Ruin
Level 1
Level 2
Level 3
Level 4
Level 5
Summary
- The Zap Trap is a trap available at Capital Hall level 5. When triggered, it deals high damage to a single enemy unit. This makes them comparable to a Seeking Air Mine, and should be treated as such, although it can even target ground units.
- To avoid wasting its damage on a small troop, the Zap Trap will not activate against Sneaky Archers, regular Barbarians, Minions, Skeleton Gliders, or Skeletons.
Strategies
Defensive Strategy
- Its inability to be used against small troops can work out in favor of the defender. This means that only larger troops, where the Zap Trap has more utility in, can be hit.
- It is best used on powerful units such as a Power P.E.K.K.A and Super Dragon.
- You can place it next to your District/Capital Hall to stop lone Super Dragons from destroying it.
- It is usually not recommended to group together multiple Zap Traps since they will all target the same unit, effectively wasting them.
- Zap Traps can do significant damage against high-hitpoint units like Super Giants or Siege Carts and one-shot units with moderate health such as Super Wizards or Rocket Balloons. For the former purpose, one could group up multiple Zap Traps at once to instantly take down such a high-hitpoint unit, but they can be wasted if they are all triggered at once by lesser troops.
- Zap Traps can be used to stop Battle Rams from breaking through a Wall, forcing attackers to use another if they have one. Level 1 Zap Traps are able to stop Battle Rams up to level 2, while level 2 or higher stops Battle Rams of any level.
- If you're using Zap Traps to deter Battle Rams, consider placing buildings behind the wall to be defended in order to push back the spawn zone as far as possible from the wall (since walls do not push back spawn zones unlike buildings). The Zap Trap will fail and be wasted if Battle Rams are allowed to deploy right up against the wall, since it needs time to trigger and activate against the Ram.
- To utilize them to their maximum, one should position them near high-value defenses such as the Blast Bow, Giant Cannon, and Rocket Artillery.
- Another good place for the Zap Trap is next to an Air Defense. When the enemy destroys an Air Defense and then deploy powerful flying units in the vicinity, the Zap Trap can cripple one quickly, if not destroying one.
Offensive Strategy
- Super Barbarians and Battle Rams are the cheapest troop in terms of housing space that can trigger a Zap Trap, which makes them excellent for triggering Zap Traps and pave the way for other, more vulnerable units. Which one to choose for the purpose depends on the scenario: Super Barbarians have no preferred target and can clean up buildings near the suspected location, while Battle Rams, targeting Walls, are more suitable if the suspected location is near a Wall.
Upgrade Differences
- The Zap Trap undergoes significant visual changes between levels 3 and 5.
- When initially built, the Zap Trap consists of a wooden barrel supported by a metal spring that appears to pop out of a hole guarded by wooden trapdoor doors. These doors each contain a metal hinge. The barrel has a bolted metal ring that covers its middle; the bottom of the barrel is painted brown, while the top is painted blue, at the top of the barrel lies an orange electric-coil like structure that resembles the top from Level 7 Hidden Teslas, however reasonably different.
- At level 2, the bolts on the metal ring become spikes, the trapdoor doors get another hinge, the spring that holds the barrel becomes wider and the coil gets another segment.
- At level 3, all the metal parts (ring, spring and hinges) turn to gold.
- At level 4, the entire barrel's wood is replaced by a stronger material (possibly metal) with an octagonal symmetry. The ring and spikes get thicker and the ring obeys the symmetry as well. The base and trapdoor doors are now fully constructed out of blue metal.
- At level 5, the bottom of the barrel receives a red piece. The top coil gets another segment, and the trapdoor gets gold handles.
Statistics
Capital Hall Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
Number Available | 0 | 0 | 0 | 0 | 1 | 2 | 3 | 4 | 5 | 5 |
Size |
---|
1x1 |
Number Available | District Hall Level | ||||
---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | |
Builder's Workshop | 4 | 5 | 6 | 6 | 6 |
Dragon Cliffs | 3 | 4 | 5 | 5 | 5 |
Golem Quarry | 3 | 4 | 5 | 6 | 6 |
Skeleton Park | 1 | 1 | 3 | 4 | |
Goblin Mines | 2 | 3 | 4 | 4 |
Level |
Damage |
Build Cost |
Capital Hall Level Required |
District Hall Level Required |
---|---|---|---|---|
1 | 1,000 | 2,500 | 5 | 1 |
2 | 1,400 | 5,000 | 5 | 2 |
3 | 1,600 | 10,000 | 6 | 3 |
4 | 1,800 | 18,000 | 8 | 4 |
5 | 2,000 | 30,000 | 10 | 5 |
Trigger Radius |
Damage Type |
Unit Type Targeted |
Favorite Target |
---|---|---|---|
5 tiles | Single Target | Ground & Air | None |
Icon Descriptions
Tapping this icon displays information about the Zap Trap, such as Level, Damage, Damage Type and Targets. | |
Tapping this icon contributes the Capital Gold you have into upgrading the Zap Trap to the next level. When the Zap Trap is at maximum level, this icon is not shown. | |
Tapping this icon marks the trap's upgrade to the next level as a priority for the Clan, pinning it as a recommended upgrade for Clan members. This icon is only shown if the upgrade is possible, is not already prioritized and if the player is Leader or a Co-leader of their Clan. | |
Tapping this icon stops marking the trap's upgrade to the next level as a priority for the Clan. This icon is only shown if the upgrade is possible, is being prioritized and if the player is Leader or a Co-leader of their Clan. | |
History
Patch | Type | Description |
---|---|---|
May 2, 2022 | Update | Added the Zap Trap, with 5 levels and its ruined phase. |
June 27, 2022 | Update | Zap Trap now hits units which are within 2x the trigger radius. |
Trivia
- The Zap Trap shares the same sound as the Electro Dragon's when triggered.