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Water elemental is the support unit of the Elementals. It can be combined with any of the other Elementals to form a new unit. 

Waterarmoury

A water elemental in the armoury

Appearance

The Water Elemental - like the other base Elementals - is a simple black stick figure, with its element (water in this case) in a sphere for its head. 

Stats

Health 2 Bars Unarmoured
Damage None
Speed Medium
Cost 350 Gold
Training Time 12 Seconds
Population 2
Water

Concept art of Water Elemental

Numerical data does not exist for the Elementals yet.

Abilities

Freeze

Icejug

A juggernaut encased in ice and left to die

Instead of a normal attack, a Water Elemental will rush towards an enemy and encase said enemy in ice, preventing all action until the Water Elemental is given another command, or when either Water or the frozen unit dies. When using water elementals to freeze enemy units worth more than 350 gold this is a very efficeint way to deal with them.

Mass Heal

For a cost of 20 mana, the Water Elemental will destroy itself to heal all near-by friendly units, as well as curing them all of poison.

This ability will automatically activate as the Water Elemental dies too. If the Water Elemental has frozen an enemy unit and dies, this ability will still be activated.

Uses

Water2

Water icon in SE.

The Water Elemental is a somewhat expensive support unit compared to the Meric. However, the mass heal can give an advantage in the middle of the battle and disabling an enemy unit (for as long as one wishes) is a very valuable tool. 

The Water Elemental is also able to combine with other Elementals to form a new unit. Most combinations cost mana.

Combinations

Water + Fire = Scorch (0 mana)

Water + Earth = Treature (100 mana)

Water + Air = Cycloid (100 mana)

All Elementals = V (100 mana)

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