{"message":"Document not found."}{"id":57,"date":"2012-08-01T00:25:15","date_gmt":"2012-08-01T00:25:15","guid":{"rendered":"http:\/\/www.orcsmustdie2guide.com\/?page_id=57"},"modified":"2012-08-29T16:56:59","modified_gmt":"2012-08-29T23:56:59","slug":"traps","status":"publish","type":"page","link":"https:\/\/www.orcsmustdie2guide.com\/sortable-spellbook\/traps\/","title":{"rendered":"Traps"},"content":{"rendered":"

Traps make Orcs Must Die 2 the game that it is.\u00a0 From poison-spreading floor spikes to giant swinging maces,\u00a0 traps ensure that, in Orcs Must Die 2, orcs are dying by the cart load.\u00a0 Although traps make killing orcs much simpler in many cases, having traps does not ensure victory.\u00a0 There are good trap combinations and there are bad trap combinations.\u00a0 As the player, it is up to you to develop your own personal style.\u00a0 OMD2 Guide provides the information you need to create combinations of traps, weapons, trinkets, and strategy to dominate the leaderboard and maybe impress that special someone? Check back often to see personal spellbook recommendations from Orcs Must Die 2 Guide and from the pros online.<\/p>\n

The Table below contains every trap available in Orcs Must Die 2 with each traps’ associated cost, upgrade cost, unique features, and special upgrades.<\/p>\n

\n\n\n\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\t
\"\"<\/a><\/td>
Acid Sprayer*:<\/h6><\/a>
\nSprays acid when enemies pass by; resets after firing
\nWall Trap<\/strong>
\nUpgrade<\/strong> (3, 6, 13): Acid deals additional damage
\nUnique 1<\/strong> (5): Acid shoots out further
\nUnique 2<\/strong> (5): Acid briefly slows targets
\n*Sorceress Only<\/td>
\"\"<\/a><\/td>
Archer Guardian:<\/h6><\/a>
\nFires arrows at distant enemies
\nGuardian<\/strong>
\nUpgrade<\/strong> (2, 5, 11): Cost to place 650, 575, 500
\nUnique 1<\/strong> (5): Arrows sometimes sets targets on fire
\nUnique 2<\/strong> (5): Archers regenerate health<\/td>\n<\/tr>\n
\"\"<\/a><\/td>
Arrow Wall*:<\/h6><\/a>
\nFires a volley of arrows at enemies that pass; resets after firing
\nWall Trap<\/strong>
\nUpgrade<\/strong> (3, 6, 13): Arrows do additional damage
\nUnique 1<\/strong> (5): Arrows sometimes set targets on fire
\nUnique 2<\/strong> (5): Arrows sometimes chill enemies, reducing their movement speed
\nSpecial 1<\/strong> (11): Arrow Walls can now be placed on ceilings
\n*War Mage Only
\n
\nDetails:<\/strong>
\nTrigger Range: 3 squares
\nAttack Range: 8 Squares
\nFires 36 arrows total-4 groups of 9 randomly distributed
\nArrows can be blocked
\nLight enemies occasionally sent flying
\n<\/td>
\"\"<\/a><\/td>
Autoballista (Cost: 13):<\/h6><\/a>
\nAutomatically attacks the enemy; limited arc of fire
\nCeiling Trap<\/strong>
\nUpgrade<\/strong> (3, 7, 15): Autoballista fires faster
\nUnique 1<\/strong> (6): Autoballista attack briefly stuns enemies
\nUnique 2<\/strong> (6): Autoballista range increased
\nSpecial<\/strong> (12): Autoballista can now be placed on walls
\n
\nDetails:<\/strong>
\nAttack Range: ~11-12 sq. (upgraded)
\nFire rate: 1 shot\/10 seconds (upgraded)
\n1\/4 of space normal traps use
\nCounts towards guardian limit (Limit: 25)
\nCannot die<\/td>\n<\/tr>\n
\"\"<\/a><\/td>
Barricade:<\/h6><\/a>
\nObstacle that blocks the enemy\u2019s path
\nFloor Trap<\/strong>
\nUpgrade<\/strong> (3, 6, 13): Cost reduced to 800, 700, 600
\nUnique 1<\/strong> (5): Barricades take reduced damage from attacks
\nUnique 2<\/strong> (5): Barricades self-repair shortly after taking damage<\/td>
\"\"<\/a><\/td>
Bear Trap:<\/h6><\/a>
\nStuns and damages an enemy; breaks when triggered
\nFloor Trap<\/strong>
\nUpgrade<\/strong> (2, 6, 12): Bear Trap damage increased
\nUnique 1<\/strong> (5): Bear trap freezes targets instead of stunning them
\nUnique 2<\/strong> (5): Bear trap sets targets on fire instead of stunning them<\/td>\n<\/tr>\n
\"\"<\/a><\/td>
Boom Barrel (Cost: 3):<\/h6><\/a>
\nBlows up when damaged
\nFloor Trap<\/strong>
\nUpgrade<\/strong> (2, 5, 10): Explosion damage increased
\nUnique 1<\/strong> (4): Boom barrels cost reduced to 150
\nUnique 2<\/strong> (4): Increases explosion radius<\/td>
\"\"<\/a><\/td>
Boom Barrel Dispenser:<\/h6><\/a>
\nAutomatically creates boom barrels
\nWall Trap<\/strong>
\nUpgrade<\/strong> (3, 7, 15): Spawns boom barrels faster
\nUnique 1<\/strong> (6): Spawned boom barrels will automatically explode when near enemies
\nUnique 2<\/strong> (6): Spawned boom barrels also get all boom barrel upgrades<\/td>\n<\/tr>\n
\"\"<\/a><\/td>
Boulder Chute:<\/h6><\/a>
\nShoot to drop boulders on enemies; resets after firing
\nCeiling Trap<\/strong>
\nUpgrade<\/strong> (3, 7, 14): Boulder chute reset time reduced
\nUnique 1<\/strong> (6): Boulder chutes sometimes drop coins
\nUnique 2<\/strong> (6): Boulder chutes sometimes drop bombs<\/td>
\"\"<\/a><\/td>
Brimstone (Cost: 7):<\/h6><\/a>
\nBurns enemies; fades out after doing damage; recharges over time
\nFloor Trap<\/strong>
\nUpgrade<\/strong> (2, 6, 12): Burns 3, 4, 5 mobs before running out of heat
\nUnique 1<\/strong> (5): Brimstone heats up faster
\nUnique 2<\/strong> (5): Enemies set on fire burn longer<\/td>\n<\/tr>\n
\"\"<\/a><\/td>
Coinforge (Cost: 5):<\/h6><\/a>
\nEnemies that die on a coinforge drop more coins
\nFloor Trap<\/strong>
\nUpgrade<\/strong> (2, 5, 11): Enemies that die on the Coinforge are worth more coin
\nUnique 1<\/strong> (5): Coinforge effect persists briefly after enemies leave the Coinforge
\nUnique 2<\/strong> (5): Enemies affected by the Coinforge take additional damage<\/td>
\"\"<\/a><\/td>
Decoy (Cost: 11):<\/h6><\/a>Looks oddly like a war mage; explodes if destroyed by enemies
\nFloor Trap<\/strong>
\nUpgrade<\/strong> (3, 7, 15): Decoy health increased
\nUnique 1<\/strong> (6): Decoy will reappear a short time after being destroyed, but no longer explodes
\nUnique 2<\/strong> (6): Enemies that attack the decoy are chilled and sometimes frozen<\/td>\n<\/tr>\n
\"\"<\/a><\/td>
Dwarf Guardian:<\/h6><\/a>
\nThrows explosive bombs at enemies
\nGuardian<\/strong>
\nUpgrade<\/strong> (3, 6, 13): Dwarf attacks do increased damage
\nUnique 1<\/strong> (5): Dwarf bombs sometimes cause targets to briefly bleed
\nUnique 2<\/strong> (5): Dwarf melee attacks sometimes knock back foes<\/td>
\"\"<\/a><\/td>
Floor Scorcher (Cost: 16):<\/h6><\/a>
\nFlips up and burns groups of enemies and throws small mobs a short distance
\nFloor Trap<\/strong>
\nUpgrade<\/strong> (3, 7, 15): Floor Scorcher Damage Increased
\nUnique 1<\/strong> (6): Floor Scorcher burns targets longer
\nUnique 2<\/strong> (6): Flames cover a larger arc
\nSpecial 1<\/strong> (13): Floor Scorcher can now be placed on walls<\/td>\n<\/tr>\n
\"\"<\/a><\/td>
Grinder (Cost: 12):<\/h6><\/a>
\nSucks in enemies that get too close; runs constantly until it jams
\nWall Trap<\/strong>
\nUpgrade<\/strong> (3, 7, 15): Increased damage; clears jams faster
\nUnique 1<\/strong> (6): Grinder unjams much more quickly
\nUnique 2<\/strong> (6): Grinder sometimes makes monsters bleed for a short time<\/td>
\"\"<\/a><\/td>
Haymaker:<\/h6><\/a>
\nSpins and knocks around enemies; resets after firing
\nCeiling Trap<\/strong>
\nUpgrade<\/strong> (3, 6, 13): Haymaker deals more damage
\nUnique 1<\/strong> (5): Haymaker throws enemies with more force
\nUnique 2<\/strong> (5): Haymaker sometimes stuns heavier mobs it can\u2019t throw<\/td>\n<\/tr>\n
\"\"<\/a><\/td>
Healing Well (Cost: 12):<\/h6><\/a>
\nRestores player health; takes time to recharge
\nWall Trap<\/strong>
\nUpgrade<\/strong>(3, 7, 15): Additional stored health
\nUnique 1<\/strong> (6): Healing Well cost reduced to 400
\nUnique 2<\/strong> (6): Healing Well recharges more quickly<\/td>
\"\"<\/a><\/td>
Ice Vent*:<\/h6><\/a>
\nFreezes enemies; resets after firing
\nFloor Trap<\/strong>
\nUpgrade<\/strong> (3, 6, 13): Ice Vent reset time reduced
\nUnique 1<\/strong> (5): Ice Vent freeze lasts longer
\nUnique 2<\/strong> (5): Enemies become chilled and move slowly for a time after freeze effect is broken
\nSpecial 1<\/strong> (11): Ice Vent can now be placed on ceiling
\n*Sorceress Only<\/td>\n<\/tr>\n
\"\"<\/a><\/td>
Mana Well (Cost: 12):<\/h6><\/a>
\n Restores player mana; Takes time to recharge
\nWall Trap<\/strong>
\nUpgrade<\/strong>(3, 7, 15): Additional stored mana
\nUnique 1<\/strong> (6): Mana Well cost reduced to 1250
\nUnique 2<\/strong> (6): Mana Well recharges more quickly<\/td>
\"\"<\/a><\/td>
Paladin Guardian (Cost: 12):<\/h6><\/a>
\nSturdy melee guardians
\nGuardian<\/strong>
\nUpgrade<\/strong> (3, 7, 15): Paladins have more health
\nUnique 1<\/strong> (6): Paladin attacks sometimes stun targets
\nUnique 2<\/strong> (6): Paladins slowly regenerate health<\/td>\n<\/tr>\n
\"\"<\/a><\/td>
Pounder (Cost: 10):<\/h6><\/a>
\nSmashes enemies; resets after firing
\nCeiling Trap<\/strong>
\nUpgrade<\/strong> (3, 7, 14): Pounder deals more damage
\nUnique 1<\/strong> (6): Pounder briefly stuns enemies
\nUnique 2<\/strong> (6): Trolls and Ogres struck by the pounder sometimes drop coins<\/td>
\"\"<\/a><\/td>
Push Trap (Cost: 8):<\/h6><\/a>
\nSucks Pushes enemies away from the trap; resets after firing
\nWall Trap<\/strong>
\nUpgrade<\/strong> (2, 6, 13): Push Trap reset time reduced
\nUnique 1<\/strong> (5): Pushed enemies are briefly stunned
\nUnique 2<\/strong> (5): Push Trap range increased<\/td>\n<\/tr>\n
\"\"<\/a><\/td>
Shock Zapper:<\/h6><\/a>
\nElectricity-flinging turret; adept at frying fliers
\nCeiling Trap<\/strong>
\nUpgrade<\/strong> (3, 7, 15): Shock Zapper holds more charge for zapping enemies
\nUnique 1<\/strong> (6): Shock Zapper briefly stuns targets
\nUnique 2<\/strong> (6): Shock Zapper chains to an additional target but uses more charge per attack
\nSpecial 1<\/strong> (12): Shock Zapper can now be placed on walls<\/td>
\"\"<\/a><\/td>
Spike Trap:<\/h6><\/a>
\nDoes damage when stepped on; resets after firing
\nFloor Trap<\/strong>
\nUpgrade<\/strong> (2, 4, 9): Floor Spikes reset faster
\nUnique 1<\/strong> (4): Damaged enemies are briefly slowed
\nUnique 2<\/strong> (4): Damaged enemies bleed taking additional damage<\/td>\n<\/tr>\n
\"\"<\/a><\/td>
Spore Mushroom (Cost: 15):<\/h6><\/a> Converts the first enemy that steps on it
\nFloor Trap<\/strong>
\nUpgrade<\/strong> (3, 8, 17): Controlled enemies have extra health
\nUnique 1<\/strong> (7): Spore Mushrooms reset much faster
\nUnique 2<\/strong> (7): Kobold Runners converted by spores are extremely dangerous to the enemy<\/td>
\"\"<\/a><\/td>
Spring Trap:<\/h6><\/a>
\nThrows enemies; resets after firing
\nFloor Trap<\/strong>
\nUpgrade<\/strong> (3, 6, 13): Spring Trap cost reduced to 600, 525, 450
\nUnique 1<\/strong> (5): Spring Trap sometimes flips heavier enemies
\nUnique 2<\/strong> (5): Spring Trap reset time reduced<\/td>\n<\/tr>\n
\"\"<\/a><\/td>
Steam Trap (Cost: 6):<\/h6><\/a>
\nBlasts steam and levitates enemies; resets after firing
\nFloor Trap<\/strong>
\nUpgrade<\/strong> (2, 5, 11): Steam Trap cost reduced to 350
\nUnique 1<\/strong> (5): Steam Trap chills targets for a time
\nUnique 2<\/strong> (5): Steam Trap reset time reduced<\/td>
\"\"<\/a><\/td>
Swinging Mace (Cost: 14):<\/h6><\/a>
\nSmashes into enemies; constantly in motion
\nCeiling Trap<\/strong>
\nUpgrade<\/strong> (3, 8, 16): Swinging Mace damage increased
\nUnique 1<\/strong> (5): Swinging Mace swings faster
\nUnique 2<\/strong> (5): Swinging Mace stuns enemies it hits<\/td>\n<\/tr>\n
\"\"<\/a><\/td>
Tar*:<\/h6><\/a>
\nSlows down enemies
\nFloor Trap<\/strong>
\nUpgrade<\/strong> (3, 6, 13): Tar Trap cost reduced to 400, 350, 300
\nUnique 1<\/strong> (5): Enemies are slowed even more
\nUnique 2<\/strong> (5): Tar Trap slowing effect persists briefly after enemies leave the tar
\n*War Mage Only<\/td>
\"\"<\/a><\/td>
Void Wall:<\/h6><\/a>
\nAnything thrown in dies instantly
\nWall Trap<\/strong>
\nUpgrade<\/strong> (3, 6, 13): Increases coin drop chances
\nUnique 1<\/strong> (5): Throwing enemies into the void heals the player
\nUnique 2<\/strong> (5): Enemies thrown into the void sometimes return as skeletons to fight for the player<\/td>\n<\/tr>\n
\"\"<\/a><\/td>
Wall Blades (Cost: 14):<\/h6><\/a>
\nChops enemies apart; resets after firing
\nWall Trap<\/strong>
\nUpgrade<\/strong> (3, 8, 16): Wall Blades deal increased damage
\nUnique 1<\/strong> (6): Wall Blades briefly cause enemies to bleed
\nUnique 2<\/strong> (6): Wall Blades reset time reduced<\/td>
<\/td><\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/strong><\/p>\n","protected":false},"excerpt":{"rendered":"

Traps make Orcs Must Die 2 the game that it is.\u00a0 From poison-spreading floor spikes to giant swinging maces,\u00a0 traps ensure that, in Orcs Must Die 2, orcs are dying by the cart load.\u00a0 Although traps make killing orcs much …<\/p>\n

Traps<\/span> Read More »<\/a><\/p>\n","protected":false},"author":3,"featured_media":0,"parent":472,"menu_order":0,"comment_status":"open","ping_status":"open","template":"full-width-page.php","meta":{"ngg_post_thumbnail":0},"_links":{"self":[{"href":"https:\/\/www.orcsmustdie2guide.com\/wp-json\/wp\/v2\/pages\/57"}],"collection":[{"href":"https:\/\/www.orcsmustdie2guide.com\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/www.orcsmustdie2guide.com\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/www.orcsmustdie2guide.com\/wp-json\/wp\/v2\/users\/3"}],"replies":[{"embeddable":true,"href":"https:\/\/www.orcsmustdie2guide.com\/wp-json\/wp\/v2\/comments?post=57"}],"version-history":[{"count":63,"href":"https:\/\/www.orcsmustdie2guide.com\/wp-json\/wp\/v2\/pages\/57\/revisions"}],"predecessor-version":[{"id":1001,"href":"https:\/\/www.orcsmustdie2guide.com\/wp-json\/wp\/v2\/pages\/57\/revisions\/1001"}],"up":[{"embeddable":true,"href":"https:\/\/www.orcsmustdie2guide.com\/wp-json\/wp\/v2\/pages\/472"}],"wp:attachment":[{"href":"https:\/\/www.orcsmustdie2guide.com\/wp-json\/wp\/v2\/media?parent=57"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}