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Warning!
This article contains a guide, a tutorial or a walkthrough for Stick Ranger. It's very likely that this guide was written by just one author. It might not have been reviewed, verified, edited, or corrected by other authors. The content is only based on the opinion of the author. The content might be even completely wrong, misleading, or outdated.

If you follow any advice from the following article, you do this at your own risk!


SP Plans

- Boxer: 10 MAG, 14 DEX, 50 MAG, 20 DEX, 150 MAG, rest LP (currently (ver13.3) not quite possible (but just a few more stage additions....))
- Sniper: 10 MAG, 14 STR, 25 MAG, 61 STR, 35 MAG, rest STR
- Magician: 30 DEX, rest MAG
- Whipper: 60 MAG, rest DEX

Weapons

- Boxer (Gloves)

- - Mach Punch w/ White Stone 1 + Red Stone 1 (until Thunder Glove)
- - Thunder Glove w/ Topaz 1 + White Stone 1 (until Spark Glove)
- - Needle Glove w/ Quick's Card 1-3 + White Stone 1-3 (until Needle Knuckle)
- - Spark Glove w/ Topaz 1-3 + Quick's Card 2-3 (until Spark Knuckle)
- - Needle Knuckle w/ Bullet's Card 4 + Quick's Card 4-5 (until Needle Claw)
- - Spark Knuckle w/ Bullet's Card 4 + Quick's Card 4-5 (until Spark Claw)
- - Charge Punch w/ Bullet's Card 4-5 + Quick's Card 4-5
- - Charge Punch w/ Bullet's Card 4-5 + Blue Stone 5 (from 125 MAG until 150 MAG)
- - Needle Claw w/ Bullet's Card 4 + Quick's Card 5
- - Spark Claw w/ Bullet's Card 4 + Quick's Card 5

- Sniper (Bows)

- - Triple Shot w/ Catapult's Card 2 + Red Crystal 2 (until Quint Shot)
- - Poison Arrow w/ Peridot 1 + Emerald 1 (until Double Poison)
- - Fire Arrow w/ Ruby 1-3 + Garnet 1-3 (until Double Fire)
- - Double Poison w/ Peridot 2-3 + Emerald 2 (until Triple Poison)
- - Quint Shot w/ Catapult's Card 2-4 + Red Crystal 2-4 (until Sept Shot)
- - Double Fire w/ Bullet's Card 2 + Ruby 3-4 (until Flame Arrow)
- - Triple Posion w/ Peridot 3-4 + Emerald 3-4 (until Pyramid Arrow)
- - Pyramid Arrow w/ Peridot 4-5 + Emerald 4-5
- - Flame Arrow w/ Ruby 4-5 + Quick's Card 4-5
- - Sept Shot w/ Bullet's Card 4 + Knockback's Card 4
- - Sept Shot w/ Bullet's Card 4 + Red Crystal 4-5

- Magician (Orbs)

- - Explosion (until Thunder)
- - Thunder w/ Bullet's Card 1-2,4-5 + Quick's Card 1-4 (until Electric Shock)
- - Delta Explosion w/ Bullet's Card 2,4 + Quick's Card 2-4 (until Atomic Ray)
- - Fire Rise w/ Bullet's Card 2-5 + Guide's Card 3-5 (until Inferno)
- - Big Icicle w/ Quick's Card 3-5 + Diamond 3-5
- - Atomic Ray (a) w/ Guide's Card 4-5 + Knockback's Card 4
- - Atomic Ray (b) w/ Guide's Card 4-5 + Quick's Card 4-5
- - Ice Spike w/ Aquamarine 4-5 + Sapphire 4-5
- - Inferno w/ Bullet's Card 4 + Guide's Card 5
- - Electric Shock w/ Bullet's Card 4 + Catapult's Card 5
- - Freeze Explosion w/ Bullet's Card 4 + Quick's Card 5

- Whipper (Whips)

- - Stone Whip w/ Green Stone 1 + (optional Iron Medal) (until 20 MAG + Fire Whip)
- - Fire Whip w/ Ruby 1-3 + Quick's Card 1-2 (until Fire Chain)
- - Thunder Whip w/ Green Stone 1-2 + Quick's Card 1-2 (until Fire Chain)
- - Explosion Whip w/ Quick's Card 2 + Green Stone 2 (until Fire Chain)
- - Fire Chain w/ Bullet's Card 3-4 + Ruby 3-5
- - Thorn Chain w/ Bullet's Card 4 + Quick's Card 4-5
- - Stone Flail w/ Bullet's Card 4 + Quick's Card 4-5
- - Freeze Whip w/ Quick's Card 4-5 + Diamond 4-5
- - Ice Flail w/ Bullet's Card 4 + Quick's Card 5

A video guide (in progress):

A playlist. Please read the descriptions of each video, that's where I put the info and general tips. Though incomplete, what is up is easier to follow than the guide here (and also more engaging as it is also for entertainment).

The video guide (aka Stick Ranger Playthrough 1, the gameplay videos of the 1st team of mine to have it's actions planned out so far in advance by me and also the 1st one that I record every second of the gameplay of)

The backstory to this guide and the videos

I did play Stick Ranger long before making this guide and the gameplay videos, and I have had at least 2-3 really good teams that got to the final stage of their day, that I plan on remembering and repeating for later recorded playthroughs. My thought process while making all of this was "well, if I'm going to be recording every second of the gameplay for one of my teams, I better get ALL of it's actions planned out straight from start-game to end-game before I start, so it looks really good for YouTube." Then, when I got it all planned out, the second time around, that is, for the first time around the plans weren't as good as I thought they'd be, plus I was still getting used to my recording program, CamStudio (i.e. I almost wanted to give up on it because it was so troublesome when I knew-(but/yet)-didn't-know how to use it, though I didn't want to be one of THOSE people who get halfway into making a series of gameplay videos seeming to be intending to get to the end of the game, then just randomly ditch it completely). So I went and made a new set of plans with a much more senisible method (looking back, the way I tried to make the first set of plans didn't make that much sense all things considered), and restarted the team.

So as I was saying, the second time I made the plans, I thought "hm, these plans, I can tell they're much better. In fact.... *gives battle plans a quick once-over* I could post this as a Stick Ranger guide over on the Dan-Ball Wiki. There's SR guides over there."

"One more random guide can't possibly hurt the place."

The result of this thought process: the very straight-forward guide below with litte to no personality to it. Even the notes section, I kept it very straight-forward. Very wiki-like. In my opinion, very useful. One and only major flaw; it only really works for this one team. I'm thinking of splitting this written guide into four guides one of these days; one guide per character in the team, so that the builds may be paired with other builds of the guide followers' (well, your) choice (if you look at the split version when it comes about). I'll probably keep this guide around once I get the split-off versions up. For now, though, as you can see, it's only this one guide for all four characters, though I'll probably get into splitting it in four soon enough; it looks like it should be an easy task. I just have to find a good chunk of time to do so because it could get time consuming. Anyhow, hope the transition from reading this part filled with personality to the straight-forward section isn't too jarring. Video guide is here if you want more personality to the guide, though that's currently incomplete.

The stage by stage

- Notes

- - Stage name is the heading w/ only 1 '-'
- - Items to be obtained will be shown with item lv (if compo) and # to obtain
- - Enemy to get each item from will be shown in brackets
- - Best screen(s) to go to to farm each enemy will be shown at the end of their name
- - When attaching compos to weapons, check weapon list above to see what to do
- - If "(until ___)" is on a weapon, sell it once the stat and/or weapon in the blank is obtained
- - When upgrading compos, first check the above weapon list to see if you should or not
- - Tips are only going to be in the video guide, not this written (typed- whatever) guide. It's just easier for me to demonstrate the tips being given that way. More within my teaching style, hopefully your learning style
- - Fun and/or difficulty ratings out of 5 or any other # will never be added for those would be purely opinion-based
- - This is (basically) straight from my own personal WordPad file for this team's battle plans
- - If you think anything here is not good planning, please say so on the talk page
- - This will be as straight-forward as possible, though it is still a one-author guide; your gameplay preferences may differ. No need to follow the guide to a T if you don't feel like it
- - I will have much more respect for people who give me constructive comments on how I can improve this guide than I will for people who whine at me about how bad any part of the guide is. (Whining and constructive tips aren't always a one-or-the-other deal- it's quite possible to even accidently mix them. I personally try my best to focus mostly on the positive, though if there's something you must speak up about to do with the guide, try to make it easy for me please)
- - Some parts may be (slightly confusing/tricky to (follow/get)); please use your brain a little bit
- - It would probably be a good idea to get a WordPad or something open to help you keep track of things (this goes for the video guide too, YouTubers who came here from the link I put in the Part 1 description) ;P
- - IT IS A GOOD PLAN TO READ ALL OF THE ABOVE NOTES BEFORE READING FURTHER

- Opening Street

- - Green Stone 1 x2 (Red Smiley Walker (5, 7-9)) (Stones page here)
- - White Stone 1 x3 (Green Smiley Walker (6))
- - Red Stone 1 x1 (Cyan Smiley Walker (4))
- - Mach Punch (Green Smiley Walker (6))
- - Triple Shot (Red Smiley Walker (5, 7-9))
- - Explosion (Blue X Walker (9))
- - Stone Whip (Green Smiley Walker (6))

- Grassland 1

- - Quick's Card 1 x4 (Green Boss Skull Snake (BOSS)) (Cards page here)
- - Thunder Glove (Green Skull Snake (4))
- - Poison Arrow (Green Skull Snake (4))

- Grassland 2

- - Clear BOSS screen, get moving
- - When I say that, I mean skip all screens before the BOSS one to clear it
- - As soon as you're able to after this point, buy a Thunder from the shop
- - Attach no compos to this one and sell it once you get the dropped version

- Hill Country 1

- - Optional level grinding (recommended only until LV14)

- Grassland 4

- - Peridot 1 x1 (Blue Fairy Snake (4)) (Jewels page here)
- - Garnet 1 x1 (Red Fairy Snake (4))

- Grassland 3

- - Ruby 1 x2 (Green Skull Dragon (7))
- - Topaz 1 x2 (Green Skull Bat (4))
- - Emerald 1 x1 (Red Big Skull Dragon (7))
- - Fire Whip (Red Big Skull Dragon (7))

- Grassland 5

- - Fire Arrow (Orange Smiley Tree (BOSS 1st, then 8))
- - Thunder (Red Boss Smiley Tree (BOSS))

- Hill Country 2

- - Clear BOSS screen just to show power and skill, get moving
- - Can be done before GL3-5 if desired (to get Thunder available in the SHOP earlier)

- Grassland 6

- - Bullet's Card 1 x1 (Purple Boss Smiley Tree (BOSS))
- - Thunder Whip (Green Fairy Bat (BOSS 1st, then 4))

- Grassland 7

- - Clear BOSS screen (baiting is useful), get moving

- Hill Country 3

- - Clear BOSS screen just to show power and skill, get moving

- Castle Gate

- - Needle Glove (White Skull Stickman (LV grind))
- - Don't fall victim to the urge to level grind here past when the Needle Glove is dropped, Forest 1 will force you to do that for a long time regardless (trust me)
- - Clearing BOSS screen now is optional; you can come back to curb-stomp after Forest+Cavern series

- Forest 1

- - Green Stone 2 x2 (Green Cap Mushroom (BOSS))
- - Quick's Card 2 x7 (Green Boss Cap Mushroom (BOSS))
- - White Stone 2 x1 (Tan Skull Snake (5))
- - Spark Glove (Tan Skull Snake (5))
- - Expect the 7 Quick's Card's to take at least 50 runs and one heck of a lot of time. And you'll need them all, so skipping any isn't the best plan, since it's much better to get them while this BOSS screen gives the team better EXP

- Forest 2

- - Clear BOSS screen with dodge strategy, get moving

- Cavern 1

- - Catapult's Card 2 x2 (White Boss Smiley Walker (BOSS))
- - Red Crystal 2 x2 (Red Cap Snake (3, 5-6)) (Crystals page here)
- - Peridot 2 x1 (Green Cap Snake (5-6))
- - Topaz 2 x1 (Yellow _____ Fish (Caverns 1-3, any screens other than BOSS))
- - Double Poison (Green Cap Snake (5-6))
- - WBSW practically requires bait strategy to beat, put Boxer on ceiling right above it

- Cavern 2

- - Keep eye out for and kill Yellow Smiley Fish if Topaz 2 not obtained in CV1
- - Clear BOSS screen, get moving

- Cavern 3

- - Ruby 2 x2 (Orange Skull Stickman (4-5))
- - Garnet 2 x1 (Orange Skull Bat (4-5))
- - Explosion Whip (Orange Skull Stickman (4-5))
- - Keep eye out for and kill Yellow Fairy Fish if Topaz 2 still not obtained in CV2 (must collect here if not found yet)
- - Can farm the RSS at the BOSS screen when Garnet has dropped and you are strong enough
- - Can always come back after ??? to get satisfying curb-stomp if the BOSS screen is too tough

- Castle

- - Megaboss? Huh? Oh, that thing that thinks such telegraphed two-arrows will hit. Get moving

- Lake

- - Crush it just for fun, then get going

- Seaside 1

- - Emerald 2 x1 (Green Roundhead Walker (1))
- - Outrange BOSS w/ Triple Shot, best weapons on the other 3, sandwich it with the melees, with the Magician behind the Whipper. Expect all but Sniper to die, but Grey Boss Roundhead Walker dies much sooner this way

- Seaside 2

- - Quint Shot (White Roundhead Bat (3))
- - Delta Explosion (Red Roundhead Bat (3))
- - S1 BOSS strategy should be applicable to Grey Boss Roundhead Snake as well, though harder

- Seaside 3

- - Bullet's Card 2 x4 (Cyan Boss Gel Dragon (BOSS))
- - Double Fire (Pink Gel Tree (1))
- - Fire Chain (Cyan Gel Dragon (3))
- - Throw melees on PGT's as soon as the screen materializes. For 1st screen, ranged support too

- Mist Grove 1

- - Diamond 3 x1 (White Roundhead Mushroom (3))
- - Peridot 3 x2 (Green Gel Bat (3))
- - Once Diamond is obtained, just lure GGB's w/o bugging WRM's
- - BOSS screen: Lure GGB's to death 1st, then everyone on WBRM in it's gaps

- Mist Grove 2

- - Ruby 3 x4 (Yellow Roundhead Bat (LV grind))
- - Garnet 3 x1 (Yellow Roundhead Dragon (LV grind))
- - Level grind until LV36-38 (your choice when to stop)
- - Be sure only to do as much as the team can handle per run, only testing limits upon level ups

- Mist Grove 3

- - Emerald 3 x1 (Green Gel Wheel (1))
- - Topaz 3 x1 (Olive Star Mushroom (3))
- - Triple Poison (Green Gel Wheel (1))
- - Big Icicle (Olive Roundhead Stickman (2))
- - BOSS screen: sorta dodge Olive Boss Star Tree's attacks, mostly focus on attacking

- ???

- - Quick's Card 3 x5 (Pink Boss Gel Spider (BOSS))
- - Guide's Card 3 x1 (Pink Boss Gel Spider (BOSS))
- - Collecting Big Icicle wasn't for nothing

- Seaside 4

- - Curb-stomp BOSS screen, get moving

- Submarine 1

- - White Stone 3 x1 (Pink Roundhead Eel (4))
- - Fire Rise (Pink Gel Eel (4))

- Submarine 2

- - Bullet's Card 3 x2 (Red Boss Gel Tree (SM2) (BOSS))

- Submarine 3

- - Catapult's Card 3 x1 (Blue Boss Roundhead Eel (BOSS))
- - Red Crystal 3 x1 (Orange Mask Eel (2))

- Submarine 4

- - Blast the BOSS screen to shreds and get moving

- Submarine Shrine

- - NOW that's a megaboss. Summon up all your skill 'n' go for it!

- Desert 1

- - Quick's Card 4 x11 (Grey Boss Box Walker (BOSS))
- - Needle Knuckle (Tan Box Spider (1,4))
- - Thorn Chain (Tan Box Spider (1,4))
- - You should only need 2-3 loose-leaf QC4's at any time; keep note of how many total you've obtained somewhere and only ever allow yourself 2-3 unattached ones in the inventory
- - There is no harm in coming back every now and then in the future to QC4 grind

- Desert 2

- - Bullet's Card 4 x18 (Grey Boss Box Walker (Desert 2))
- - As with QC4's. 2-3 unattached BC4's in the inventory at a time should do

- Desert 3

- - Spark Knuckle (Yellow Boss Diamond Cactus (BOSS))

- Desert 4

- - Catapult's Card 4 x1 (Orange Boss Diamond Spider (BOSS))

- Desert 5

- - Red Crystal 4 x2 (Red Big Diamond Spider (2))

- Oasis

- - Clear the BOSS screen, get moving

- Desert 6

- - Continue your ownage spree on new BOSS screens

- Desert 7

- - Here too

- Desert 8

- - Knockback's Card 4 x2 (Red Boss Box Tree (BOSS))
- - Stone Flail (Grey Box Tree (3-4))

- Beach 1

- - Before we even get into items, let me just say that this is where things start the steep climb in difficulty
- - Ruby 4 x3 (Red Skull Spider (2))
- - Guide's Card 4 x3 (White Boss Vampire Fish (BOSS))
- - Sapphire 4 x1 (White Big Vampire Fish (2,BOSS))

- Beach 2

- - Diamond 4 x2 (White Vampire Eel (All, then 5))
- - Aquamarine 4 x1 (Blue Fairy Dragon (All but 2, then 3))
- - Peridot 4 x2 (Orange Boss Vampire Eel (BOSS))
- - Emerald 4 x2 (Cyan Fairy Bat (1-2,4, then 2))
- - I would go for only screens 1 and 4 to start, then adjust according to what I collect in what order

- Beach 3

- - All or nothing; you gotta access the Resort. That's where this entire team's main weapons are

- Resort

- - Charge Punch x2 (Resort weapon)
- - Pyramid Arrow (Resort weapon)
- - Atomic Ray x2 (Resort weapon)
- - Freeze Whip (Resort weapon)
- - 85000*6=510000, if you do not have this much gold, get what you can (2nd AR and CP are lowest-priorty), then go gold grind until you have that much. Do not get the single-slot versions under any circumstances.

- Pyramid

- - I'd recommend the QC4-equipped AR; better damage and you don't want the rest of the team to be unable to do anything with their fancy new toys. Throw the Whipper on it 1st to get it frozen like ice cream so the rest of the team can eat up

- Cavern 4

- - Now you can give the weapon I nickname "Ejection Ray" a whirl ;)
- - Flame Arrow (Green Shield Dragon (3-4))
- - Ice Spike (Red Boss Shield Bat (BOSS))

- Cavern 5

- - Guide's Card 5 x3 (Red Boss Shield Zombie (BOSS))
- - If Blue Hidden Boss Shield Eel makes an appearance, feel free to challenge it

- Cavern 6

- - Bullet's Card 5 x2 (Red Boss Shield Tree (BOSS))
- - Blue Stone 5 x1 (Yellow Shield Bat (3))

- Snowfield 1

- - Sept Shot x2 (Grey X Walker (1))

- Snowfield 2

- - Catapult's Card 5 x1 (White Boss Castle Stickman (BOSS))
- - Inferno (White Boss Castle Stickman (BOSS))

- Mountain 1

- - Red Crystal 5 x1 (Red Diamond Tree (1))

- Mountain 2

- - Ruby 5 x2 (Grey Big X Walker (4))
- - Peridot 5 x1 (Red Boss Roundhead Copter (BOSS))

- Snowfield 3

- - Clear the BOSS screen, get going

- Snowfield 4

- - Quick's Card 5 x13 (White Boss Castle Stickman (BOSS))
- - Electric Shock (Yellow Big Diamond Tree (1))
- - The drill. 2-3 loose-leaf unattached compos of one type in inventory at a time

- Snowfield 5

- - Freeze Explosion (White Big X Walker (3))

- Snowfield 6

- - Ice Flail (Yellow Mask Tree (3))

- Snowfield 7

- - Diamond 5 x2 (White Boss Castle Snake (BOSS))
- - Aquamarine 5 x1 (White Big Vampire Snake (1,3))
- - Sapphire 5 x1 (Blue Diamond Mushroom (1,3))
- - Emerald 5 x1 (Orange Castle Snake (BOSS))

- Snowfield 8

- - Needle Claw (White Shield Snake (1))

- Ice Castle

- - Get Boxer in there immediately so the screen's not covered in freeze spears, let everyone else just run on in while applying dodge strategy. Whipper should not be using Freeze Whip or Ice Flail, though probably won't last long anyway since Boxer should probably be the star of this show, unless you are skilled with keeping not one but two melees alive in this fight. Electric Shock should help contribute to a shocking victory

- Beach 4

- Spark Claw (Yellow Demon Eel (1-3,BOSS))

This is the current way to max the strength of your arsenal, though the stages aren't all fully conquered yet like this, so feel free to go deal a few more total beat-downs before signing off to your next game or new SR file with a different team setup.

For those who would like to help me with this guide

Feel free! Put your name in the credits below while you're at it while telling what you did! I'd greatly appreciate any help with this guide!

Credits

RadiantDarkBlaze - Creating and maintaining this guide

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