The Latest Requirement for a Flawless Trap Account
Trap account requirements consistently change with the addition of research, larger march sizes, wild troops, and new building boost. It's important that you stay on top of how these new features change the requirements of a successful trap account. One good hit and your trap could be decommissioned for the rest of KvK.
Check back here when new features are launched to make sure your trap meets the requirements.
This article will be updated as the game continues to evolve.
The fun thing about trap play is your ability to customize and try your own thing. Before the march size increases, traps with 550K troops and 600K hospital beds were very effective. Now, traps like that will need to be modified. A cored hero solo with over 2 million troops would burn that trap and take the hero without slowing down.
Effective solo traps range from 1 B to 5 B. This means that you can arrange your research power and troop numbers in any way you’d like. However, your power should remain below 5 B. The further below, the better. Throughout this article we will explain exactly where your power should come from and what options you have to keep it low.
Troop and Trap Numbers By the Tier
Troop and trap numbers are a widely debated topic because they depend on your hero gear, hero level, research power, etc. Instead of telling you exact numbers, this article will teach you the theory behind how many troops are needed to compete against T4, and then explain to adjust your troop count.
Troop tiers are worth 2, 8, 24, and 36 power, respectively. Notice that there is a 400% power differential between tiers 1 and 2, 300% between T2 and T3, and 150% between T3 and T4. What this means is that, assuming everything else (research, gear, etc) is equal, a 600k T4 war march is equal to 900k T3, 2.7M T2, or 10.8M T1. A rally march with 3M T4 would be equal to 4.5M T3, 13.5M T2, or 54M T1. This is obviously very simplified. I am not taking into account troop strengths, weaknesses, or a whole list of other things. I’m assuming that everything is equal, which it won’t be, but it does give us a good general starting point for trap requirements.
For T1 troops to be effective you need insane amounts of them. Remember that the lowest tier troops will not only die first, they will up fill your hospital beds first and cause your higher tier troops to die. That being said, tier 1 troops do have some benefits including instant healing, low overall training costs (this is the only tier that doesn’t require silver to train), and low point yield for enemies in kill events. Sadly with the new cores and the strengths of the rallies there really isn't much use for t1 troops anymore. If you decide to use them then you must watch out for the nerf limit. You can use our NERF CALCULATOR to check.
Learn how to cheat the nerf perfectly.
More on Troop Tiers
Most Traps are a combination of T2 and T4 Troops. Higher tier troops have progressively higher stats (meaning they will inflict more damage on enemy troops while sustaining less themselves). They are also progressively more expensive to train and have almost exponential power increases (as seen above). Troop count requirements for traps will vary, depending on overall research and gear stats.
Solo Trap: keep troop power around 2bil-5bil
Rally Trap: under current conditions, you will need at least 1.5 billion troops when using normal gear but 1.8/2.0 billion troops is much safer.
For a T2/T4 rally trap with less than 1bil troops (low-end) you will have to core before each hit. Normal / permanent gear will not work against the newer cores with those troop numbers.
Moving up to 1.5bil-1.7bil troops makes things easier. You probably still can't eat a full Bacchus in normal gear but your cores don't have to be as high as someone with 1bil troops.
Once you break 1.5bil troops, then taking a rally in defense gear is an option again. The more troops you add the weaker your gear stats must be. But remember more troops means more power, more power means fewer hits.
Pro Tip: Higher troop counts don't have to worry about adding attack bonus, they can focus on all defense, where smaller troop accounts need to add attack to ensure they kill the march against newer cores.
Include T4 reinforcements in your equation, or use your prior experience from battles on your trap to calculate a minimum allowable troop count (the fewest number of troops you can have and still win in points) with the gear you are using.
To minimize the damage you receive, look for Gear with high Health, high Defense, or Enemy Attack Debuff stats. To increase the amount of damage you inflict, choose Gear with high Attack, Enemy Defense Debuff, and Enemy Health Debuff stats. Your ideal Gear Set will likely provide some combination of these Boosts and will be embedded with Gems of the same bonus. If you have a Single Troop-Type Trap, look for Gear and Gems that increase your stats.
Right now a few options for mixed t2/t4 traps I'd use:
- Frost Helm
- Imperial Dragon Armor
- Imperial Dragon Boots
- Frost Weapon
- 2 High Defense Accessories (Frost Wielders, Colossus
- 1 Kunoichi's Kunai (Black Dagger).
Core Gear Stats Required for A Rally Trap
It’s best to have at least 3 presets unlocked so that you can make a missile set to defend against each troop type.
The core sets should achieve these minimum standard boosts:
Low troop count trap
- 800% Troop Attack (this means your specific Infantry, Cavalry,or Ranged Attack) depending on what rally you are trying to cap. (if I want to cap cav rally I would increase my inf attack)
- 5000% Troop Defense (overall Troop Defense + specific Troop Defense, ie. if your defending against Infantry your specific Troop Defense focus would be Cavalry Defense and somewhat Infantry Defense as Infantry Troops fight Infantry Troops BUT are stronger against Cavalry.
High troop count trap
- 500% Troop Attack
- 4500% Troop Defense
Try to be original, creativity makes the game more fun and will probably lead to more success with your trap account than anything else!
Requirements for Other Gear Strategies
I prefer samurai and haunted samurai gemmed for defense and march debuff. Even a rally set right next to you will take 20 plus seconds to march. Giving you plenty of time to see what's coming and counter.
Best Normal Gear
See this post on the best normal gear for a trap.
Hidden Defense Boost
The game gives extra bonus to defense if you skill the altar bonuses. The total defense bonus from a level 21 barracks will jump from 14 to 18%. Also if you pop a 100% defense boost you will receive a higher boost number, same with a 200% boost. This is very useful to know when trying to calculate your stats on unequipped gear.
Your Hero Skill Tree
Increasing your Hero Level increases your available Skill Points, which can then be allocated to your Hero Skill Tree to increase your Hero Boosts. You will want your Hero Skill Tree set for war down the left side.
Hero skills can mean the difference in glorious victory and defeat. Categories to focus on maximizing are: troop defense 1 and 2 , enemy attack debuff, and all 3 alter boost. Max those and you can add attack if needed, but if you are already killing a full march just add individual troop defense.
At hero level 55, powerful altar boosts provide immense boost to your overall stats! These altar skills will boost your stats by an additional 80%, at maximum point allocation. This means an additional 80% to your overall stats. For instance 200% becomes 200 x 1.8 = 360%.
These altar skill bonuses do not require an active Altar, meaning you don’t have to execute a Hero to receive the boost from the altar skills. However, if you do execute a hero you will receive even more boost from an active altar. Apparently, having an Altar isn’t even necessary and the amount of bonus you receive is based upon the layout and proportion of certain buildings in your Stronghold, including Villas, Hospitals, and Barracks. The bonus is said to increase overall troop attack, defense, and health so it applies to all troops, and not a specific type. The only requirement for the bonus is hero level 55 and proper allocation of your hero skills.
Altar Skills applies to Research, Boosts, and Building Stats. Arguably the best set of skills in the tree!
Your wall is what protects your from giving up a lot of event points. Destroying Traps does not reward event points. Using wall Traps is the best way to achieve a positive point differential for you, your Alliance, and your Kingdom.
Most would consider T4 Wall Traps a must, however there are 3 different options we can go with for our wall traps.
- T1 Wall Traps
- If you are a t2/t4 trap and you are good enough to lose less than 375k troops a rally then you can trade yourt4 traps in for t1 traps. Your t1 traps will die before any of your t2 troops will. So if you lose less than 375k t1 traps a hit then you can go a whole kvk without losing a troop. **NOTE** Adding t1 will effect your nerf ratio so be sure to check that if you are close.
- T4 Wall Traps
- This method is good if you are really close to nerf and needed a boost.
- T2 Traps (best method)
- If you are a t2/t4 trap and you lose more than 375k a hit ,which 99% of traps do now with the new cores and march sizes, then you definitely want t2 traps. Your traps being the same lvl as your lowest troops makes them more effective, therefore your traps will kill more.
Know How to Maximize Your Boosts
There are many types of bonuses available in Game of War that increase the efficiency of your game. I will specifically mention only the three most common stats that pertain to your trap account: Troop Attack, Troop Defense, and Troop Health. There are many ways to increase these stats, which increases the capabilities of your trap account. Some of these are common, but easily overlooked.
The buildings in your Stronghold can be a dynamic resource, when understood, that allow fine-tuning of your Trap Account. Buildings (and the bonuses they provide) are not created equally, knowing the purpose of each specific building type is your best starting point. After upgrading all of your buildings to 21, you should know that it isn’t necessary to keep them there indefinitely. In fact, after serving their purpose (often as a requirement for upgrading another specific building to Level 21), you are able to destroy some of these Buildings to make room for more of the structures you are using as a Trap Account.
Storehouse and Gymnos
The most commonly destroyed buildings are the Storehouse and Gymnos. Many other Buildings can be destroyed if you’ve weighed the pros and cons, including the Hall of War (if you don’t mind the Gold cost required if you decided to become a Rally Leader in the future), and the Marketplace (if you are a self-sufficient trapper and won’t need RSS donations from your alliance to Heal). I know of one player that destroys his marketplace for Kill Events to add a level 21 Hospital in its place; when the event is over he reverses the process. With the amount of gold in packs these days, it's not hard to rebuild using solely gold.
The buildings offering the most advantage to you as a trapper are Barracks, Hospitals, and Embassy. Villas receive an honorable mention. Each building offers special Bonus Boost (which are dramatically increased with the upgrade from Level 20 to Level 21).
- Barracks are used for training troops and give good Defense Bonuses, 1% every 5 levels and an extra 10% at level 21 for a total of 14% defense bonus. The Troop Training Capacity of Barracks are additive: the more you have, the more troops you can train at one time. The Defense Bonuses are also additive. Thanks to the 500% Troop Queue Bonus, you can get away with much fewer Barracks when training or retraining troops.
- Hospitals prevent troops from dying and provide Health bonuses, 5% health bonus at level 21. There are a 30 total buildings within a Stronghold, 13 of which are fixed (meaning I wouldn’t recommend destroying them). That leaves 17 buildings that can be modified to increase your stats in the way you want them to.
As an example, say I am building a trap account, after all of my buildings are upgraded to 21, I would start fine-tuning. For me, that would mean destroying the Storehouse first and replacing it with a Hospital. I would potentially destroy Villas because increased Hospital space is more beneficial than the Training Boost from Villas, in my opinion. The Gymnos can also be destroyed, but I probably wouldn’t unless you’re at Hero 60 (I had to rebuild mine when new Hero Levels came out).
For your ultimate building layout there are two schools of thought: build a bunch of barracks for the increased defense, or build a bunch of hospitals so you can quickly heal wounded troops. For most traps it's easier to retrain t2 than it is to heal them, for this reason I recommend barracks over hospitals.
- If you are going the Hospital route: aim for 15 Level 21 Hospitals and 2 Barracks (assuming you are a SH 21 Trap).
- If you are going barracks, the only buildings you should have in addition to them are Gymnos (if not hero lvl 60), Prison, Altar, Academy, Watch Tower, Forge. Apparently, do to the hidden boosts, each lvl 21 Barracks actually 18% defense.
Other Buildings that can potentially be destroyed are the “Gold Buildings” (so-named because they require Gold to finish), which are Hall of War, Prison, and Altar. I wouldn’t recommend doing this because it is expensive, though I do know people that have. It will also take away some other potential bonuses I will mention below. The Watchtower can also be destroyed, but will prevent you from seeing incoming marches—an obvious downside.
Note: Each of the buildings within your Stronghold increase your overall bonuses in an additive manner. So, each Building you have will provided a separate bonus. For example, if you have 10 Level 21 Hospitals, you will have 10 x 5% Health Boost, or 50% total.
The following additional bonuses apply to Buildings that have been upgraded to Level 21:
- Hospitals: 5% Health Boost
- Barracks: 10% Defense Boost
- Villa: 2% Troop Attack Boost
Increasing your VIP Level also provides boosts that are advantageous to your Trap, allowing you to increase your Attack, Defense, Troop Health. At VIP 17+, you will also receive Enemy Attack Debuff, Enemy Defense Debuff, Enemy Troop Debuff, and Embassy Defense Boosts. This is in addition to the other VIP benefits, of course.
Check out our article comparing the difference of regular VIP vs. prestige VIP.
Prison and Altar Boosts
Another downside to destroying these buildings is loss of potential bonuses they provide. Holding heroes in your Prison gives up to 30% Attack Boost (for a Level 50 or higher Hero). Executing a hero and activating your Altar gives up to 68.4% Boosts for Attack, Defense, and Health (at hero level 55 or higher with proper hero skill allotment).
Add Warden's Banner to increase the number of Prisoners that provide additional boost.
Having a max Embassy (lvl 24) and research completed means you can hold 5,850,000 reinforcements. You also gain 50% Embassy Defense Bonus which testing has concluded can not be debuffed like other building Defense. This is where the large accounts in your Alliance will love you.
They fill your Embassy and get free kills every time you are hit. Your lower tier troops protect their their T4 and they can be off hunting on their own - they don’t need to stick around. Just don't let yourself get rallied to many times and lose all their troops... although even if you do, you and your members will probably win on points.
You’ll get event points for the kills, your tier 4 Alliance members will get free points for their kills (with no loss of troops!), and the hits will be point positive for your Kingdom!
Research is an important part of your trap. Remember that more research means more power. You should be careful about which research you select for your trap. I would recommend starting with the basic research trees:
- Combat and Strategic Combat
- Wall Traps and Strategic Wall Traps
- Economics (required for Combat)
- Crafting tree down to the 6th piece
- At least 2 presets
- Defense tree up to lvl 8
You can do all of the above research for less than 350M power.
Benefits from Other Research Trees
- Hero: The major purposes of this Tree is to increase your effectiveness when hitting Monsters. Even though some Researches lower down on the Tree could apply to a Trap Account, including Trap Attack, Trap Defense, and Hospital Healing Speed, the main purpose of the Tree is for hitting Monsters. This Research should be low down on your list of priorities.
- Restorative: Decreases the cost of Troop Training and enables Trap Salvaging. Also has benefits for Core Crafting. This should be low down on your list of priorities.
- Set Bonus: Enables Hero Gear Set Bonuses, which can be substantial. I would do without this in a Trap. It will be cheaper for you to build more Troops for strength than to complete Set Bonus Research.
- Defense: This whole tree is must to complete because it's full of bonuses perfect for a Trap Account. For example, embassy Troop Capacity Increase, Trap Defense, Troop Defense, Trap Attack and Hospital Capacity.
- March: There is a lot of applicable Research in the March tree: Troop Defense, Troop Health, Enemy Attack Debuff, Enemy Defense Debuff, and Embassy Troop Capacity increase. Arguable the most important category is Hero Presets. The Hero Presets can be a game-changer. Hero Presets are one of the best additions to Game of War. They allow you to pre-set (obviously) your Hero Skills and Gear, then switch to that preset with a single push of a button. They save time in a game where seconds matter, and allow you to have several "missile sets" ready and available to counter whatever rally is coming at you.
- Crafting: The Crafting tree is necessary for Crafting Core Gear. You will need to Research up to at least Core Mastery Level 4 to be able to Craft Core Gear. Core gear is far better than Regular gear at absorbing full solo Marches & Rallies. If you want to be very ambitious and research up to Core Mastery Level 6 your gear stats will be significantly higher, allowing you to Train less Troops. You will absolutely need 6 piece cores to defend yourself from Rallies.
Pro Tip: If you are a Mixed Trap, consider limiting your Strategic Research to save on power increase.
Game Strategy article contributed by Creed XS and Blind Eagle
Article 1: What are Trap Accounts and Why Are They Important? Article 2: The Two Types of Trap Accounts Article 3: The Latest Requirements For A Flawless Trap Account Article 4: 5 Advanced Trap Account Strategies Article 5: Build A Perfect Trap With Only $200 Article 6: Best Trap Account Builds Article 7: 7 Ways to Spot a Trap Account Article 8: 4 Piece Cores Strategy for Traps Article 9: Comparing Troop Attack vs. Trap Attack for Trap Accounts Article 10: The Best Gear for a Rally Trap