Zap Trap

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"Passing troops are very shocked when there's a Zap Trap nearby."
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Ruin
Level 1
Level 2
Level 3
Level 4
Level 5
==Summary==
*The Zap Trap is a available at Capital Hall level 5. When triggered, it deals high damage to a single enemy unit. This makes them comparable to a Seeking Air Mine, and should be treated as such, although it can even target ground units.
*To avoid wasting its damage on a small troop, the Zap Trap will not activate against s, regular s, Minions, Skeleton Gliders, or s.
==Strategies==
===Defensive Strategy===
*Its inability to be used against small troops can work out in favor of the defender. This means that only larger troops, where the Zap Trap has more utility in, can be hit.
*It is best used on powerful units such as a and .
*You can place it next to your District/Capital Hall to stop lone Super Dragons from destroying it.
*It is usually not recommended to group together multiple Zap Traps since they will all target the same unit, effectively wasting them.
*Zap Traps can do significant damage against high-hitpoint units like s or Siege Carts and one-shot units with moderate health such as s or s. For the former purpose, one could group up multiple Zap Traps at once to instantly take down such a high-hitpoint unit, but they can be wasted if they are all triggered at once by lesser troops.
*Zap Traps can be used to stop s from breaking through a , forcing attackers to use another if they have one. Level 1 Zap Traps are able to stop Battle Rams up to level 2, while level 2 or higher stops Battle Rams of any level.
**If you're using Zap Traps to deter Battle Rams, consider placing buildings behind the wall to be defended in order to push back the spawn zone as far as possible from the wall (since walls do not push back spawn zones unlike buildings). The Zap Trap will fail and be wasted if Battle Rams are allowed to deploy right up against the wall, since it needs time to trigger and activate against the Ram.
*To utilize them to their maximum, one should position them near high-value defenses such as the Blast Bow, Giant Cannon, and Rocket Artillery.
**Another good place for the Zap Trap is next to an . When the enemy destroys an Air Defense and then deploy powerful flying units in the vicinity, the Zap Trap can cripple one quickly, if not destroying one.
===Offensive Strategy===
*s and s are the cheapest troop in terms of housing space that can trigger a Zap Trap, which makes them excellent for triggering Zap Traps and pave the way for other, more vulnerable units. Which one to choose for the purpose depends on the scenario: Super Barbarians have no preferred target and can clean up buildings near the suspected location, while Battle Rams, targeting Walls, are more suitable if the suspected location is near a Wall.
==Upgrade Differences==
*The Zap Trap undergoes significant visual changes between levels 3 and 5.
**When initially built, the Zap Trap consists of a wooden barrel supported by a metal spring that appears to pop out of a hole guarded by wooden trapdoor doors. These doors each contain a metal hinge. The barrel has a bolted metal ring that covers its middle; the bottom of the barrel is painted brown, while the top is painted blue, at the top of the barrel lies an orange electric-coil like structure that resembles the top from Level 7 Hidden Teslas, however reasonably different.
**At level 2, the bolts on the metal ring become spikes, the trapdoor doors get another hinge, the spring that holds the barrel becomes wider and the coil gets another segment.
**At level 3, all the metal parts (ring, spring and hinges) turn to gold.
**At level 4, the entire barrel's wood is replaced by a stronger material (possibly metal) with an octagonal symmetry. The ring and spikes get thicker and the ring obeys the symmetry as well. The base and trapdoor doors are now fully constructed out of blue metal.
**At level 5, the bottom of the barrel receives a red piece. The top coil gets another segment, and the trapdoor gets gold handles.
==Statistics==
Level	Damage	Build Cost	Capital Hall Level Required	District Hall Level Required
1 	1,000 	2,500 	5 	1
2 	1,400 	5,000 	5 	2
3 	1,600 	10,000 	6 	3
4 	1,800 	18,000 	8 	4
5 	2,000 	30,000 	10 	5
Trigger Radius	Damage Type 	Unit Type Targeted	Favorite Target
5 tiles 	Single Target	Ground & Air 	None
==History==
Patch 	Type 	Description
May 2, 2022 	Update	Added the Zap Trap, with 5 levels and its ruined phase.
June 27, 2022	Update	Zap Trap now hits units which are within 2x the trigger radius.
==Trivia==
*The Zap Trap shares the same sound as the Electro Dragon's when triggered.
Category:Traps
Category:Clan Capital
de:Knallfalle