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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

Icejug

Water Elementals used to freeze attacking Juggerknights.

Freeze Essentially the Water Elemental's basic attack. The Water Elemental will rush towards an enemy and encase the said enemy in ice, preventing all action until the Water Elemental is given another command, or when either Water or the frozen unit dies. This is a very efficient way to deal with fleeing enemies; for instance, Archers or Speartons.

Mass Heal

Mass heal

For a cost of 20 mana, the Water Elemental will suicidally to heal all nearby friendly units, as well as curing them all of poison. The amount of health healed will increase if you upgrade the ability to Advanced Healing. This also occurs when the Water Elemental is killed, regardless of whether it is freezing or not.

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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