Uses (Stick War/Stick War: Legacy)
• Speartons are highly versatile, their speed and health allows you to use them offensively and defensively, and can therefore be used in many strategies.
• Speartons work well with Archidons (This combination is called the Spearcher)
• Spear throws can often be used to pick out Archidons, in Stick War: Legacy, It can directly take out a Magikill.
• In Stick War: Legacy, the Merics work very well with the Speartons, especially when placed in Shield Wall mode
• Getting 8 Speartons in 2 lines will give you the benefit of having the first row of defending your second row while the second row attacks enemy troops.This formation is called a phalanx.
Countering (Stick War/Stick War: Legacy)
• The most obvious way to defeat a Spearton is to outnumber him by Swordwrath.
• Magikill is his biggest weakness as the Magikill will simply cast Blast and stun him and then summon minions to destroy him
• A deadlock of Speartons and Archidons
Uses (Stick War II: Order Empire/ Stick Empires)
• Due to Speartons getting Shield bash and Archidons able to kite, the Spearcher is even more potent than it was before. Along with this, both move at approximately the same speed, giving mobility and the ability to easily micro the army together.
• Another combo strategy is a Shield Wall of many Speartons, backed by Archidons and Merics wherein Speartons take in all damage and block units walking past their line, Archers deal the main damage, and Merics provide support for the Speartons under constant fire. This creates a deadlock line of two armies with a wide open space in the middle (and if a unit ventures into firing zone, it will die very quickly). These deadlocks can last super long, as the constant damage and healing on a Shielded side quickly makes the other side lose if they try to back away and stop Shielding themselves. If one army has even the slightest advantage, like an extra Merics or more Archers, this can make it unbalanced, and slowly during the deadlock, the health of one team will fall below. What makes deadlocks so strong is the only way to break them is to retreat or force the opponent to retreat, and retreating will usually cost a lot of units as Merics cannot outpace chasing Archers and Speartons will die quickly under arrow fire when deprived of the shielding damage reduction and healing of Merics. Eventually, all deadlocks are broken, either by a team losing too many units due to all the damage, or a breakthrough attempt, which usually fails because of Shield Bash. Deadlocks don't usually kill many units if both players are equally matched - It just severely weakens them as the healing tends to almost cancel out the arrow fire. One way to break out of a deadlock is to use Poison Spray with a Magikill but this method only works before the Opponent researches Cure and has lots of Merics - afterwards breaking a deadlock forcefully is very hard and it can decide a game. Electric Wall can also work as it can slaughter most (if not all) of the archers, giving you a devastating advantage. However, the Magikill will need to get pretty close to the enemy to use it efficiently. Unless you have a close-range deadlock, you will need to expose your Magikill in order to do the Electric Wall and risk getting your Magikill killed
Countering(Stick war II: Order Empire/Stick Empires)
• Speartons can still be outnumbered and defeated by Swordwrath, rage can be used to do this much faster
• A combination of poison spray and electric wall can devastate Spearton masses
• Scorch can be used to cause massive damage against Spearto