Trap

**Trap** is a gag track that has perfect accuracy, and becomes available once a Toon finishes the ToonTasks in Minnie's Melodyland, or The Brrrgh. Trap gags are the second gags used in a Cog battle, after Toon-Up.

Trap gags heavy damage any Cog that steps directly over them, and knocks them back exactly one Square. They boast perfect accuracy and the highest damage per Gag in the game; however, they only work when the Cog steps directly over the gag.

Unlike in *Toontown Online*, Lure is not strictly required to use Trap Gags, although it is strongly recommended as most higher-levelled Cogs will actively avoid Trap Gags that are placed on various tiles, and will walk around them or make it more difficult for a Toon to lure the Cog into place.

Trap Gags increase the accuracy of Lure Gags when used in the same round, and if the Lure Gag will move a Cog into the path of the Trap.

Toons cannot place Trap Gags on squares that Cogs are currently occupying, and if they place 2 Trap Gags on the same square, the Gags cancel each other out. The only exception to this rule is the Level 7 Trap Gag: Railroad. When placed, it cancels out all other Trap Gags, whether or not the Gags were placed before or after the Railroad.

## Tactics

* The following is a list of Cogs that can be destroyed with one of each type of trap Gag:
	+ Banana Peel: Level 2 Cogs;
	+ Rake: Level 3 Cogs;
	+ Marbles: Level 4 Cogs; Level 5 if organic;
	+ Quicksand: Level 6 Cogs;
	+ Trapdoor: Level 8 Cogs; Level 9 if organic;
	+ TNT: Level 12 Cogs;
	+ Railroad: Level 13 Cogs; Level 14 if organic.
* Trap is generally used in one or two ways:
	+ To get rid of a lower-levelled Cog from battle; or
	+ To deal substantial, guaranteed damage to a high-levelled Cog before finishing them off with other lower-damaging Gags.

### Advanced Tactics

* Toons can walk over their own Trap Gags without any issue, as Trap Gags do not count as an Obstacle. Toons can even stand on their own Trap Gags at the end of the turn!
	+ This makes it possible for Cogs to defeat themselves on their Action Turn with movement-based Cog Attacks such as Switcheroo, which switches the Cog's position with the Toon's. This will instantly trigger the Trap Gag.
* Traps last indefinitely in battle until destroyed (either by another Toon's Trap Gag, by a Cog stepping on them, or for other reasons such as Rascals or environmental effects).
* Trap Gags cannot be picked up or moved around once they are placed. Use them wisely and plan ahead before placing them down!
* Trap Gags are always paired well with Lure Gags as they guarantee that a Cog will walk in the desired direction (and into a Trap Gag).
* Trap Gags are also well-paired with Bonk Gags, as they push Cogs into a Trap.
* Against Cogs with high HP, Toons may employ a "Knockback and Trap" strategy.
	+ One Toon places a Trap next to where a Cog is likely to be Lured.
	+ One Toon Lures the Cog **next to**, but not directly over, the Trap.
	+ The other two Toons use either Bonk, Throw or Squirt, which are guaranteed to hit, to knock the Cog back into the Trap. This strategy guarantees that the Bonk, Throw, Squirt and Trap Gags hit for maximum damage.
* If a Toon has Lured a Cog before Trap Gags are placed, the player can request other Toons to withhold from attacking the Lured Cog for a single turn, and place the Trap Gag on the next turn.
	+ This can be used with any Lure Gag, since the minimum number of rounds a Cog is lured is 2.
	+ This is a useful tip if Toons are training their Trap Gag track alone, or if they want to maximise damage in a single turn before Cogs awaken.
* It is possible, given enough time or Toons, to hit the same Cog with multiple Trap Gags, since Trap Gags knock a Cog back by 1 Square. A single Cog can trigger multiple Traps in a single turn if the Traps are positioned correctly, leading to a very large amount of damage inflicted.
	+ This is a useful tip if Toons are training their Trap Gag track alone, or if they want to maximise damage in a single turn before Cogs awaken.
	+ One way of doing so is to have two Toons place Trap Gags behind a Cog that is at point-blank range from a Toon, and the Toon uses a Glove-In-A-Box ToonTool to knock the Cog back. The first Trap Gag will send the Cog hurtling into the second Trap Gag.
* Trap Gags may be placed at choke points (e.g. narrow passageways) to force Cogs to either move forward and take damage, or stall higher level Cogs from attacking Toons.
* At higher levels, Cogs will begin to avoid walking into Trap Gags. This allows players to zone Cogs away from a specific location by placing low-damage, low-level Trap Gags where they do not want Cogs to move to.
	+ With multiple players and/or good positioning, Toons can also corral Cogs into moving towards a fixed direction.
* Trap Gags can be placed near entrance points in Cog Facilities (e.g. Elevators in Cog Buildings, Field Offices and the Cashbot Stock Exchange) to great effect, as at least one Cog entering the battle will be guaranteed to step on the Gag.
	+ Against highly mobile Cog Bosses that do not have damage blocking abilities, e.g. the Audit Team or the Director of Ambush Marketing, Trap Gags are highly effective ways of dealing damage if players are able to predict where the Bosses will move to next.
	+ Trap Gags are completely ineffective against certain Cog Bosses, namely the Director of Logistics and the Public Defenders. This is because these Cog Bosses are immobilized when they are vulnerable, and cannot be moved by other means (e.g. the Glove in a Box ToonTool or with Lure knockbacks)
* Railroads cannot cross. If a second Railroad is placed down and it intersects with the first Railroad, the first Railroad is destroyed.