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Charge is a type of items in the game Stick Ranger 2. These items provide secondary attacks for characters through an MP system similar to the original Stick Ranger.

Charge Stats[]

  • AT: Damage dealt by the charge
  • Range: Attack range (in pixels)
  • Emit: MP required to unleash the attack
  • SML: Range Type of the charge
  • ATR: Attack Type of the charge
  • Max LV: Maximum LV attainable from upgrading in the Smith. Does NOT account for extra LVs from other sources.
  • Base Upgrade Cost: Cost required for upgrading the charge from LV1 to LV2. Upgrade cost for higher LVs are calculated by (Current Weapon LV × Base Upgrade Cost).
  • Upgrade Modifications: Effects from upgrading the charge each time.

Charge List[]

Icon Weapon AT BAT Emit SML ATR Dropped by Max LV Base Upgrade Cost Upgrade Modifications
Bash Bash 20-30 10 Short Physical Green Gel (C1) 5 50 AT +(10-15)
Note: AT at Max LV is 60-90.
Range Attack Range Attack 10-15 (all) 10 Short Physical Green Big Gel 5 50 Hitbox width +100%, Hitbox height +50%
Note: Deals splash damage. Upgrading the glove increases the hitbox range of the attack, allowing the attack to damage more distant enemies.
Slash Slash 15-25 (2-hit) 10 Short Physical Yellow Gel 5 60 AT +(7.5-12.5), Hit +0.5
Note: Damages at most 2 monsters in range. AT and Hit after upgrades are rounded down to the nearest integer. AT at Max LV is 45-75 with 4-hit.
Lancer Lancer 1-33 (3-hit) 10 Middle Physical Yellow Gel 5 60 Max AT +16.5, Hit +1
Note: Damages at most 3 monsters in range. Max AT after upgrades are rounded down to the nearest integer. AT at Max LV is 1-99 with 7-hit.
Triple Arrow (SR2) Triple Arrow 8-9 ×3 10 Long Physical Orange Smiley Tree (SR2) 7 50 Bullet +1
Note: Shoots 3 arrows at once. At max LV shoots 9 arrows instead.
Fire Bomb Fire Bomb 0-0 2-3 ×5 10 Long Fire Yellow Big Gel 5 80 BAT +(2/3-1), Residue +1
Note: Shoots a harmless pellet which burst into 5 blazes when it hits the ground. Blazes have a burn rate of 3.33% and last for 2s. BAT after upgrades are rounded down to the nearest integer. BAT at Max LV is 4-7 x9.
Flame Slayer Flame Slayer 0-0 3-4 ×20 15 Short Fire Pink Roundhead Tree 5 80 BAT +(1.5-2), Residue +4
Note: Releases 20 blazes which deal fire damage. Blazes have a burn rate of 3.33% and last for 1s. BAT after upgrades are rounded down to the nearest integer. BAT at Max LV is 9-12 x36.
Lightning Lance Lightning Lance 1-22 (3-hit) ×3 15 Middle Lightning Pink Roundhead Tree 5 60 Max AT +11, Hit +1
Note: Releases 3 lasers, each damaging up to 3 monsters. AT becomes 1-66 (7-hit) at Max LV.
Flame Arrow (SR2) Flame Arrow 0-0 ×4 2-3 15 Long Fire Red Droplet 5 60 Bullet +1
Note: Shoots 4 arrows which act like the arrows from the Fire Bow. The fire released has a burn rate of 3.33% and lasts for 2s. At max LV shoots 8 arrows instead of 4.
Sand Blaster Sand Blaster 8-12 ×10 20 Short Physical Red Big Droplet 5 80 Emit +1, Residue +5
Note: Releases 10 clouds which deal damage after a short while. At max LV, Emit is increased to 24 while projectile count is increased up to 30.
Poison Arrow (SR2) Poison Arrow 0-0 10-10 ×5 10 Long Poison Black Gel 11 60 BAT +(5-5)
Note: Shoots an arrow which releases poison clouds that poisons monsters for 2s. At max LV AT becomes 60-60. In Stick Ranger 2, poison AT governs the chance of enemy losing 1 LP in each frame. 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. For a LV 1 poison bow, every frame has a 1/6 chance to reduce 1 LP from the poisoned enemy.
Lightning Orb Lightning Orb 0-0 1-9 (16.67%) 10 Long Lightning Cyan Big Gel 5 80 Residue Production Rate +8.33%
Note: Fires a ball in an arc towards the target enemy. The ball produces long range sparks during its flight as the main hit, with a 16.7% chance of spawning a spark each frame. 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.)
Fire Cracker Fire Cracker 4-8 10 Short Fire Yellow Droplet 5 80 Effect Time +1s
Note: Creates a pellet which circles around the glove for 2s. The pellet has a burn rate of 8.33%. At max LV pellets last for 6s.
Soul Blade Soul Blade 0-0 4-8 ×4 (1.67%) Passive Short Physical Cyan Big Roundhead Fish 5 90 BAT +(1-2), Residue Count +1
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). The ball has a 1.67% chance to release projectiles in a radial pattern from the ball. At max LV releases 8 projectiles with AT 8-16.
Star Lance Star Lance 0-0 1-7 (33.3%) 10 Middle Lightning Yellow Box Tree 5 80 Effect Time +0.5s
Note: Creates an arrow which reflects off terrain and leaves a trial of needles as the main attack. At max LV the arrow lasts for 4s. 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.
Ice Bomb Ice Bomb 0-0 4-5 ×15 20 Long Ice (Slow 50%) Blue Box Tree 6 50 Emit -2
Note: Shoots a harmless pellet which burst into 15 needles when it hits the ground which slows monsters. Upgrade reduces Emit down to a minimum of 10.
Flame Saber Flame Saber 3-4 ×3 15 Short Fire Orange Roundhead Dragon 5 80 BAT +(0.75-1), Effect Time +1.5s
Note: Creates 3 blazes which follows the sword for 3s. The blazes have a burn rate of 5%. At max LV blazes last for 9s with an AT of 6-8.
Multiple Arrow Multiple Arrow 4-5 ×8 10 Long Physical White Roundhead Bat (SR2) 7 80 Bullet +4
Note: Shoots 8 arrows at once. At max LV shoots 32 arrows instead.
Range Burst Range Burst 15-20 ×5 15 Short Physical Orange Diamond Tree 5 80 Residue +1, Hitbox width +50%, Hitbox height +25%
Note: Upon activation releases 5 arrows bursting out in random directions dealing splash damage. Upgrading increases both the projectile count as well as the hitbox sizes.
Explosion (SR2) Explosion 0-0 ×8 2-3 ×8 50 Long Fire Pink Roundhead Bat 5 150 BAT +(2/3-1), Residue +1
Note: Creates 8 harmless pellets around the target in a radial formation moving towards the target and passing through the target. After 2s the pellets each explode into 8 heat clouds that lasts for 2s and has a burn rate of 5%. At max LV BAT becomes 4-7, and 12 heat clouds are produced per pellet.
Deadly Blow Deadly Blow 30-45 15 Short Physical White Roundhead Stickman 7 100 AT +(15-22.5)
Note: AT at Max LV is 120-180.
Power Slash Power Slash 20-30 (3-hit) 10 Short Physical Brown Gel 5 120 AT +(10-15), Hit +0.75
Note: Damages at most 3 monsters in range. AT at Max LV is 60-90 with 6-hit.
Laser Lance Laser Lance 1-33 (3-hit) ×3 20 Middle Lightning Yellow Diamond Tree 7 120 Bullet +1, Appearance Delay +5 frames
Note: Releases 3 lasers forwards with an appearance delay of up to 20 frames (1/3s). At Max LV, 9 lasers are released with a maximum 50 frame delay.
PoisonMist Shot PoisonMist Shot 0-0 10-10 (33.3%) 20 Long Poison Green Diamond Tree 11 120 BAT +(5-5)
Note: Fires an arrow towards the target enemy which reflects off terrain and lasts for 3s. The arrow produces poison clouds during its flight as the main attack which poisons monsters for 2s. At Max LV each poison cloud has 60-60 AT.
Lightning Bolt Lightning Bolt 0-0 1-9 ×50 50 Long Lightning Green Diamond Tree 5 150 Max BAT +3.6, Residue +10
Note: Fires a pellet in an arc towards the target enemy. Upon hit the pellet produces a burst of 50 sparks following the pellet's trajectory which also reflect off terrain. At Max LV up to 90 sparks with AT 1-23 are produced.
Flame Cracker Flame Cracker 4-8 10 Short Fire Orange-Purple Big Gel 17 160 Effect Time +1s
Note: An upgraded Fire Cracker that creates a pellet which circles around the glove for 2s at a larger range. The pellet has a burn rate of 8.33%. At max LV pellets last for 18s.
Ice Blade (SR2) Ice Blade 0-0 5-5 ×120 15 Short Ice (Slow 50%) Orange-Blue Big Gel 6 500 Slow +1%
Note: Creates 120 sparks, sprayed from the sword over 2s. At max LV Slow effect is increased to 55%.
Shock Lancer Shock Lancer 1-44 1-44 10 Middle Physical Blue Coconut Fish 5 900 Max AT&BAT +22
Note: Releases an arrow along the striking direction of the spear. The arrow pierces terrain, and creates another arrow of the same AT towards another monster if it hits a monster. AT becomes 1-132 at Max LV.
Explosive Arrow Explosive Arrow 0-0 2-3 ×30 20 Long Fire Orange-Purple Big Gel 5 800 BAT +(1-1.5)
Note: Shoots an arrows which explodes into 30 heat clouds upon impact with monsters or terrain. The clouds released has a burn rate of 3.33% and lasts for 2s. At max LV BAT becomes 6-9.
Ice Trail Ice Trail 0-0 5-10 (50%) 20 Long Ice (Slow 30%) Orange-Blue Big Gel 5 800 Effect Time +1.5s
Note: Fires a ball in an arc towards the target enemy. The ball bounces off terrain and produces mines during its flight as the main hit, with a 50% chance of spawning a spark each frame. The ball lasts for 3s and upgrading the weapon increases the effect time. At Max LV the ball lasts for 9s.
Spiral Breaker Spiral Breaker 8-10 ×10 15 Short Physical Cyan Smiley Tree 11 160 Bullet +1
Note: Emits a total of 10 shurikens over a 3s delay on the glove that deals physical damage. At Max LV, 20 shurikens are produced instead.
Salamander Salamander 0-0 3-4 ×1 (1.67%) Passive Short Fire Pink Smiley Tree 3 8000 Residue Count +1
Note: 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). The ball has a 1.67% chance to release heat clouds with a burn rate of 1.67% from the ball. Heat clouds last for 2s. At max LV, 3 heat clouds are produced each time.
Power Lancer Power Lancer 1-100 (3-hit) 10 Middle Physical White Smiley Tree 5 900 Max AT +50
Note: Damages at most 3 monsters in range. AT at Max LV is 1-300.
Soul Arrow Soul Arrow 0-0 5-6 (10%) Passive Long Physical Yellow Roundhead Wheel 3 3000 Residue Count +1
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). As long as monsters exist within 200 range of the ball, it has a 10% chance of firing an arrow towards the closest monster. At max LV, 3 arrows are fired at once per attack. Unlike the balls from Soul Blade or Salamander, the ball from Soul Arrow always follows closely around the stickmen instead of being able to be flinged across the stage through dragging the stickman violently.
Fire Wave Fire Wave 4-5 ×30 40 Long Fire Yellow Big Roundhead Wheel 12 250 AT +(1-1)
Note: Fires a set of 30 balls in a fan-shaped spread that decelerates along the trajectory. The balls last for 5s, bounce off terrain. and have a burn rate of 5%. At max LV, AT is increased to 15-16.
Range Gale Range Gale 20-25 (all) 10 Short Physical Yellow Roundhead Fish (SR2) 5 800 Emit -1
Note: Deals splash damage. Upgrading the charge reduces its Emit down to 6 at max LV.
Gale Slash Gale Slash 0-0 3-4 (100%) 15 Short Physical Grey Big Gel (LC3) 11 300 Effect Time +0.83s
Note: Creates an airblade that travels forwards slowly but does not deal any damage by itself. Instead, The airblade constantly deals damage to monsters by producing an instantaneous airblade every frame, creating a "piercing through monsters" effect while dealing damage. The effect lasts for 1.67s (100 frames). Each LV of upgrade increases the effect time by 0.83s (50 frames), and at max LV the effect will last for 10s.
Thunder Lance Thunder Lance 1-33 1-33 ×3 10 Middle Lightning Yellow Smiley Tree 3 3000 Bullet +1
Note: Works similarly to the Thunder Halberd, creating sparks which produces 3 sparks of the same AT towards another monster if it hits a monster. At Max LV each attack releases 3 sparks at once.
Flame Shot (SR2) Flame Shot 0-0 2-3 (50%) 20 Long Fire Grey Roundhead Dragon 5 800 BAT +(1-1.5)
Note: Fires an arrow towards the target enemy which reflects off terrain and lasts for 3s. The arrow produces heat clouds during its flight as the main attack, each lasts for 2s and a burn rate of 3.33%. At Max LV each heat cloud has 6-9 AT.
Lightning Burst Lightning Burst 1-150 ×8 10 Long Lightning Grey Big Gel (LC3) 5 800 Max AT +75
Note: Creates 8 sparks around the target in a radial formation moving towards the target and passing through the target, only dealing damage at the end of its trajectory. At max LV AT becomes 1-450.


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