Traps offer a different play style focussed on big impacts but long cooldowns. Unlike towers, traps can be placed directly in the enemy’s path and don’t require a power source! Like everything else, their size, strength and cooldowns will be affected by your stats. Info on each new trap below.
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[h3][b]Spike Trap[/b][/h3]
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Spike trap is simple. When an attacker steps on it, spikes deal instant damage to anyone within the radius. Unmodified, this trap has a very short range, but it can grow to ridiculous sizes based on your choices.
[img]{STEAM_CLAN_IMAGE}/43353818/8b368900d6a28696ce2dc12842befedc40d4a373.png[/img]
[h3][b]Bear Trap[/b][/h3]
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Bear trap latches onto an enemy, placing a permanent debuff on the target that reduces movement speed by 50% and deals damage equal to 10% of the target’s maximum life per second.
[img]{STEAM_CLAN_IMAGE}/43353818/7ee538e0c05c362ddaf7038f56b6502f191e5d10.png[/img]
[h3][b]Bass Trap[/b][/h3]
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Bass Trap blasts the area with subsonic bass frequencies to disorient attackers. Enemies are stunned for 5 seconds.
[img]{STEAM_CLAN_IMAGE}/43353818/1cf5f95935ba5d79687b3028f7d2b76cf25ffa14.png[/img]
[h3][b]Mine Trap[/b][/h3]
[img]{STEAM_CLAN_IMAGE}/43353818/417ddcc2c8499464c38f5c78fc04d91bfb6e0298.jpg[/img]
The Mine Trap deals damage similar to the spike trap, but in a much larger radius and with a 1 second delay.
[img]{STEAM_CLAN_IMAGE}/43353818/af26e404bf85ac6b9a2046df232c42b1572698df.png[/img]
[h3][b]Overload Trap[/b][/h3]
[img]{STEAM_CLAN_IMAGE}/43353818/00ee15bf19a4b767a192d877c3a308c421c80fed.jpg[/img]
Overload Trap charges up and does more damage the longer it charges. It Deals (5 x Number of Seconds since Start of Charge) damage in a radius of (0.1 x Number of Seconds). It Immediately begins charging again after detonation.
[img]{STEAM_CLAN_IMAGE}/43353818/10f04b2517e31f1f3f51ac7f5c0fcbbddf298ee5.png[/img]
Next Month
We’ve recently implemented a bunch of status effects and their corresponding visuals. Next month we'll give you some details and visuals about those.
Thanks for reading!