Morklay Trap

## Morklay Trap**Edit**

 **Morklay Trap**Morklay Trap5020 DeviceExplosion BlastSelf-DestructDetonation1200

## Statistics

### Booster Content

General, Mini, Bandit, Fire, Fire/Frost, Twilight

### Card ID

774

**Morklay Trap** is a Tier 2 () Building of the Fire faction. This common card was released with the Twilight Edition and has no affinity variants, nor a promo version.
In Skylords Reborn this card is available to all players as a starter card.

This card has been changed already, compared to its original appearance in BattleForge.

The far more destructive successor to the . The Morklay Trap has the ability to deliver its explosive payload at a distance.

## Card Info

**Explosion Blast**
Power Cost: 80 / 80 / 80 / 70 **Active:** Activate to emit a cone-shaped blast wave that deals 770 / 810 / 880 / 880 damage to enemies in an arc of 45m, up to 3850 / 4050 / 4400 / 4400 in total. Knocks back small and medium units. Also triggers Detonation.* Hide
* Show Details

Although tempting to use as early as possible, waiting until enemy units get close to the trap is advised in order to stack damage with Detonation.

**Self-Destruct**
Power Cost: 0 **Active:** Activate to trigger Detonation by destroying the bomb.* Hide
* Show Details

Allows you to trigger Detonation without any added power cost.

**Detonation**
 **Passive:** Explodes when being destroyed charge deals 800 / 800 / 800 / 880 damage to enemies in a 20m radius around its target, up to 2000 / 2000 / 2000 / 2200 in total. Knocks back small and medium units.
## Notes & Strategies

Incredibly powerful, the Morklay Trap is capable of decimating whole armies with its destructive payload, and even in situations where the destructive blast is ill-advised, it functions as an enhanced . These traps are best placed in choke points where the enemy is forced to funnel into the bomb for maximum explosive effect.

## Campaign PvE

Although they can serve as an enhanced Fire Bomb, the ranged explosion capacity of these bombs means that you can decimate encroaching armies with loads of damage. Most standard maps make good use of them, but some excel with them such as act 3 of Encounters with Twilight.

## Random PvE

Because they appear in the second tier, they generally do not see use in rPvE unless pushing the next camp would be too difficult, and needs an extra push in damage to overcome it by luring the inhabitants away into the traps range.

## Card Upgrades & Drop Locations

Displayed below are the card's upgrades and where to obtain them.

## Gallery

* Card Artwork
1/1
## Patch History

Patch #400039
* Active ability :
	+ Increased damage from 770 / 810 / 880 / 880 (2340 / 2540 / 2640 / 2640 in total) to 770 / 810 / 880 / 880 (3850 / 4050 / 4400 / 4400 in total).
	+ Fixed incorrect handling of overkill damage.
* Active ability :
	+ Increased availability from available on upgrades II and III to available on all upgrades.
* Passive ability :
	+ Fixed incorrect handling of overkill damage.

Patch #400030
* Active ability :
	+ Damage was increasing on upgrade 3 without being displayed on upgrade cards. The increase in damage was moved to the base version, thus affects all upgrades now and eliminating the need to be displayed.
		- Changed the damage from 690 / 730 / 800 / 880 (2100 / 2300 / 2400 / 2640 in total) to 770 / 810 / 880 / 880 (2340 / 2540 / 2640 / 2640 in total).

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards