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

* All
* Floor
* Wall
* Ceiling
* Physical
* Arcane
* Lightning
* Fire
* Frost
* Physics
* Support

Detailed View

Arcane Bowling Ball

Arcane Phaser

Arrow Wall

Barricade

Big Game Hunting Arrow Wall

Big Game Hunting Ballista

Big Game Hunting Zapper

Boom Barrel

Boom Barrel Roller

Boulder Chute

Brimstone

Ceiling Ballista

Coin Forge

Concussive Pounder

Cursed Ground

Decoy

Dragon's Lance

Fire Cracker

Flip Trap

Floor Scorcher

Floor Spikes

Great Wall Barricade

Grinder

Haymaker

Healing Well

Ice Shard

Ice Vent

Icicle Impaler

Lightning Rod

Mana Well

Naphtha Sprayer

Overload Trap

Pounder

Power Generator

Powerup Damage

Push Trap

Quarter Pounder

Saw Of Arctos

Shield Powerup

Shock Zapper

Speed Pad

Spike Wall

Spitfire Wall

Steam Vent

Summoner Trap

Swinging Mace

Tar Trap

Temple Alarm Gong

Trip Wire

Viscous Tar

Wall Blades

Wall Charger

Web Spinner

Detailed View

Arcane Phaser

Barricade

Boom Barrel

Brimstone

Coin Forge

Cursed Ground

Decoy

Fire Cracker

Flip Trap

Floor Scorcher

Floor Spikes

Great Wall Barricade

Ice Shard

Ice Vent

Saw Of Arctos

Speed Pad

Steam Vent

Summoner Trap

Tar Trap

Trip Wire

Viscous Tar

Detailed View

Arcane Bowling Ball

Arrow Wall

Big Game Hunting Arrow Wall

Boom Barrel Roller

Grinder

Healing Well

Mana Well

Naphtha Sprayer

Power Generator

Push Trap

Spike Wall

Spitfire Wall

Wall Blades

Wall Charger

Web Spinner

Detailed View

Big Game Hunting Ballista

Big Game Hunting Zapper

Boulder Chute

Ceiling Ballista

Concussive Pounder

Dragon's Lance

Haymaker

Icicle Impaler

Lightning Rod

Overload Trap

Pounder

Powerup Damage

Quarter Pounder

Shield Powerup

Shock Zapper

Swinging Mace

Temple Alarm Gong

Detailed View

Arrow Wall

Big Game Hunting Arrow Wall

Big Game Hunting Ballista

Boom Barrel

Boom Barrel Roller

Boulder Chute

Ceiling Ballista

Floor Spikes

Grinder

Haymaker

Overload Trap

Pounder

Quarter Pounder

Swinging Mace

Wall Blades

Detailed View

Arcane Bowling Ball

Arcane Phaser

Cursed Ground

Dragon's Lance

Summoner Trap

Detailed View

Big Game Hunting Zapper

Lightning Rod

Shock Zapper

Wall Charger

Detailed View

Brimstone

Fire Cracker

Floor Scorcher

Naphtha Sprayer

Spitfire Wall

Detailed View

Ice Shard

Ice Vent

Icicle Impaler

Saw Of Arctos

Detailed View

Flip Trap

Floor Scorcher

Haymaker

Push Trap

Spike Wall

Steam Vent

Detailed View

Coin Forge

Concussive Pounder

Decoy

Healing Well

Mana Well

Naphtha Sprayer

Power Generator

Powerup Damage

Shield Powerup

Speed Pad

Summoner Trap

Tar Trap

Temple Alarm Gong

Trip Wire

Viscous Tar

Web Spinner