Players must place a trap on a solid, unmodified structure tile---that is, a tile without spaces cut for windows, doors, holes, or archways. An exception is the "Wall (Fence)" type which can be placed on any wall tile with a solid bottom row. The game will signal players whether a placement location is valid using colored icons and providing an explanation if not valid. Placing traps is made to be simple and intuitive, and experimenting in the game world is an effective way to learn the system.
Traps provide stationary defenses to zones, player buildings, and objectives. They damage and stun, displace and heal, and they operate automatically without the need for player management. Traps cannot harm heroes.
Players may place traps by attaching them to structures. Traps are divided into three placement types - wall traps, ceiling traps, and floor traps - and each trap may only fasten to its matching structure type. It is not possible to place a ceiling trap on a wall, for example.
Like weapons, traps are a storable commodity carried in the player's backpack. They may be found in the game world as loot or crafted by the player with the use of schematics. Trap items are consumable and disappear from the player's inventory after a single use. Players replenish or stockpile their trap inventory by looting or crafting.
Trap schematics can be leveled up to grant bonus attributes and increase the general strength of the crafted traps they yield.
|Ceiling Zapper||Single-target||Damage||277 - 390|
|Ceiling Gas Trap||Area||Damage over time||34 - 45|
|Ceiling Electric Field||Area (Extended)||Damage||50 - 60|
|Ceiling Drop Trap||Area||Damage||41 - 50|
|Retractable Floor Spikes||Area||Damage||108 - 144|
|Wooden Floor Spikes||Contact||Damage, Slow||14 - 20|
|Bouncer||Area||Launch||No fall damage|
|Healing Pad||Single-target||Healing||140 - 186 Healing|
|Patrol Ward||Prevent spawning||Utility|
|Player Jump Pad (Directional)||Contact||Utility|
|Wall Darts||Projectile||Damage||50 - 66|
|Wall Dynamos||Area||Damage||183 - 245|