Traps[ | ]
The bread and butter of orc-gibbing and ogre-slaying. Traps come in a variety of types that can be configured into any number of clever, carnage-inducing combinations. Different Traps can be placed in different surfaces: Floor, Walls or Ceiling.
Every player begins with the same set of starter Traps and a basic Loadout. Additional Traps and items for the Loadout are obtained from reward Chests, earned when victory conditions are met. The first time a trap card is obtained, that trap becomes available for use in the loadout. Every following time that trap card is obtained, additional cards will be added to the card stockpile until the upgrade threshold is reached.
Killer killboxes require quality Traps! Get the lowdown on how to earn, upgrade, and add parts to your Traps to customize their behavior.
Bring a relatively even mix of floor, wall, and ceiling Traps to help build strong killboxes and earn high combos. Don't forget those Barricades! Also get to know the Battlegrounds. Some offer great opportunity to fling orcs into acid, or lava, or shark-infested waters! Knowing which Battlegrounds benefit from physics or other specialized Traps is key for maximum orc-gibbing fun.
There are different type of traps, some are purely focused on supporting your hero, others in pushing/flipping minions out of the map and the rest are focused in dealing Damage. Barricades are a special trap, since they allow to change the path the enemies follow to reach the rift. Damage dealing Traps are split in Physical damage traps and Magic damage Traps, which are also split in the diferent Elements damage: Frost, Lightning, Fire and Arcane.
Traps can also be bought in the Store with Skulls at the Deals section or with gibs in the Premium Shoppe through the Traps Chest. It's advised against buying Traps from the Deals section until late game to prevent lacking of skulls to buy Heroes or upgrade Traps.
Upgrading Traps[ | ]
Traps begin at tier 1 and have 7 available tiers. With enough trap cards and skulls, a trap may be upgraded in the workshop. The quantity of cards needed for each upgrade depends on the rarity of the trap and the upgrade tier.
Each upgrade makes the trap more powerful. At tiers 3, 5, and 7 Traps unlock one part slot for further customization. As the difficulty of each Battleground tier increases, these trap upgrades and parts become more and more important.
The upgrades also cost Skulls and the costs vary depending on the rarity of the Trap, the different costs can be seen in the table in the right side.
Once a trap is fully upgraded, further duplicate cards of that Trap are converted to Gibs:
- Common: 1 per card (~30-100 cards per chest drop)
- Uncommon: 2 per card (~15-55 cards per chest drop)
- Rare: 15 per card (~5-20 cards per chest drop)
- Epic: 100 per card (~1-4 cards per chest drop)
Barricading Traps[ | ]
Barricading Traps main goal is to help the players create mazes and more efficient killboxes. Their placement allows to redirect Enemies path. They can be destroyed from collateral damage and/or from Minions that directly attack them.
Enemies with Leaping ability will ignore the Barricades and are able to walk over them. Enemies with Barricade Bash will hunt down Barricade Traps and try to destroy them by exploding. Enemies with Grenadier and Immolating can damage Barricades too.
There are only 2 types of barricades:
- Barricade: Blocks and redirects Minion paths. Useful for forcing Minions into Traps.
- Great Wall Barricade: Blocks and redirects minions. The Great Wall Barricade is a longer version of the Barricade.
Physics Traps[ | ]
Physics Traps are special traps that are able to send Enemies flying away. Small and Medium Minions are flipped, pushed or simply sent flying away, while in the air or ragdolling, Enemies freeze their Combo timers. Enemies thrown out of the Map will instantly die.
Large Enemies will trigger this traps but they won't be affected by them.
They are:
- Flip Trap: Flips enemies into the air when triggered. This trap is useful for propelling Enemies into other traps.
- Floor Scorcher: Scorches Enemies when triggered, dealing Fire damage over time. Fire damage from multiple floor scorchers does not stack.
- Haymaker: Descends from the ceiling and spins when triggered, knocking Enemies around and dealing Physical damage.
- Push Trap: Shoves Enemies when triggered, pushing them away and dealing Physical damage.
- Spike Wall: Swings a wall of spikes at Enemies when triggered, knocking them back and dealing Physical damage.
- Steam Vent: Blows small and normal-sized Minions into the air when triggered. Slows large Minions. Trap deals no damage.
Support Traps[ | ]
Support Traps have a different goal than regular traps, they focus on supporting and boosting the player in different ways. From regenerating HP and mana to giving extra damage, defense or movement speed to the Heroes. They don't deal any damage to enemies and their effects are reusable indefinitely. Some are activated by proximity, others drop Pickups.
Support Traps are the following:
- Coin Forge: Enemies are worth 64% additional coin if they are killed on this trap. +10% additional coin when used by Dobbin.
- Concussive Pounder: Pounds Enemies into the ground when triggered, stunning them. Deals no damage.
- Decoy: Attracts Enemies to attack it until it is destroyed. The decoy does not respawn and must be replaced. Trap is free when used by Maximilian.
- Healing Well: Casts a health regeneration buff on an ally. The buff is dispelled upon taking damage. Once used, it must reset.
- Mana Well: Grants a mana regeneration buff to a nearby ally. Buff is lost upon taking damage. Once used, the Mana Well must reset.
- Naphtha Sprayer: Sprays enemies with naphtha when triggered. Naphtha causes Enemies to take increased Fire damage. Trap is free when used by Smolder.
- Power Generator: Generates coin for the owner if Enemies walk in front of it. Loses health each time it generates coin. Doesn't return coin when sold.
Note: Generates 468 coins per wave at Tier 7. - Powerup Damage: Drops a Powerup that boosts player damage for a short time.
- Shield Powerup: Drops a Powerup for Heroes that temporarily reduces damage taken.
- Speed Pad: Increases the movement speed of a Hero crossing it. Pad must reset after use.
- Summoner Trap: Calls a ghostly summoned retainer to fight for the Hero. If it is killed, the trap must reset. Limit 2 at a time. +25 trap health if used by Gabriella.
Revenge Rune and Reusable Shielding have a cooldown of 300 seconds (5 minutes) when used in Summoner Trap - Tar Trap: Tars the feet of Enemies crossing it, causing them to be slowed while on the trap.
- Temple Alarm Gong: This ancient gong sounds an alarm when Enemies approach and slows them by 70%. -20% cooldown when used by Yi-Lin.
- Trip Wire: When a Minion "trips" on the trip wire, it triggers nearby Traps. Wire is destroyed on use. -20% trap cost when used by Midnight.
- Viscous Tar: Tars the feet of Enemies crossing it, causing them to be slowed while on the trap and for a short duration afterwards.
- Web Spinner: Spins a web around Enemies when triggered, slowing their attack speed and causing them to be slowed.
Big Game Hunting Traps[ | ]
Big Game Hunting Traps or BGH, are three special traps that only deal damage to Hunter Minions, Bosses, Mercenaries and Unstable Rifts. They are incompatible with Heavy Pressure Plate and Light Pressure Plate
Regular Minions won't trigger this traps but can possibly take damage if they block projectiles aimed at susceptible targets (not very usual).
They are:
- Big Game Hunting Arrow Wall: Fires a barrage of magical, Mercenary and Boss seeking arrows, dealing a portion of the target's max health and a bonus as damage.
- Big Game Hunting Ballista: Fires Mercenary and Boss seeking arrows, dealing a portion of the target's max health plus a bonus as damage. Also attacks Unstable Rifts.
- Big Game Hunting Zapper: Zaps Mercenaries and Bosses with Lightning, dealing a portion of targets' max health as damage plus a bonus.
Environmental Traps[ | ]
Environmental Traps are special and unique traps that unlike the rest, aren't owned or placed by the players, they are built-in the maps. There are different types of Environmental Traps, some of them have unlimited uses, others just a single use, most can be triggered by player attacks, others can be activated with the Function key too.
The most important Environmental Trap is going out of bounds. Falling out of the Map or into acid, lava or shark infested waters will instantly kill any player or enemy. That makes a great synergy with Physics Traps that can make enemies fly or throw them out of the map.
The common Environmental Traps are:
- Chandelier: It comes in different variations depending on the map theme but the mechanics are the same. They are of single use, if you shoot at them, they will fall and deal Physical area damage when they hit the ground.
- Explosive Barrel Dispenser: They have 5 barrels or 5 uses, they are activated by shooting at them aswell. They will let a barrel roll forward slightly pushing enemies around in its path and finally exploding after about 3s, dealing Physical damage
- Cauldrons: They have unlimited uses but have a cooldown. Once attacked, they start pouring fire/lava in front of them dealing Fire damage. They pour Fire for 10 seconds and have a cooldown of 40 seconds.
- Boulder Dispenser: They also have 5 uses like the Barrel Dispenser but in this case the dispenser drops a big Boulder rolling forward that will greatly push enemies off its path and deal Physical damage.
- Fireworks: They can be found in the Wu Xing Invasion Maps, they act like Boom Barrels, if you hit them, they will explode dealing massive area damage.
There are also special Environmental Traps unique to certain maps:
- Throne Room Swinging Mace: In the map there are two giant swinging maces that can be activated by either shooting at the trigger or using the function button. They will swing pushing all enemies in their path to the acid. It has unlimited uses.
- Temple Graveyard Hatred Souls: There are certain zones in the map where minions will take damage over time based on their Maximum Health if they walk or stand in them. Those areas are easily distinguishable by the animation of purple hands coming out from the ground.
List of Traps[ | ]
Trap | Preview | Rarity | Unlocked | Upgrade | Placement | Type | Description | Affinity |
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Arcane Bowling Ball | Epic | Rift Lord | +16% Damage | Wall | Arcane | Fires an orb in a straight line, dealing arcane damage. The orb's damage causes subsequent Arcane attacks to deal more damage. +25% damage when used by Stinkeye. | +25% Damage with Stinkeye | |
Arcane Phaser | Epic | War Mage | +16% Damage | Floor | Arcane | Emits a cloud of Arcane energy when triggered, dealing Arcane damage to enemies that walk across it. Trap expires after firing 9 times. | ||
Arrow Wall | Common | Apprentice | +16% Damage Per Arrow | Wall | Physical | Fires a barrage of arrows in a straight line when triggered, dealing Physical damage. | ||
Barricade | Common | Apprentice | +9% Health | Floor | Barricading | Blocks and redirects Minion paths. Useful for forcing Minions into Traps. | ||
Big Game Hunting Arrow Wall | Uncommon | War Mage | +16% Damage Per Arrow | Wall | BGH Physical |
ONLY attacks Hunter Minions, Bosses and Mercenaries. Fires a barrage of magical, mercenary and boss seeking arrows, dealing a portion of the target's max health and a bonus as damage. | ||
Big Game Hunting Ballista | Uncommon | Rift Lord | +16% Damage | Ceiling | BGH Physical |
ONLY attacks Hunter Minions, Bosses and Mercenaries. Also attacks Unstable Rifts Fires Mercenary and Boss seeking arrows, dealing a portion of the target's max health plus a bonus as damage. | ||
Big Game Hunting Zapper | Uncommon | Master | +16% Damage | Ceiling | BGH Lightning |
ONLY attacks Hunter Minions, Bosses and Mercenaries. Zaps Mercenaries and Bosses with Lightning, dealing a portion of targets' max health as damage plus a bonus. | ||
Boom Barrel Roller | Epic | War Mage | +16% Damage | Wall | Physical | Occasionally rolls out Boom Barrels which explode when hit, dealing damage in a small area. | ||
Boom Barrel | Uncommon | Apprentice | +16% Damage | Floor | Physical | Explodes when hit, dealing damage in a small area. -20% cost when used by Deadeye. | -20% cost when used by Deadeye | |
Boulder Chute | Rare | Apprentice | +16% Damage | Ceiling | Physical | Drops boulders on Enemies when shot by a hero. Boulders deal Physical damage. | ||
Brimstone | Uncommon | Apprentice | +16% DPS | Floor | Fire | Burns Enemies that walk across its embers, dealing Fire damage over time. Fire damage from multiple brimstones does not stack. | ||
Ceiling Ballista | Common | Rift Lord | +16% Damage | Ceiling | Physical | Fires long-range arrows radially from above when triggered, dealing Physical damage. It also targets Unstable Rifts but deals very low damage to them opposed to the Big Game Hunting Ballista.
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Coin Forge | Epic | Master | +6% Additional Coin | Floor | Support | Enemies are worth 64% additional coin if they are killed on this trap. +10% additional coin when used by Dobbin. | +10% additional coin when used by Dobbin | |
Concussive Pounder | Uncommon | Apprentice | -20% Cooldown | Ceiling | Support | Pounds Enemies into the ground when triggered, stunning them. Deals no damage. | ||
Cursed Ground | Common | Master | +16% Damage | Floor | Arcane | Deals Arcane damage that increases as Enemies stay on this tile. Also causes subsequent Arcane attacks to deal more damage. +25% damage when used by Oziel. | +25% damage whith Oziel. | |
Decoy | Common | War Mage | +15% Health | Floor | Support | Attracts Enemies to attack it until it is destroyed. The decoy does not respawn and must be replaced. Trap is free when used by Maximilian. | Trap is free when used by Maximilian. | |
Dragon's Lance | Rare | War Mage | +16% Damage | Ceiling | Arcane | Fires a magical lance when triggered, dealing Arcane damage. Lance casts a debuff, causing Arcane attacks to deal more damage.
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Fire Cracker | Epic | Master | +16% DPS | Floor | Fire | Emits a fiery mist, dealing Fire damage over time when triggered. Fire damage from multiple fire crackers does not stack. | ||
Flip Trap | Common | Apprentice | +10% Re-fire Rate | Floor | Physics | Flips enemies into the air when triggered. This trap is useful for propelling Enemies into other traps. | ||
Floor Scorcher | Rare | War Mage | +16% DPS | Floor | Fire Physics |
Scorches Enemies when triggered, dealing Fire damage over time. Fire damage from multiple floor scorchers does not stack. | ||
Floor Spikes | Common | Apprentice | +16% Damage | Floor | Physical | Skewers Enemies from below when triggered, dealing Physical damage. | ||
Great Wall Barricade | Uncommon | Master | +9% Health | Floor | Barricading | Blocks and redirects minions. The Great Wall Barricade is a longer version of the Barricade. | ||
Grinder | Uncommon | War Mage | +16% DPS | Wall | Physical | Grinds up Enemies walking past it, dealing Physical damage until it jams. After jamming, the Grinder must cooldown to reset. | ||
Haymaker | Epic | Master | -20% Cooldown | Ceiling | Physical Physics |
Descends from the ceiling and spins when triggered, knocking Enemies around and dealing Physical damage. | ||
Healing Well | Common | Master | +25% Healing | Wall | Support | Casts a health regeneration buff on an ally. The buff is dispelled upon taking damage. Once used, it must reset. | ||
Ice Shard | Common | War Mage | +16% Damage | Floor | Frost | Cuts enemies, dealing Frost damage and casting Chilled on them. Enemies are frozen after multiple stacks of Chilled (5 stacks). | ||
Ice Vent | Uncommon | War Mage | +16% DPS | Floor | Frost | Emits icy mist that deals Frost damage and casts Chilled on enemies. Enemies are frozen after multiple stacks of Chilled (5 stacks). +25% damage when used by Hogarth. | +25% damage with Hogarth. | |
Icicle Impaler | Rare | Rift Lord | +16% Damage | Ceiling | Frost | Drops sharp icicles when shot by a Hero, dealing Frost damage and casting Chilled on Enemies. | ||
Lightning Rod | Epic | Rift Lord | +16% Damage | Ceiling | Lightning | Shocks Enemies beneath it with lightning when triggered. Every few times this trap fires, it becomes more powerful, allowing its attack to chain to additional Enemies. Note: It can hit enemies in adjacent tiles due to enemy hitboxes being bigger than visually. |
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Mana Well | Common | Rift Lord | +25% Restoration | Wall | Support | Grants a mana regeneration buff to a nearby ally. Buff is lost upon taking damage. Once used, the Mana Well must reset. | ||
Naphtha Sprayer | Common | War Mage | -20% Cooldown | Wall | Fire Support |
Sprays enemies with naphtha when triggered. Naphtha causes Enemies to take increased Fire damage. Trap is free when used by Smolder. | Trap is free with Smolder. | |
Overload Trap | Epic | Rift Lord | +16% Damage | Ceiling | Physical | Overloads traps, dealing damage when triggered and disabling floor traps that deal damage. +25% damage when used by Zoey. | +25% damage with Zoey. | |
Pounder | Common | War Mage | +16% Damage | Ceiling | Physical | Pounds Enemies that pass beneath it when triggered, dealing Physical damage. | ||
Power Generator | Epic | War Mage | +8% Coin Generation | Wall | Support | Generates coin for the owner if Enemies walk in front of it. Loses health each time it generates coin. Doesn't return coin when sold. Note: Generates 468 coins per wave at Tier 7. |
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Powerup Damage | Rare | Rift Lord | +25% Respawn Rate | Ceiling | Support | Drops a Powerup that boosts player damage for a short time. | ||
Push Trap | Common | Apprentice | -10% Cooldown | Wall | Physics | Shoves Enemies when triggered, pushing them away and dealing Physical damage. | ||
Quarter Pounder | Epic | Rift Lord | +16% Damage | Ceiling | Physical | Pounds one quarter of the trap area when triggered, dealing high Physical damage and stunning Minions. | ||
Saw Of Arctos | Epic | War Mage | +16% Damage | Floor | Frost | Slices through Enemies with an ice blade, dealing Frost damage and casting Chilled on them.Enemies are frozen with 5 Chilled Stacks. + 25% damage when used by Tundra. | + 25% damage with Tundra. | |
Shield Powerup | Common | War Mage | +25% Respawn Rate | Ceiling | Support | Drops a Powerup for Heroes that temporarily reduces damage taken. | ||
Shock Zapper | Rare | Master | +16% Damage | Ceiling | Lightning | Zaps enemies with Lightning, dealing Lightning damage. Enemies killed by Lightning explode, dealing damage in an area. Note: It can hit enemies in adjacent tiles due to enemy hitboxes being bigger than visually. |
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Speed Pad | Rare | Master | +10% Movement Speed | Floor | Support | Increases the movement speed of a Hero crossing it. Pad must reset after use. | ||
Spike Wall | Uncommon | Rift Lord | +10% Re-fire Rate | Wall | Physics | Swings a wall of spikes at Enemies when triggered, knocking them back and dealing Physical damage. | ||
Spitfire Wall | Rare | Master | +16% Damage Per Arrow | Wall | Fire | Spits fireballs at Enemies, dealing Fire damage over time. Fire damage from multiple spitfire walls does not stack. | ||
Steam Vent | Common | War Mage | +8% Re-fire Rate | Floor | Physics | Blows small and normal-sized Minions into the air when triggered. Slows large Minions. Trap deals no damage. | ||
Summoner Trap | Epic | Master | +16% Health and Damage | Floor | Support Arcane |
Calls a ghostly summoned retainer to fight for the Hero. If it is killed, the trap must reset. Limit 2 at a time. +25 trap health if used by Gabriella. Revenge Rune and Reusable Shielding have a cooldown of 300 seconds (5 minutes) when used in Summoner Trap |
+25% Health with Gabriella. | |
Swinging Mace | Rare | Apprentice | +16% Damage | Ceiling | Physical | Continuously swings a large mace, pummeling enemies that pass beneath it and dealing Physical damage. | ||
Tar Trap | Common | Apprentice | +3.5% Slow Debuff Strength | Floor | Support | Tars the feet of Enemies crossing it, causing them to be slowed while on the trap. | ||
Temple Alarm Gong | Common | Master | -15% Trap Cost | Ceiling | Support | This ancient gong sounds an alarm when Enemies approach and slows them by 70%. -20% cooldown when used by Yi-Lin. | -20% cooldown with Yi-Lin | |
Trip Wire | Rare | Master | -5% Trap Cost | Floor | Support | When a Minion "trips" on the trip wire, it triggers nearby Traps. Wire is destroyed on use. -20% trap cost when used by Midnight. | -20% trap cost with Midnight | |
Viscous Tar | Uncommon | Master | +3.5% Slow Debuff Strength and Duration | Floor | Support | Tars the feet of Enemies crossing it, causing them to be slowed while on the trap and for a short duration afterwards. | ||
Wall Blades | Common | Master | +16% Damage | Wall | Physical | Slices and dices Enemies when triggered, dealing Physical damage. | ||
Wall Charger | Rare | Apprentice | +16% Damage | Wall | Lightning | Shocks Enemies that walk by it, dealing Lightning damage. Enemies killed by Lightning explode, dealing damage in an area. | ||
Web Spinner | Rare | Master | +5% Movement and Attack Speed Slow | Wall | Support | Spins a web around Enemies when triggered, slowing their attack speed and causing them to be slowed. |
Trap | Preview | Rarity | Unlocked | Upgrade | Placement | Type | Description | Affinity |
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Arcane Phaser | Epic | War Mage | +16% Damage | Floor | Arcane | Emits a cloud of Arcane energy when triggered, dealing Arcane damage to enemies that walk across it. Trap expires after firing 9 times. | ||
Barricade | Common | Apprentice | +9% Health | Floor | Barricading | Blocks and redirects Minion paths. Useful for forcing Minions into Traps. | ||
Boom Barrel | Uncommon | Apprentice | +16% Damage | Floor | Physical | Explodes when hit, dealing damage in a small area. -20% cost when used by Deadeye. | -20% cost when used by Deadeye | |
Brimstone | Uncommon | Apprentice | +16% DPS | Floor | Fire | Burns Enemies that walk across its embers, dealing Fire damage over time. Fire damage from multiple brimstones does not stack. | ||
Coin Forge | Epic | Master | +6% Additional Coin | Floor | Support | Enemies are worth 64% additional coin if they are killed on this trap. +10% additional coin when used by Dobbin. | +10% additional coin when used by Dobbin | |
Cursed Ground | Common | Master | +16% Damage | Floor | Arcane | Deals Arcane damage that increases as Enemies stay on this tile. Also causes subsequent Arcane attacks to deal more damage. +25% damage when used by Oziel. | +25% damage whith Oziel. | |
Decoy | Common | War Mage | +15% Health | Floor | Support | Attracts Enemies to attack it until it is destroyed. The decoy does not respawn and must be replaced. Trap is free when used by Maximilian. | Trap is free when used by Maximilian. | |
Fire Cracker | Epic | Master | +16% DPS | Floor | Fire | Emits a fiery mist, dealing Fire damage over time when triggered. Fire damage from multiple fire crackers does not stack. | ||
Flip Trap | Common | Apprentice | +10% Re-fire Rate | Floor | Physics | Flips enemies into the air when triggered. This trap is useful for propelling Enemies into other traps. | ||
Floor Scorcher | Rare | War Mage | +16% DPS | Floor | Fire Physics |
Scorches Enemies when triggered, dealing Fire damage over time. Fire damage from multiple floor scorchers does not stack. | ||
Floor Spikes | Common | Apprentice | +16% Damage | Floor | Physical | Skewers Enemies from below when triggered, dealing Physical damage. | ||
Great Wall Barricade | Uncommon | Master | +9% Health | Floor | Barricading | Blocks and redirects minions. The Great Wall Barricade is a longer version of the Barricade. | ||
Ice Shard | Common | War Mage | +16% Damage | Floor | Frost | Cuts enemies, dealing Frost damage and casting Chilled on them. Enemies are frozen after multiple stacks of Chilled (5 stacks). | ||
Ice Vent | Uncommon | War Mage | +16% DPS | Floor | Frost | Emits icy mist that deals Frost damage and casts Chilled on enemies. Enemies are frozen after multiple stacks of Chilled (5 stacks). +25% damage when used by Hogarth. | +25% damage with Hogarth. | |
Saw Of Arctos | Epic | War Mage | +16% Damage | Floor | Frost | Slices through Enemies with an ice blade, dealing Frost damage and casting Chilled on them.Enemies are frozen with 5 Chilled Stacks. + 25% damage when used by Tundra. | + 25% damage with Tundra. | |
Speed Pad | Rare | Master | +10% Movement Speed | Floor | Support | Increases the movement speed of a Hero crossing it. Pad must reset after use. | ||
Steam Vent | Common | War Mage | +8% Re-fire Rate | Floor | Physics | Blows small and normal-sized Minions into the air when triggered. Slows large Minions. Trap deals no damage. | ||
Summoner Trap | Epic | Master | +16% Health and Damage | Floor | Support Arcane |
Calls a ghostly summoned retainer to fight for the Hero. If it is killed, the trap must reset. Limit 2 at a time. +25 trap health if used by Gabriella. Revenge Rune and Reusable Shielding have a cooldown of 300 seconds (5 minutes) when used in Summoner Trap |
+25% Health with Gabriella. | |
Tar Trap | Common | Apprentice | +3.5% Slow Debuff Strength | Floor | Support | Tars the feet of Enemies crossing it, causing them to be slowed while on the trap. | ||
Trip Wire | Rare | Master | -5% Trap Cost | Floor | Support | When a Minion "trips" on the trip wire, it triggers nearby Traps. Wire is destroyed on use. -20% trap cost when used by Midnight. | -20% trap cost with Midnight | |
Viscous Tar | Uncommon | Master | +3.5% Slow Debuff Strength and Duration | Floor | Support | Tars the feet of Enemies crossing it, causing them to be slowed while on the trap and for a short duration afterwards. |
Trap | Preview | Rarity | Unlocked | Upgrade | Placement | Type | Description | Affinity |
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Arcane Bowling Ball | Epic | Rift Lord | +16% Damage | Wall | Arcane | Fires an orb in a straight line, dealing arcane damage. The orb's damage causes subsequent Arcane attacks to deal more damage. +25% damage when used by Stinkeye. | +25% Damage with Stinkeye | |
Arrow Wall | Common | Apprentice | +16% Damage Per Arrow | Wall | Physical | Fires a barrage of arrows in a straight line when triggered, dealing Physical damage. | ||
Big Game Hunting Arrow Wall | Uncommon | War Mage | +16% Damage Per Arrow | Wall | BGH Physical |
ONLY attacks Hunter Minions, Bosses and Mercenaries. Fires a barrage of magical, mercenary and boss seeking arrows, dealing a portion of the target's max health and a bonus as damage. | ||
Boom Barrel Roller | Epic | War Mage | +16% Damage | Wall | Physical | Occasionally rolls out Boom Barrels which explode when hit, dealing damage in a small area. | ||
Grinder | Uncommon | War Mage | +16% DPS | Wall | Physical | Grinds up Enemies walking past it, dealing Physical damage until it jams. After jamming, the Grinder must cooldown to reset. | ||
Healing Well | Common | Master | +25% Healing | Wall | Support | Casts a health regeneration buff on an ally. The buff is dispelled upon taking damage. Once used, it must reset. | ||
Mana Well | Common | Rift Lord | +25% Restoration | Wall | Support | Grants a mana regeneration buff to a nearby ally. Buff is lost upon taking damage. Once used, the Mana Well must reset. | ||
Naphtha Sprayer | Common | War Mage | -20% Cooldown | Wall | Fire Support |
Sprays enemies with naphtha when triggered. Naphtha causes Enemies to take increased Fire damage. Trap is free when used by Smolder. | Trap is free with Smolder. | |
Power Generator | Epic | War Mage | +8% Coin Generation | Wall | Support | Generates coin for the owner if Enemies walk in front of it. Loses health each time it generates coin. Doesn't return coin when sold. Note: Generates 468 coins per wave at Tier 7. |
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Push Trap | Common | Apprentice | -10% Cooldown | Wall | Physics | Shoves Enemies when triggered, pushing them away and dealing Physical damage. | ||
Spike Wall | Uncommon | Rift Lord | +10% Re-fire Rate | Wall | Physics | Swings a wall of spikes at Enemies when triggered, knocking them back and dealing Physical damage. | ||
Spitfire Wall | Rare | Master | +16% Damage Per Arrow | Wall | Fire | Spits fireballs at Enemies, dealing Fire damage over time. Fire damage from multiple spitfire walls does not stack. | ||
Wall Blades | Common | Master | +16% Damage | Wall | Physical | Slices and dices Enemies when triggered, dealing Physical damage. | ||
Wall Charger | Rare | Apprentice | +16% Damage | Wall | Lightning | Shocks Enemies that walk by it, dealing Lightning damage. Enemies killed by Lightning explode, dealing damage in an area. | ||
Web Spinner | Rare | Master | +5% Movement and Attack Speed Slow | Wall | Support | Spins a web around Enemies when triggered, slowing their attack speed and causing them to be slowed. |
Trap | Preview | Rarity | Unlocked | Upgrade | Placement | Type | Description | Affinity |
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Big Game Hunting Ballista | Uncommon | Rift Lord | +16% Damage | Ceiling | BGH Physical |
ONLY attacks Hunter Minions, Bosses and Mercenaries. Also attacks Unstable Rifts Fires Mercenary and Boss seeking arrows, dealing a portion of the target's max health plus a bonus as damage. | ||
Big Game Hunting Zapper | Uncommon | Master | +16% Damage | Ceiling | BGH Lightning |
ONLY attacks Hunter Minions, Bosses and Mercenaries. Zaps Mercenaries and Bosses with Lightning, dealing a portion of targets' max health as damage plus a bonus. | ||
Boulder Chute | Rare | Apprentice | +16% Damage | Ceiling | Physical | Drops boulders on Enemies when shot by a hero. Boulders deal Physical damage. | ||
Ceiling Ballista | Common | Rift Lord | +16% Damage | Ceiling | Physical | Fires long-range arrows radially from above when triggered, dealing Physical damage. It also targets Unstable Rifts but deals very low damage to them opposed to the Big Game Hunting Ballista.
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Concussive Pounder | Uncommon | Apprentice | -20% Cooldown | Ceiling | Support | Pounds Enemies into the ground when triggered, stunning them. Deals no damage. | ||
Dragon's Lance | Rare | War Mage | +16% Damage | Ceiling | Arcane | Fires a magical lance when triggered, dealing Arcane damage. Lance casts a debuff, causing Arcane attacks to deal more damage.
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Haymaker | Epic | Master | -20% Cooldown | Ceiling | Physical Physics |
Descends from the ceiling and spins when triggered, knocking Enemies around and dealing Physical damage. | ||
Icicle Impaler | Rare | Rift Lord | +16% Damage | Ceiling | Frost | Drops sharp icicles when shot by a Hero, dealing Frost damage and casting Chilled on Enemies. | ||
Lightning Rod | Epic | Rift Lord | +16% Damage | Ceiling | Lightning | Shocks Enemies beneath it with lightning when triggered. Every few times this trap fires, it becomes more powerful, allowing its attack to chain to additional Enemies. Note: It can hit enemies in adjacent tiles due to enemy hitboxes being bigger than visually. |
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Overload Trap | Epic | Rift Lord | +16% Damage | Ceiling | Physical | Overloads traps, dealing damage when triggered and disabling floor traps that deal damage. +25% damage when used by Zoey. | +25% damage with Zoey. | |
Pounder | Common | War Mage | +16% Damage | Ceiling | Physical | Pounds Enemies that pass beneath it when triggered, dealing Physical damage. | ||
Powerup Damage | Rare | Rift Lord | +25% Respawn Rate | Ceiling | Support | Drops a Powerup that boosts player damage for a short time. | ||
Quarter Pounder | Epic | Rift Lord | +16% Damage | Ceiling | Physical | Pounds one quarter of the trap area when triggered, dealing high Physical damage and stunning Minions. | ||
Shield Powerup | Common | War Mage | +25% Respawn Rate | Ceiling | Support | Drops a Powerup for Heroes that temporarily reduces damage taken. | ||
Shock Zapper | Rare | Master | +16% Damage | Ceiling | Lightning | Zaps enemies with Lightning, dealing Lightning damage. Enemies killed by Lightning explode, dealing damage in an area. Note: It can hit enemies in adjacent tiles due to enemy hitboxes being bigger than visually. |
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Swinging Mace | Rare | Apprentice | +16% Damage | Ceiling | Physical | Continuously swings a large mace, pummeling enemies that pass beneath it and dealing Physical damage. | ||
Temple Alarm Gong | Common | Master | -15% Trap Cost | Ceiling | Support | This ancient gong sounds an alarm when Enemies approach and slows them by 70%. -20% cooldown when used by Yi-Lin. | -20% cooldown with Yi-Lin |
Trap | Preview | Rarity | Unlocked | Upgrade | Placement | Type | Description | Affinity |
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Arrow Wall | Common | Apprentice | +16% Damage Per Arrow | Wall | Physical | Fires a barrage of arrows in a straight line when triggered, dealing Physical damage. | ||
Big Game Hunting Arrow Wall | Uncommon | War Mage | +16% Damage Per Arrow | Wall | BGH Physical |
ONLY attacks Hunter Minions, Bosses and Mercenaries. Fires a barrage of magical, mercenary and boss seeking arrows, dealing a portion of the target's max health and a bonus as damage. | ||
Big Game Hunting Ballista | Uncommon | Rift Lord | +16% Damage | Ceiling | BGH Physical |
ONLY attacks Hunter Minions, Bosses and Mercenaries. Also attacks Unstable Rifts Fires Mercenary and Boss seeking arrows, dealing a portion of the target's max health plus a bonus as damage. | ||
Boom Barrel Roller | Epic | War Mage | +16% Damage | Wall | Physical | Occasionally rolls out Boom Barrels which explode when hit, dealing damage in a small area. | ||
Boom Barrel | Uncommon | Apprentice | +16% Damage | Floor | Physical | Explodes when hit, dealing damage in a small area. -20% cost when used by Deadeye. | -20% cost when used by Deadeye | |
Boulder Chute | Rare | Apprentice | +16% Damage | Ceiling | Physical | Drops boulders on Enemies when shot by a hero. Boulders deal Physical damage. | ||
Ceiling Ballista | Common | Rift Lord | +16% Damage | Ceiling | Physical | Fires long-range arrows radially from above when triggered, dealing Physical damage. It also targets Unstable Rifts but deals very low damage to them opposed to the Big Game Hunting Ballista.
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Floor Spikes | Common | Apprentice | +16% Damage | Floor | Physical | Skewers Enemies from below when triggered, dealing Physical damage. | ||
Grinder | Uncommon | War Mage | +16% DPS | Wall | Physical | Grinds up Enemies walking past it, dealing Physical damage until it jams. After jamming, the Grinder must cooldown to reset. | ||
Haymaker | Epic | Master | -20% Cooldown | Ceiling | Physical Physics |
Descends from the ceiling and spins when triggered, knocking Enemies around and dealing Physical damage. | ||
Overload Trap | Epic | Rift Lord | +16% Damage | Ceiling | Physical | Overloads traps, dealing damage when triggered and disabling floor traps that deal damage. +25% damage when used by Zoey. | +25% damage with Zoey. | |
Pounder | Common | War Mage | +16% Damage | Ceiling | Physical | Pounds Enemies that pass beneath it when triggered, dealing Physical damage. | ||
Quarter Pounder | Epic | Rift Lord | +16% Damage | Ceiling | Physical | Pounds one quarter of the trap area when triggered, dealing high Physical damage and stunning Minions. | ||
Swinging Mace | Rare | Apprentice | +16% Damage | Ceiling | Physical | Continuously swings a large mace, pummeling enemies that pass beneath it and dealing Physical damage. | ||
Wall Blades | Common | Master | +16% Damage | Wall | Physical | Slices and dices Enemies when triggered, dealing Physical damage. |
Trap | Preview | Rarity | Unlocked | Upgrade | Placement | Type | Description | Affinity |
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Arcane Bowling Ball | Epic | Rift Lord | +16% Damage | Wall | Arcane | Fires an orb in a straight line, dealing arcane damage. The orb's damage causes subsequent Arcane attacks to deal more damage. +25% damage when used by Stinkeye. | +25% Damage with Stinkeye | |
Arcane Phaser | Epic | War Mage | +16% Damage | Floor | Arcane | Emits a cloud of Arcane energy when triggered, dealing Arcane damage to enemies that walk across it. Trap expires after firing 9 times. | ||
Cursed Ground | Common | Master | +16% Damage | Floor | Arcane | Deals Arcane damage that increases as Enemies stay on this tile. Also causes subsequent Arcane attacks to deal more damage. +25% damage when used by Oziel. | +25% damage whith Oziel. | |
Dragon's Lance | Rare | War Mage | +16% Damage | Ceiling | Arcane | Fires a magical lance when triggered, dealing Arcane damage. Lance casts a debuff, causing Arcane attacks to deal more damage.
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Summoner Trap | Epic | Master | +16% Health and Damage | Floor | Support Arcane |
Calls a ghostly summoned retainer to fight for the Hero. If it is killed, the trap must reset. Limit 2 at a time. +25 trap health if used by Gabriella. Revenge Rune and Reusable Shielding have a cooldown of 300 seconds (5 minutes) when used in Summoner Trap |
+25% Health with Gabriella. |
Trap | Preview | Rarity | Unlocked | Upgrade | Placement | Type | Description | Affinity |
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Big Game Hunting Zapper | Uncommon | Master | +16% Damage | Ceiling | BGH Lightning |
ONLY attacks Hunter Minions, Bosses and Mercenaries. Zaps Mercenaries and Bosses with Lightning, dealing a portion of targets' max health as damage plus a bonus. | ||
Lightning Rod | Epic | Rift Lord | +16% Damage | Ceiling | Lightning | Shocks Enemies beneath it with lightning when triggered. Every few times this trap fires, it becomes more powerful, allowing its attack to chain to additional Enemies. Note: It can hit enemies in adjacent tiles due to enemy hitboxes being bigger than visually. |
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Shock Zapper | Rare | Master | +16% Damage | Ceiling | Lightning | Zaps enemies with Lightning, dealing Lightning damage. Enemies killed by Lightning explode, dealing damage in an area. Note: It can hit enemies in adjacent tiles due to enemy hitboxes being bigger than visually. |
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Wall Charger | Rare | Apprentice | +16% Damage | Wall | Lightning | Shocks Enemies that walk by it, dealing Lightning damage. Enemies killed by Lightning explode, dealing damage in an area. |
Trap | Preview | Rarity | Unlocked | Upgrade | Placement | Type | Description | Affinity |
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Brimstone | Uncommon | Apprentice | +16% DPS | Floor | Fire | Burns Enemies that walk across its embers, dealing Fire damage over time. Fire damage from multiple brimstones does not stack. | ||
Fire Cracker | Epic | Master | +16% DPS | Floor | Fire | Emits a fiery mist, dealing Fire damage over time when triggered. Fire damage from multiple fire crackers does not stack. | ||
Floor Scorcher | Rare | War Mage | +16% DPS | Floor | Fire Physics |
Scorches Enemies when triggered, dealing Fire damage over time. Fire damage from multiple floor scorchers does not stack. | ||
Naphtha Sprayer | Common | War Mage | -20% Cooldown | Wall | Fire Support |
Sprays enemies with naphtha when triggered. Naphtha causes Enemies to take increased Fire damage. Trap is free when used by Smolder. | Trap is free with Smolder. | |
Spitfire Wall | Rare | Master | +16% Damage Per Arrow | Wall | Fire | Spits fireballs at Enemies, dealing Fire damage over time. Fire damage from multiple spitfire walls does not stack. |
Trap | Preview | Rarity | Unlocked | Upgrade | Placement | Type | Description | Affinity |
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Ice Shard | Common | War Mage | +16% Damage | Floor | Frost | Cuts enemies, dealing Frost damage and casting Chilled on them. Enemies are frozen after multiple stacks of Chilled (5 stacks). | ||
Ice Vent | Uncommon | War Mage | +16% DPS | Floor | Frost | Emits icy mist that deals Frost damage and casts Chilled on enemies. Enemies are frozen after multiple stacks of Chilled (5 stacks). +25% damage when used by Hogarth. | +25% damage with Hogarth. | |
Icicle Impaler | Rare | Rift Lord | +16% Damage | Ceiling | Frost | Drops sharp icicles when shot by a Hero, dealing Frost damage and casting Chilled on Enemies. | ||
Saw Of Arctos | Epic | War Mage | +16% Damage | Floor | Frost | Slices through Enemies with an ice blade, dealing Frost damage and casting Chilled on them.Enemies are frozen with 5 Chilled Stacks. + 25% damage when used by Tundra. | + 25% damage with Tundra. |
Trap | Preview | Rarity | Unlocked | Upgrade | Placement | Type | Description | Affinity |
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Flip Trap | Common | Apprentice | +10% Re-fire Rate | Floor | Physics | Flips enemies into the air when triggered. This trap is useful for propelling Enemies into other traps. | ||
Floor Scorcher | Rare | War Mage | +16% DPS | Floor | Fire Physics |
Scorches Enemies when triggered, dealing Fire damage over time. Fire damage from multiple floor scorchers does not stack. | ||
Haymaker | Epic | Master | -20% Cooldown | Ceiling | Physical Physics |
Descends from the ceiling and spins when triggered, knocking Enemies around and dealing Physical damage. | ||
Push Trap | Common | Apprentice | -10% Cooldown | Wall | Physics | Shoves Enemies when triggered, pushing them away and dealing Physical damage. | ||
Spike Wall | Uncommon | Rift Lord | +10% Re-fire Rate | Wall | Physics | Swings a wall of spikes at Enemies when triggered, knocking them back and dealing Physical damage. | ||
Steam Vent | Common | War Mage | +8% Re-fire Rate | Floor | Physics | Blows small and normal-sized Minions into the air when triggered. Slows large Minions. Trap deals no damage. |
Trap | Preview | Rarity | Unlocked | Upgrade | Placement | Type | Description | Affinity |
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Coin Forge | Epic | Master | +6% Additional Coin | Floor | Support | Enemies are worth 64% additional coin if they are killed on this trap. +10% additional coin when used by Dobbin. | +10% additional coin when used by Dobbin | |
Concussive Pounder | Uncommon | Apprentice | -20% Cooldown | Ceiling | Support | Pounds Enemies into the ground when triggered, stunning them. Deals no damage. | ||
Decoy | Common | War Mage | +15% Health | Floor | Support | Attracts Enemies to attack it until it is destroyed. The decoy does not respawn and must be replaced. Trap is free when used by Maximilian. | Trap is free when used by Maximilian. | |
Healing Well | Common | Master | +25% Healing | Wall | Support | Casts a health regeneration buff on an ally. The buff is dispelled upon taking damage. Once used, it must reset. | ||
Mana Well | Common | Rift Lord | +25% Restoration | Wall | Support | Grants a mana regeneration buff to a nearby ally. Buff is lost upon taking damage. Once used, the Mana Well must reset. | ||
Naphtha Sprayer | Common | War Mage | -20% Cooldown | Wall | Fire Support |
Sprays enemies with naphtha when triggered. Naphtha causes Enemies to take increased Fire damage. Trap is free when used by Smolder. | Trap is free with Smolder. | |
Power Generator | Epic | War Mage | +8% Coin Generation | Wall | Support | Generates coin for the owner if Enemies walk in front of it. Loses health each time it generates coin. Doesn't return coin when sold. Note: Generates 468 coins per wave at Tier 7. |
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Powerup Damage | Rare | Rift Lord | +25% Respawn Rate | Ceiling | Support | Drops a Powerup that boosts player damage for a short time. | ||
Shield Powerup | Common | War Mage | +25% Respawn Rate | Ceiling | Support | Drops a Powerup for Heroes that temporarily reduces damage taken. | ||
Speed Pad | Rare | Master | +10% Movement Speed | Floor | Support | Increases the movement speed of a Hero crossing it. Pad must reset after use. | ||
Summoner Trap | Epic | Master | +16% Health and Damage | Floor | Support Arcane |
Calls a ghostly summoned retainer to fight for the Hero. If it is killed, the trap must reset. Limit 2 at a time. +25 trap health if used by Gabriella. Revenge Rune and Reusable Shielding have a cooldown of 300 seconds (5 minutes) when used in Summoner Trap |
+25% Health with Gabriella. | |
Tar Trap | Common | Apprentice | +3.5% Slow Debuff Strength | Floor | Support | Tars the feet of Enemies crossing it, causing them to be slowed while on the trap. | ||
Temple Alarm Gong | Common | Master | -15% Trap Cost | Ceiling | Support | This ancient gong sounds an alarm when Enemies approach and slows them by 70%. -20% cooldown when used by Yi-Lin. | -20% cooldown with Yi-Lin | |
Trip Wire | Rare | Master | -5% Trap Cost | Floor | Support | When a Minion "trips" on the trip wire, it triggers nearby Traps. Wire is destroyed on use. -20% trap cost when used by Midnight. | -20% trap cost with Midnight | |
Viscous Tar | Uncommon | Master | +3.5% Slow Debuff Strength and Duration | Floor | Support | Tars the feet of Enemies crossing it, causing them to be slowed while on the trap and for a short duration afterwards. | ||
Web Spinner | Rare | Master | +5% Movement and Attack Speed Slow | Wall | Support | Spins a web around Enemies when triggered, slowing their attack speed and causing them to be slowed. |