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This page contains all fanon types in alphabetic order. The canon types can be found here. Descriptions are written as if stickmen were using the types, but enemies can use these types unless specified.

A list of items by type can be found here (outdated).

Abstract[]

Damage is increased by a stickmen's MAG stat (e.g. 11 damage + 3 MAG = 14 damage). Made by Cass delau.

Antimatter[]

Creates zone(s) of negative-colored pixels dependent on the weapon, usually spanning the entire screen or covering a wide area. Every 7.0s (350 frames) since the beginning of a stage, all Antimatter zones deal massive damage to enemies touching them, then revert to normal. Multiple Antimatter weapons can do damage to a single enemy. Weapons have high AGI or MP costs as tradeoff. Made by Eenfeeneetee; credits to RualStickR.

Old: Formerly, the zones damaged enemies every frame, similar to Type Fire with 100% Burn rate.

Arcane[]

A special element with an exclusive compo item that changes the special stats of a weapon

Arcane (Josewong)[]

Similar To Above But The Exclusive Compo Items Change Weapon Types Instead

Bee[]

Releases bees to attack enemies. Credit to various fanon weapons.

Beefsteak[]

Pet-exclusive type. Certain pets are imbued with this type or incredibly weak to it. Otherwise, it is identical to Type Physical. Made by Ludicrine and Look-a-troopa.

Bleed[]

Turns the enemy red, damaging them with an independent AGI and AT system. Credits to various fanon gloves.

Blight[]

Character-exclusive type. Produces bullets which pierces enemies and terrain. Trees, mushrooms, and cacti are 10x weak against Type Blight. Made by Eenfeeneetee.

Blind[]

Reduces the range of a target by a percentage for a duration that varies from attack to attack. Blind type attacks don't stack. Damage from these attacks cannot be reduced by strengths. From the Stick Ranger Ultra page.

Blue Fire[]

"The Blue Fire type is a nod to the obsolete Red Thunder type." - HankGuideDude on their weapon Superno B.

Bump[]

"The Bump type is supposedly similar to an obsolete Shock type weapon." - Poisonshot on their weapon Bump Crossbow 1.

Burn[]

Inflicts a condition like Type Poison but damages the enemy once every few frames instead of every frame. Does not need fires/flames unlike Type Fire. Made by TheFanMaster.

Note: Some weapons of Type Flame has been merged with this type.

Chaos[]

Combines attacks from both Type Light/Thunder and Dark; however, only one of them will activate per activation along with additional properties. Any Chaos type weapons will be Level C, separate from the canonical level lineup (0-S). Not to be confused Made by HankGuideDude; credits to Look-a-troopa.

Chaotic[]

Activates a random effect from any other type for a set time (additional factors are random). Enemy resistances to the effect is determined by resistance to the effect's associated type. Not to be confused with Chaos (directly above). From the Stick Ranger Ultra page.

Confusion[]

Confusion type attacks make characters attack their allies for a varying duration. Most bosses are immune to the effect. From the Stick Ranger Ultra page. Similar to Virus and Spirit (CapeMan1008).

Curse[]

Inflicts curse status ailment which reduces DEF and STR by a percentage, has a spinning pentagram symbol for the curse effect. Output KWAAWv

Made by ?; revised by Cass delau.

Cyber[]

Rare type. Can disable the usage of items (Hex) or magic attacks (Dec).

2 Stick Ranger 2 Type

Dark[]

Similar to Thunder type, but has a wider AT range. Additionally, weapons with this type drains LP from enemies to the user/party and the projectiles have a "reversed" guide effect (repels from enemies). Made by Francisco25; credits to HankGuideDude.

Note: Type Darkness has been merged with this type.

2 Stick Ranger 2 Type

Dark (QDNinga)[]

Dark Type deals high damage but has a chance to deal negative damage, healing an enemy instead. Made by QDNinga.

Note: This type does not show a Min AT. This is the only type capable of dealing negative damage

Delayed[]

Has 2 Parts To It 1. The Main Attack And 2. The After Attack A Certain Amount Of Time After The Main Attack Hits The After Attack Will Happen The Delay Is Different For Every Weapon Generally The Longer The Delay The More Powerful The After Attack Is The After Attack Normally Spawns On Top Of The Opponent Or Is Aimed Directly At The Monster From The Origin Point Which Is Where The Main Attack Hit The Monster Or More Accurately It's The XY Coordinates Where The Attack Hit The Monster At

Dream (CapeMan1008)[]

Dream type attacks put the target in an idle state, called Sleeping, where they will either heal or take damage by a set value every second (whether the target heals or takes damage is random, 50/50, specifically). The target Sleeps for a set time, and the effect ends early when the Sleeper is damaged. The Resistance to the effect reduces the healing/damage, but not the time. Damage can be reduced through strengths. From the Stick Ranger Ultra page. Honestly way too complicated for a Stick Ranger game.

Earth[]

When attacking with a Earth type weapon, earth balls will drop. The balls can be grabbed equal to your grab limit based on the weapon/jewel. When a character holding earth balls attacks, all of them are used in a single attack. When there are no enemies left on the screen, the character will collect balls until maximum capacity. Held Earth balls are retained when passing screens, but not when the player returns to the world map. Made by Francisco25; description revised by Fire InThe Hole

2 Stick Ranger 2 Type

Earth (Capeman1008)[]

Earth type attacks would knock-back the target in a similar matter as the Knockback's Card. The amount of knock-back depends on the attack. Resistance to Earth attacks can reduce knock-back, damage, or both. Similar to Force.

Electrus[]

Stops enemies from moving for a long time. Credits to Final508.

Elementary[]

Unknown effect, but has no compo slots. Credits to Meme's Sorceress Ball S.

Explosive[]

Same As Physical But Deals More Damage To Enemies That Are Weak To Explosive Than Physical

Energy[]

Also known as Type Dream. Attacks deal tiny amounts of damage at an insanely high rate; otherwise, this is the same as Physical type. Colors are generally navy, but can be light green or fuchsia. Made by Ludicrine.

Fog[]

Considered a mixture of Water and Fire. Usually have high AGI, but has very high range and the projectiles travels in all directions. Disables enemy attacks if characters made fog, and vice versa. Made by Poisonshot?

Force[]

Force type attacks knockback targets in a manner similar to the canon Knockback's Card. The amount of knockback can vary. From the Stick Ranger Ultra page. Similar to CapeMan1008's Earth.

Gold (Au)[]

Character-exclusive type. Immobilizes enemies like Freeze type, but with different resistances. If an enemy is killed under the effect, it will result in 100% gold drop, but can be stacked with the 33.3% normal gold drop for doubled gold. Made by HankGuideDude.

Goo[]

Similar to Ice. Weapons produce goo which reduces movement of enemies, and slowness increases with more goo. Unlike Ice type, AGI is not affected. Weaker against Bosses and useless against immobilized enemies such as trees. Unknown creator.

Heal[]

Weapons with this type heals LP for either themselves or the entire party upon magical activation. Not to be confused with type Healing below. Credit to Poisonshot's Heal Arrow 1.

Healing[]

Weapons with this type hits only characters (but for no damage) and heals them upon magical activation. Not to be confused with type Heal above. Credit to NutikTehWolf's Heal Arrow 5.

Holy[]

Weapons with this type blinds enemies, preventing them from moving. It also makes them attack in random direction without any range limitation. Credits to ?.

Holy (Capeman1008)[]

Holy attacks attempt to loosely home in on the nearest possible target. They typically do less damage than other types. Other than that, they are identical to physical. Similar to Light (directly below).

Light[]

Projectiles guides towards enemies, the opposite of Dark-type. Credit to Chaos Type.

2 Stick Ranger 2 Type

Light (EEN)[]

Bullets produced by weapons are instantaneous and pierces enemies and terrain. The bullet can be extremely long, could span the entire screen, and hit multiple enemies. However, the bullets can only hit for one frame, and then it disappears like the priest's attack. Made by Eenfeeneetee.

Lethal[]

Weapons have a KO rate (kill in a hit) against normal enemies. The KO rate does 999 damage against bosses. Otherwise, it is the same as Physical type. The KO rate can be improved with Tiger's Eye. Made by HankGuideDude.

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Magic[]

Effect usually increases when user has higher MAG. Is unaffected by physical resistance but is affected by magic resistance, other than that is basically physical. Made by Cass delau.

Magnet[]

Enemies hit will be pulled towards the projectile every 5 frames until the projectile disappears. The strength of the effect is 1.2x the current distance between the projectile and the enemy. The strength and the duration can be increased with Magnetite and Ilmenite respectively. Enemies can be affected by multiple magnet projectiles. If the attack does splash damage, additional enemies can be caught into the projectile. However, each projectile can damage each enemy once, and enemies can still attack while affected by the magnet. Useful for clumping enemies together, move certain enemies away, grounding flying enemies, and other uses. Made by RadiantDarkBlaze.

Marine[]

More a subtype than a legitimate standalone type, weapons or items of this variety are only usable underwater. Credits to Ludicrine's Seafarer's Naufragio.

Mute[]

Against characters, disables use of MP bars and prevents magic-only classes from attack. Against enemies, disables their attack completely. Lasts for 5 seconds (against bosses, it is shorter). Can be improved by a Pearl (+1.6s/level) and be negated by Mute Charm. Made by HankGuideDude.

Mystic[]

Turns affected enemies cyan for a predetermined amount of time, producing projectiles that can damage it and other enemies, usually cyan mines. Made by Poisonshot.

Nature[]

Rare type; usually created synergies with light to heal LP or inflicts random status ailments.

2 Stick Ranger 2 Type

Nuclear[]

Similar to Poison, except overpowered. Made by Poisonshot.

Numeric[]

Sub-type of Physical. The numbers from the attacks have a hitbox themselves, damaging enemies with an AT of 1 to the value of the number. This damage can hit more enemies, Does not apply to other Types. Made by Eenfeeneetee.

Paralysis[]

A sub-type of Thunder, Poison and Freeze. It has a high damage range like Thunder, can do damage over time like Poison and immobilizes the enemy like Freeze. Improved by adding Tanzanite, Amethyst, and Corundum. Made by HankGuideDude.

Output CQI4GC

Phychic[]

Will either immobilize or push/pull an enemy. Immobile enemies like trees and mushrooms cannot be moved out of place like a Knockback's Card. Made by Cass delau.

Red Thunder[]

Like Type Thunder, but is twice as strong, and the MIN AT is half of the MAX AT instead of 1. Credits to various fanon weapons.

Rust[]

Sub-type of Poison and Physical. Either leaves debris on the floor and causes damage when stepped over, or produce residue with a chance of poisoning enemies in it for long enough. Usually gray, but can be dark orange. Made by Ludicrine; credits to HankGuideDude.

Sandwich[]

Replaces the enemy's next attack with a text bubble with "Nom Nom Nom". Enemies which attack when attacked like Mushrooms will cry. Credits to Samuel17's Sandwichstorm LL.

Shadow[]

Shadow type attacks would lower the target's range for a period of time. Effects do not stack. Resistance to Shadow attacks can only reduce the range decrease. Made by CapeMan1008. Originally from the page Stick Ranger: Fallen Lands.

Shock[]

Acts like Freeze, but unlike it, this type affects gravity. Inspired by Sillyland.

Other use for shock: acts like thunder but can deal chain damage on enemies (moving from one ememy to the next but while staying on the initial enemy). The amount of enemies affected or the range of the "shocking" can be changed with a shockers card. When the type is seen on a weapon (under AGI and DEX stats), additional stats will be present. These will be seen as chain length + x. Or chain number + x ("x" being the amount of range/number of enemies affected).Made by ThatLadThere.

Silence[]

Silence type attacks prevent targets from attacking for a varying time (typically around two seconds). Similar to Freeze, damage cannot be reduced by strengths. From the Stick Ranger Ultra page. Similar to Mute.

Silver[]

Deals 2x damage to fairy heads, werewolves and fey creatures; Increases gold dropped by 20% when an enemy is killed by this type. Made by Cass Delau.

Sound[]

Weapons with this type produces waves that pierce terrain, otherwise is similar to type Physical. Credits to ?'s Pulse Staff.

Spawn[]

Summons friendly enemies which attacks and distracts normal enemies. Credits to various fanon weapons.

Spirit (Capeman1008)[]

Spirit attacks may possess targets. Possessed characters have modified AI and will attack their own alllies. Resistance to Spirit attacks can reduce the chance of possession, damage, or both. Similar to Virus and Confusion.

Steal[]

Heals a percentage of the damage dealt to the enemy to the character. Credits to Final508's Vampire Sword/The Two Vampires of Death S.

Stone[]

Enemy-exclusive type. Slows down characters like Type Ice, but the slow effect can be stacked until they are fully immobilized. All characters stoned means Game Over. Cured by entering new screen, eating a Golden Onigiri, or dying and reviving the character. Can be negated by the Stone Charm. Made by HandGuideDude.

Stun[]

Has almost the same properties of Freeze weapons, except that it's affected by gravity and that it can't be blocked by the Freeze Charm.

Sunburn[]

Same As Burn But When Hitting The Target It Temporarily Prevents Magical Activations From Happening And Temporarily Prevents Wizards From Being Able To Attack

Support[]

Can provide compo item effects but usually has no attack. Started by HankGuideDude.

Thermal[]

(Color - White with orange and blue) Weapons with thermal type have low AGI, high damage, but very high MP costs. The MP attack has an initial damage and another attack that hits every frame. Credits to NutikTehWolf's Thermal Glove 8.

Time[]

Basically has no specific type, but it relies on things which can control time, such as slowing down the time for others, speeding up the time, go in the past or in the future and so on... It will not affect bosses. Made by HankGuideDude.

Whether it has significance to Chronos or Time-based weapons is unknown.

Total Damage Increase (TDI)[]

"But what makes this special is that in 50% of total kills with this weapon changes into damage! The maximum for this is 100." - Final508 on their weapon Damagehound Saw 6.

Toxic[]

Acts as a combination of Type Fire, Ice, and Poison (SR2). Unlike Poison (SR2), which deals damage at random, it will deal damage overtime at a set timer, and slow the enemy down by x%. The effect lasts for as long as the enemy is in contact with the projectile/residue.

Trinity[]

Similar to Lethal type, but the KO rate is higher at the cost of not being able to equip Component items. Made by Francisco25; credits to HankGuideDude.

Virus[]

Turns an enemy purple and messes their AI, sometimes attacking and distracting others. Cannot so much affect bosses. Started by interdit.

Warp[]

Alters the movement and/or AI of the enemy in a way to give said enemy a disadvantage (most of the time) until the effect wears off. This effect acts differently depending on the species of the enemy. Enemies are also capable of using this type.

  • Rangers are given reversed gravity.
  • Walkers, Snakes, Stickmen, Spiders, and Bouncers are given zero gravity, causing them to float in the air and not be able to move. Wheels are also affected the same way but can still move.
  • Bats, Dragons, and Copters are given major gravity, pulling them into the ground.
  • Trees (Both regular and hanged) are heavily stretched out.
  • Fish and Eels are given flight but are pushed out of the water and cannot re-enter it.
  • Mushrooms, Cacti, and Germs are not affected by this (yet).
  • Diggers will be vulnerable at all times.
  • Pokeys are currently a WIP.

Water[]

Sub-type of Physical and Ice. Deals physical damage and either slows down with listed percentage, or always slows down. Deals more damage against enemies utilizing Fire-type attacks (except megabosses).

2 Stick Ranger 2 Type

Water (CapeMan1008)[]

Does 150% damage underwater. Otherwise, they are almost identical to Physical attacks. From the Stick Ranger Ultra page.

Wind[]

Deals low damage, but blows away enemies depending on the direction of the wind, like Knockback's Card. Useless against immobilized species such as trees. Made by Poisonshot?

2 Stick Ranger 2 Type

??? (Wildcard?)[]

Mysterious, unknown, and strange. It is impossible to know which type the ranger will fire every attack. Made by Francisco25.

Types with Unknown Effects[]

See also[]

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