At max LV blazes last for 9s with an AT of 6-8. Note: Creates 3 blazes which follows the sword for 3s. Upgrade reduces Emit down to a minimum of 10. Note: Shoots a harmless pellet which burst into 15 needles when it hits the ground which slows monsters. Note that upgrading the charge only upgrades the lifespan of the arrow but not its time delay before the arrow's hitbox is effect, which may lead to cases where the effect ends prematurely when the arrow itself hits an enemy (for 0 damage) after 2s. Note: Creates an arrow which reflects off terrain and leaves a trial of needles as the main attack. At max LV releases 8 projectiles with AT 8-16. The ball has a 1.67% chance to release projectiles in a radial pattern from the ball. Note: Creates a ball every 5s which circles around the user for 5s as long as enemies exist in the stickman's current area bounded by any forms of walls (whether passable or not). Note: Creates a pellet which circles around the glove for 2s. Upgrading the weapon increases the chance for the sparks to be spawned up to 50% at Max LV (in-game it is presented as average sparks per second.) The ball produces long range sparks during its flight as the main hit, with a 16.7% chance of spawning a spark each frame. Note: Fires a ball in an arc towards the target enemy. For a LV 1 poison bow, every frame has a 1/6 chance to reduce 1 LP from the poisoned enemy. For every 60 Poison AT the enemy loses 1 LP in each frame, and any residual poison AT gives a (residual AT/60) chance to lose 1 LP in the same frame. In Stick Ranger 2, poison AT governs the chance of enemy losing 1 LP in each frame. Note: Shoots an arrow which releases poison clouds that poisons monsters for 2s.
![stick ranger 2 game stick ranger 2 game](https://i.ytimg.com/vi/9M_3xDuVRYc/maxresdefault.jpg)
At max LV, Emit is increased to 24 while projectile count is increased up to 30. Note: Releases 10 clouds which deal damage after a short while. The fire released has a burn rate of 3.33% and lasts for 2s. Note: Shoots 4 arrows which act like the arrows from the Fire Bow. Note: Releases 3 lasers, each damaging up to 3 monsters. BAT after upgrades are rounded down to the nearest integer. Blazes have a burn rate of 3.33% and last for 1s. Note: Releases 20 blazes which deal fire damage. Blazes have a burn rate of 3.33% and last for 2s. Note: Shoots a harmless pellet which burst into 5 blazes when it hits the ground. Max AT after upgrades are rounded down to the nearest integer. Note: Damages at most 3 monsters in range. AT and Hit after upgrades are rounded down to the nearest integer. Note: Damages at most 2 monsters in range. Upgrading the glove increases the hitbox range of the attack, allowing the attack to damage more distant enemies. Upgrade Modifications: Effects from upgrading the charge each time.Upgrade cost for higher LVs are calculated by (Current Weapon LV × Base Upgrade Cost). Base Upgrade Cost: Cost required for upgrading the charge from LV1 to LV2.
![stick ranger 2 game stick ranger 2 game](https://i.ytimg.com/vi/rQymB7573hU/maxresdefault.jpg)
Does NOT account for extra LVs from other sources. Max LV: Maximum LV attainable from upgrading in the Smith.Emit: MP required to unleash the attack.
![stick ranger 2 game stick ranger 2 game](https://www.appsapk.com/wp-content/uploads/2018/02/stick-ranger-1-8-1-screenshot-5.jpg)
These items provide secondary attacks for characters through an MP system similar to the original Stick Ranger. This list contains all enemies in Stick Ranger, including bosses, sorted by either: Relevance, Life Points, Location, Level, Peak EXP, Gold, quantity represented on the mentioned stage, or the Range of attacks.Charge is a type of items in the game Stick Ranger 2.