Traps are very powerful. They take little damage from troops, deal out lots in return and help keep your own troops alive. However, you can only build 125k of them. This guide should tell you everything you need to know about traps including how they work, their stats relative to normal troops, when to build them and how not to lose them. Traps go hand in hand with their counterpart troop Siege – so I am releasing the guide to Siege at the same time which you can see here.
I had been waiting for the completion of the battle calculator to write this guide but decided it was better to just share what I had ready and then update it when appropriate. So disclaimer: everything is subject change!
A quick overview of Traps:
Traps are built in the Wall inside your city. Unlike troops, there are 5 tiers of traps: Bricks, Tier 1, Tier 2, Tier 3 and Tier 4. Upgrading your wall increases the maximum numbers of traps you can have. Like troops, traps come in regular and strategic varieties. Strategic traps get an additional boost against their optimum troop type but have reduced attack against other troop types. For info on specific Traps stats see here.
Traps are incredible powerful, but suffer one crippling drawback. Lets start with their strengths.
Advantages of Traps:
Traps are significantly superior to their troop counterparts. Here are the advantages of traps vs. troops:
- Do double damage
- Have double the defense
- Have double the health
- Troops do less damage when fighting traps
And the disadvantages:
- You are limited to 125k traps (this is the main one!)
- Traps take twice as long to build
- Cost twice as much to build
- They are annihilated by Siege
- Can’t leave your city
- They are hard to protect
How Traps Work:
There are two ways that traps help keep your troops alive.
1) Traps have high defense which reduces all incoming damage
Traps have double the defense of their troop counterparts. Having a full wall of T4 traps will add enough defense to save roughly 3,000 T3 troops for every 100% of defense boost you have. (Not great but better than nothing).
2) Traps ‘absorb’ a proportion of the incoming damage keeping it away from your troops
This is the main defensive benefit of having traps. If you have 100k troops and 100k traps, then the incoming damage will be split 50/50 between them. Early in the game this is a huge benefit. Your troops take half damage and your extremely resilient traps take the other half. As you train more troops, the benefit of this goes down. If you have 900k troops and 100k traps, the damage is split 90/10 so your traps now only absorb 10% of the damage.
Note: This seems to be the case regardless of the tier of trap (not fully tested). So bricks are just as effective at absorbing damage as T4 traps are (although of course more will be destroyed in the process).
This is also why it is so hard to destroy traps later on in the game. If your opponent has 10mil troops, only 1% of the incoming damage is applied to their traps. It is also why attacking with Siege is pointless later on in the game. You send a full march of siege, but only 1% of their damage is actually applied to their intended target (in the meantime your siege get annihilated by their troops).
The Main Problem With Traps – The 125k Limit
As we will come on to see, this is the main limitation of traps. There is no limit to the number of troops you can have, but you can never have more than 125k traps. I think that when Machine Zone designed the game they didn’t anticipate the huge volumes of troops that people would train. The way they implemented the food upkeep system shows they intended to limit the maximum number of troops. However, once people realised that you don’t actually need food to keep your troops alive the troop training bonanza started and troop numbers crept up into the millions. Herein lies the main problem with traps – 125k traps just become irrelevant once you have millions of troops. Sure, you might as well have them, but their presence has negligible impact on combat and it simply isn’t worth building gear or prioritizing research to boost them.
That said, traps in theory are great in the middle part of the game where you have less than 1m troops. They can cause real problems for attackers and are hard to get rid of. However, their usefulness in this part of the game is restricted by their second drawback – they are are expensive, slow to build and easily destroyed.
Protecting Your Traps
As discussed in our guide on protecting yourself, you will get attacked a lot. Early on, there are a number of ways to protect your hero and troops. However, the only way to protect your traps is to stay shielded 24-7. It is simply not worth the gold spent on shields just to protect your traps. It is also not worth spending huge time and resources building traps when they are so hard to protect. As we will see, bricks are a great middle ground to focus on until you get to the point where you need to be shielded 24-7 anyway (and can therefore start building up a high tier wall of traps).
Traps take twice as long to build as troops. In addition, there are far fewer ways of boosting trap building speed than there are for boosting troop training. The end result is that Traps take a veeeeerrrry long time to build. Building a full wall of T4 traps can take many months. On the plus side though there is no maximum queue size for traps. If you have the resources, you can queue up all 125k at one time. The main resource you have for speeding up trap training is your hero skills. The best way to train traps is to switch over your hero skills to trap training and queue up a large number of them. For higher tier traps this can save you many days of training time and is well worth the 2k gold (or loyalty) for a hero respec. The exception to this is Bricks – these are very quick to build.
Bricks, Bricks, Bricks
Bricks are great in the early to middle part of the game. They have low health and do little damage but they do a great job of keeping your troops alive. They have higher defense than even T4 troops and as discussed above, they are just as effective as T4 traps at absorbing damage. The main advantage they have is that they only take 2 seconds and 20 resources each to build. This is so negligible that it is well worth making sure that at a minimum, your wall is always filled with bricks before going into combat.
Regular vs. Strategic Traps
Much like the regular troops vs. strategic troops discussion, strategic traps are better. Strategic traps get an additional boost against their optimum troop type but have reduced attack against other troop types. Overall, total damage is higher from strategic traps. That said, you should probably build whichever ones you have the highest boosts for if they are significantly different. Importantly, for most people it isn’t worth the time to unlock strategic T4 traps. By the time you have unlocked them all you may very well have progressed past the point of the game where traps are useful.
Bricks vs. Iron Bricks
These are identical except that iron bricks use your strategic trap boosts and normal bricks use your regular trap boosts.
Unlocking traps up to Tier 3 is fairly quick in Game of War terms requiring only around 10 days of research.
Unlocking Tier 4 traps however requires a level 21 Academy which is a sizeable challenge as can be seen in our guide to unlocking T4 troops . Having completed the Academy, most people will then unlock T4 troops before T4 traps. If you go down this route then all you then need to do is finish researching Trap Attack 10 and Trap Defense 10 before you can start researching your T4 traps. However, if you do not decide to go for t4 traps first then you will have to finish researching most of the Economics tree up to level 10 first.
The total time to unlock all T4 traps is 750 days before boosts (which is very approximately 200-250 days after boosts).
Strategic T4 traps take a little longer at 845 days.
Trap Research and Boosts
There two types of trap boosts – Trap Attack and Trap Defense. It is important to note that troop boosts also applies to traps. As such it is almost never worth focussing on trap boosts. You might as well kill two birds with one stone and focus on troop boost.
Trap Attack/Trap Defense (Wall Trap/Strategic Wall Trap trees)
Total boost = 131%
Trap Attack/Trap Defense (Hero tree):
131% – Note this only is applied if your Hero is at home
Trap Building II (Restorative Tree): Increases Trap Training Speed by 20%
In the restorative tree there is the option to research trap salvaging. This kind of works like hospitals in that it gives you a chance of salvaging (i.e. healing) a certain proportion of your traps when they are destroyed. Salvaging is much quicker and cheaper than rebuilding. Maxing the research offers a chance of 70% of the traps being salvaged. At certain stages of the game this is great. In particularly it is great for instantly ‘healing’ your traps in between attacks. However there are many concerns:
- Low levels of the research do very little, it is only levels 9 and 10 that offer a significant trap salvaging %
- The research is expensive and slow for high level traps
- The % salvaged drops rapidly when attacked by higher tier troops. MZ confirmed that if you have low tier traps being attacked by high tier troops, the number that are salvageable drops massively.
- Later on in the game the number of traps that you will be losing (as explained above) will be minimal anyway.
You can invest Hero Skill points in Traps Boosts and Trap Training Speed which is great way of boosting siege in a non-permanent way.
Have a look here for trap gear but as mentioned be careful about investing too many resources into crafting them. You can see Trap Cores and Pieces here which is another great way of getting a short-term trap boost (none currently available at time of writing).
Always max out your trap capacity. The defensive benefits they offer are well worth their cost. Early on this means building bricks and then once you start shielding 24-7 start upgrading these to the highest tier possible. Remember to switch your hero skills to trap training and then queue up a large number. It may be worth researching lvl 10 Tier 1 trap salvaging whist you are still in the bricks stage of the game. Being able to instantly heal a large proportion of your traps will let you take more hits if your are going for a Turtle strategy. Unlocking Strategic T4 Traps won’t be worth it for most players so long term most people will settle on a full wall of regular T3 or T4 traps. Check out our guide to Siege for info on the counterpart to traps.