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Magikill, 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.

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


Stick War: Legacy[]

Magikill Hat

LV.

+1 max Minions LV. 1
+1 max Minions LV. 2
+1 max Minions

LV. 3

Magikill Staff LV.
+15% Magikill stun damage, +5% footspeed LV. 1
+15% Magikill stun damage, +5% footspeed LV. 2
+15% Magikill stun damage, +5% footspeed LV. 3

Appearance[]

Magikill

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.

Stats[]

Stick War: Legacy[]

Damage 50 HP (Level 0 staff)

57.5 HP (Level 1 staff)

65 HP (Level 2 staff)

72.5 HP (Level 3 staff)

Minions summoned 2 (Level 0 hat)

3 (Level 1 hat)

4 (Level 2 hat)

5 (Level 3 hat)

Health 150
Movement Speed 0.5 (Staff upgrade 0)

0.55 (Staff upgrade 1)

0.6 (Staff upgrade 2)

0.65 (Staff upgrade 3)

Cost 1200
Population 5
Training Time 20 seconds

Abilities[]

Blast/Fulminate[]

The Magikill creates a powerful explosion to attack enemies. Its property varies depending on the game.

Stick War 1/Stick War: Legacy[]

In Stick War 1, Blast causes low damage but moderate range and stuns all units hit.

In Stick War: Legacy, Blast inflicts high damage and stuns, but can only hit a maximum of 3 units per cast.

Stick War ll: Order Empire/Stick Empires[]

Blast inflicts high damage and causes Burn instead of stun. It hits a designated area a moderate range in front of the Magikill.

Stick War III[]

Blast inflicts moderately high damage, stuns enemies, and inflicts Burn. It hits a fixed area in front of the Magikill.

Summon Minion[]

The Magikill summons a magical Minion to do their bidding. Minions can be fully commanded. In Stick War Legacy, a Magikill can summon 2 Minions at a time if you equip the Magikill Avatar while playing the Crown of Inamorta.

This spell does not appear in Stick War II/Stick Empires.

Poison Spray[]

The Magikill conjures a spray of poisonous liquid that inflicts Poison to all enemies in range.

This spell is only available in Stick War II/Stick Empires.

Electric Wall[]

The Magikill creates an electric field that spans the full width of the battlefield, inflicting high damage over time to enemies within.

This spell is only available in Stick War II/Stick Empires.

Bewitch[]

This ability is only used by the Vampiric Magikill variant and is not available to players. The Vampiric Magikill channels on a unit, and once the channeling completes, the unit is converted to the Vampiric Magikill's side.

Strategies[]

Uses (Stick War/ Stick War: Legacy)[]

  • Magikill's Blast would cause stun, which is useful in countering Swordwrath/Spearton
  • The main use of the Magikill is its minion summoning ability. The minion summoning ability can often hold an enemy army while your real army is building, you can then ambush them.
  • The minions strength is in its numbers, so be sure to invest some points in the Magikill hat is you are going to rely on them as a army force.
  • Because minions cost population in Stick War, it is best to only begin building Magikill when you are almost at the population cap. Minions can be summoned even if you are at maximum population, so this can swell your army above 20 units. This is no longer the case in Stick War: Legacy, where minions have 0 population cost.
  • Magikill are best used in groups. The more of them you have, the more quickly you can build up a minion army and replace slain minions.
  • As Magikill tend to get dangerously close to the action and move slowly, manually controlling them and pulling them back can be useful to protect your investment. As a bonus, user-controlled Magikill in Stick War: Legacy can deal huge damage with their Blast spell.

Countering (Stick War/ Stick War: Legacy)[]

  • Magikill often excel at close combat, so it is recommended to counter them with Archidons.
  • The Magikill has a 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
  • Magikill minions are very weak and can be one-shotted by a maxed-out, user controlled Swordwrath on lower difficulties (It shares this disadvantage with the Swordwrath).
  • In Legacy, Magikill can only hit 3 units at once with Blast, so Swordwrath or Speartons in sufficient numbers can overwhelm a Magikill.
  • A well-aimed spear throw in Legacy can easily kill a Magikill from afar.

Uses (Stick War II: Order Empire/ Stick Empires)[]

  • The Magikill can be used offensively and defensively.
  • They can drive archers away with Poison Spray.
  • They can devastate armored units with a combination of Poison Spray and Electric Wall.
  • Using a Magikill with a simple "Spearcher" (combo of Speartons and Archidons) can turn the tide of battle.
  • Electric wall can be used in conjunction with Miner Wall, making it a must-have for turtles

Countering (Stick War II: Order Empire/ Stick Empires)[]

  • The Magikill can be assassinated by Shadowrath or Medusa.
  • V can simply possess your Magikill.
  • When trying to face an electric wall, try to get the Enemy to cast their spell then run and wait until the wall dissipates before re-engaging as the Spell has a long cooldown time and they have wasted their spell.

Uses (Stick War III)[]

  • Magikill, especially in groups, are excellent for dealing hordes of units due to their AoE and stunning. Even Speartons and Juggerknights can struggle with them if well supported.
  • Minions, like in the other games, are good bait and shields for the Magikill and other units.
  • Magikill benefits heavily from Mana Burst, as when killed, they explode, which can help do extra damage. It will also be able to attack and summon minions more quickl.
  • Magikill work well with Merics, as their low health means they can be killed easily which the Meric can prevent, while their Shield ability can protect Magikill from projectiles.
  • Due to their high Crystal cost, Magikill are usually played in defensive decks alongside Giants or Enslaved Giants, which cost a lot of Gold but no Crystals and can soak massive amounts of damage. Castle Archer and/or cheap early units like Swordwrath are used to defend in the early game while building up the player's resources and army, and once built up the army can simply crush through most opposition.
  • Magikill benefits from Brilliance, as the cost decrease from this enchantment allows you build more Magikill, which is important as Magikill are quite expensive.

Countering (Stick War III)[]

  • Ranged units, especially Eclipsors (although they're not entirely immune), are good counters as the Magikill usually cannot attack back due to Blast's limited range and their low health resulting in them being killed easily by ranged units.
  • It is possible to distract the Magikill via unit-controlled units by getting close to them, preventing them from using blast (and instead attack the unit with their weak normal attack) and allowing units to eventually push through the minions and other units.
  • If stunned, they can be swarmed easily as they will have no time to use Blast and cannot retreat well due to their slow speed.
  • Giants and Enslaved Giants have tons of health to tank many Blasts and their splash damage can clear away minions easily.

Skins (Stick War: Legacy)[]

Note that skin effects are not applied to Minions.

  • The Leaf skin is an excellent choice, offsetting the Magikill's high cost and long training time.
  • The Ice skin is a poor choice. The Magikill's stun makes the slow effect redundant.
  • The Savage skin is a poor choice as Magikill do not benefit from the bonus attack speed when user-controlled, making it only potentially useful against Deads or Giants.
  • The Lava skin is a questionable choice as the Magikill is relatively fragile and not able to benefit much from the damage reflect. However, user-controlled Magikill can burn multiple enemies with Blast.
  • The Undead skin is an excellent choice due to the Magikill's high multi-target damage, letting a user-controlled Magikill rapidly convert multiple units.
  • The Voltaic skin is a good choice, as the lightning effect strikes all units hit by Blast. This can be useful on higher difficulties to allow Blast to kill units it otherwise would not.
  • The Vamp skin is a decent choice. While the Magikill is not suited to tanking damage, its high damage output allows it to heal rapidly from incidental damage taken from units like Archidons and other Magikill.

Etymology[]

"Magikill" is likely a portmanteau of the words "magic" and "kill".

Death Animations[]

Stick War[]

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

Stick War II: Order Empire[]

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

Stick War: Legacy and Stick War III[]

Magikill use the same death animations as other units.

Quotations[]

Stick War II/Stick Empires[]

  • When casting Blast, the Magikill announces "Fulminate!"
  • When casting Poison Spray, the Magikill announces "Venomon Toxonium!"
  • When casting Electric Wall, the Magikill announces "Novicos Electros!"

Stick War III[]

  • When trained, the Magikill says one of the following:
    • "I am here, mortal."
    • "I smell magic in the air."
    • "None shall pass!"
    • "I'll incinerate them!"
    • "My magic is yours to command."
    • "Stay calm, I have this."
    • "I will help you."
    • "I thirst for magic."
    • "I am here."
    • "I come to cleanse this land."
    • "Until my dying breath, my magic shall protect you."
    • "I am here my friend."
    • "These demons need to be slain."
    • "I am with you, my friend."
    • "Once again, it's up to me."
  • When ordered to hold position, the Magikill says one of the following:
    • "Of course."
    • "Alright."
Magikill wall 2

Magikill electrical wall

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 in a cutscene 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.
  • Magikill used to cost 500 Mana, until they were buffed by reducing their cost to 400 Mana.
  • Poison Spray used to be cast at whatever range the player said. This was changed so it was always cast at max range, making it easier for new players.
  • If multiple Magikill are selected and are told to use a spell, only the closest Magikill will actually cast a spell.
  • Thus, if you select multiple Magikill and you want most/all of them to use a spell, you must click rapidly whilst moving your cursor up and down around the target.
  • In Patch 1.89, Poison Spray was nerfed to do less damage, because it was the most effective way to poison, with the other being Deads. Blast also had its damage reduced, but gained the ability to burn.
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