17.

Version 2022.1.3348[]

  • Fixed Juggerknights not properly playing their death animation.

Version 2022.1.3255[]

  • Fixed Juggerknights not having passive healing.

Version 2022.1.3127[]

  • Added for testing.
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