This guide is intended to give players a few insights on how to effectively use their traps. Clever placement and less-than-obvious tips will help you be sure that your traps are operating at peak effectiveness.
Other Tabletop Gods Guides:
- Undead: Guide to Endless Domination.
- Humans: Guide to Imperial Conquest.
- Mercenaries: Alternative Picks for Surprising Strategies.
Spike Traps are the most basic trap in Tabletop Gods. When an enemy troop steps within the radius of a Spike Trap, it will instantly snap to life, and deal notable amounts of damage to a large area around its centre. The spike trap deals enough damage to completely wipe out Knights and Skeletons alike. Large troops like the Giant and Shambling Hulks, though, have enough health that they can take two hits from a Spike Trap.
Placing Spike Traps is quite simple. During the Prepare for War! phase of any round, select the Spike Trap and place them in a high-traffic area on the table. Spike Traps are effective anywhere an enemy troop may tread. Usually, players will place Spike Traps on the edge of their regions to have it be triggered as soon as possible. Spike Traps are great for wasting some of your opponent’s Mana, since it can destroy some units instantly. Placing it on the edge may cause the first troop your opponent drops to be instantly destroyed, giving you a slight edge as you have more Mana in your reserves.
Be careful, though. Some Troops are quite small and might sneak past Traps that are not properly placed. Smaller Troops such as the Bomber will take the shortest path to their target, and will squeeze up against the boundaries of a lane - if it results in getting to the target faster. Any extra room left unprotected by a Trap will allow your opponent to sneak their Bombers into your zones. Likewise, playing traps too close to enemy zone will allow them to summon new Troops that can slip past your Spike Trap while it’s still cooling down. Again, Bombers are quite sneaky in this way. Placing a Troop and allowing it to trigger a Spike Trap, might allow a player to then summon a Bomber; which is fast enough to get past the Trap before it is rearmed.
Some players find it useful to play Traps a bit farther back in their regions, or even on top of their Strongholds. This might trick the opposing player into thinking that the lane is clear of Traps, if you manage to keep them from triggering it for long enough. Likewise, playing Spike Traps father back in your zone might help prevent your opponent taking advantage of your Traps’ cooldowns.
Lightning Traps, like the Spike Traps, trigger whenever an enemy Troop walks into their effective range. Compared to the Spike Trap, the radius of the Lightning Trap’s trigger is much smaller. Likewise, the area in which it deals damage is much smaller as well, hitting only one or two Troops when it is triggered. On the other hand, the damage dealt by the Lightning Trap is massive. Lightning Traps do enough damage to instantly destroy any troop that passes through it. Furthermore, it can continue to trigger nearly instantly after it is triggered, meaning opponents can’t take advantage of its cooldown.
Placement of the Lightning Trap is nearly identical to the Spike Trap, but its smaller radius means you must take care to not leave too much room for Troops to slip by. Misplacing this Trap could be deadly in the end when your opponent realises their Bombers can slip through unhindered. Sometimes when placed poorly, they can sit in the same spot throughout all 3 rounds without being used. This means that you can’t decide to place it somewhere else in later rounds since it is already on the table. You may, however, be able to lure enemies into the Trap by placing a Sentry (non-moving) unit on top of it, such as Archers or Flesh Lobbers. Grounds troops will attempt to attack the Sentry and fall victim to the trap. This strategy is especially effective against the Demon Lord as he will stomp down onto units from the air - you can potentially trick him into landing on a Lightning Trap to quickly dispatch him.
Another difference is its number of uses. The Spike Trap has 3 uses, and the Lightning Trap has 9. This makes the Lightning Trap very good against all enemy Troops. It is especially handy against huge troops like the Giant, Shambling Hulks, and Champion. One trigger of this trap will instantly kill any of the aforementioned Troops. Its cost to place is only 3 Mana, and it can potentially waste 6 of your opponent’s Mana when it destroys an enemy Giant (for example). With the potential to destroy up to 9 Giants with its uses, it has exceptional value. Likewise, it’s a great way to keep Bombers away from your Strongholds early in the round. If you are able to keep smaller less expensive Troops away from the trap, so that its uses are not wasted on small prey, it carries a ton of value through the entire round.
The Lightning Trap can be particularly useful at defending your rear Strongholds. Deploying this Trap near your rear Strongholds means that those Hulks, Giants, and Bombers have to travel a long way before inevitably falling prey to your Trap. While enemy Troops are making the long walk toward your Strongholds, it gives you more time to destroy weaker troops in the group so that they do not expend uses from your Lightning Trap, saving uses for larger targets with more health. Your opponent will want to use numerous troops like Knights and Skeletons to overrun your Lightning Traps and expend their uses quickly, so having that extra time to destroy them is nearly essential.
Last but not least is the Mana Catalyst. The Mana Catalyst is a bit different compared to other Traps. It is not an offensive trap, meaning it does no damage. Instead, any Troops that trigger this trap are given a temporary status effect. If an affected enemy Troop dies they will immediately provide you with one extra point of Mana. You’ll have to act quickly, though, as the effect does not last long!
The Mana Catalyst only costs 1 Mana to deploy. Likewise, it only has 1 use, and you can only have 1 deployed. That means that though it is very inexpensive, there is a chance that it just won’t pay off. If your opponent gets a Bomber through, it may only give you one additional Mana. Tactical placement of the Mana Catalyst can be hard to decide. However, its low cost means that you can place it without much detriment to your overall plan. It’s a great addition to your defences when your plan has left you with 1 Mana remaining after setting up other traps and towers. Try a few different positions to see what works best against particular players. It may not always work out, but when it does, there is the potential to gain a ton of Mana if your opponent aggressively drops all their Knights or Skeletons into the Trap.
It’s important to assist this Trap with another. Generally, a Mana Catalyst and a Spike Trap are the best combo. The Spike Trap’s ability to completely destroy weaker units with many Troops means it offers the highest likelihood of obtaining the most extra Mana possible. This is not to say that the Mana Catalyst wouldn’t work with say, a Cannon Tower or a well placed Wizard, but the Spike Trap is generally the most reliable.
Placement of the Mana Catalyst varies. Some prefer to put it right in the front line where it will always be triggered early in the round. Others like to place it out of the way where enemies can be lured into triggering it later. This is a great Trap to experiment with over many games, given its low cost.