Dungeon Warfare

Dungeon Warfare

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Evaluations of Traps for All Achievements
By zinkamisama
When faced with a choice in a game, I like to see what others think.
Because I often find unexpected inspiration in others' insights.
Of course, my review may not be completely correct, because there are many people who have studied it longer than me.
So I'll leave my information first so you can quickly decide whether to refer to my review or not.

Play time 117.1 hours
Achievements : 35/35

I would appreciate it if you could leave a comment if you have any trap information that I've misjudged or am unaware of.

   
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Top-tier traps
Trap levels shown in the image are the trap rankings that I believe are the best

Spinblade
In my opinion, this trap is the best of the best. it blocks most units from passing through a narrow area, only one tile wide. Occasionally, very fast horseman might pass through, but if you slow them down with a lightning trap or by placing two traps in a row, even the horseman won't be able to pass. And every time you upgrade it, the cooldown is reset, which allows you to block a lot of units for a long time. If you can't upgrade it anymore, you can sell it and build a new one or use a trap booster. If you have enough gold, you can block the path of enemies almost indefinitely. Or you can place it behind a spring trap to stop enemies and force them to step on the spring.Its damage is high, but it is not suitable for offensive use, as it has a long cooldown, has a short activation range, and each blade does not hit all enemies on the tile, making it expensive.


Barricade
This barricade basically changes the path the enemy is coming from, giving us a huge advantage, and also instantly kills those crushed beneath it. This means it's better than investing 50 levels worth of gems into bomb and snare consumables. By applying this, you can build a black hole to gather enemies, then sell the black hole and place a barricade in its place. This will annihilate even enemies with formidable health in one go. However, there's a drawback: it cannot be used on railroad tracks where barricades cannot be placed. And there's another drawback: the resale price is very low.




Soul Havester
With enough gold, you can stop any enemy. Gold is the most powerful tool, enabling everything from instantly resetting trap cooldowns through upgrades to instantly killing enemies with barricades. If nobles frequently spawn, there's not a huge difference, but otherwise, the difference in gold earned is at least twofold. If you turn units to frogs with a hex trap, you get gold again when those frogs die. However, this trap also has a drawback: it's a support-type trap, not an offensive one. Therefore, if you use the Trinity Rune, which allows only three types of traps, the difficulty increases sharply.





Spring
Dealing with high-health enemies like golems can be tough in this game. But since any enemy dies instantly when dropped, this trap is a fantastic offensive option. Plus, it's floor-mountable, making it easy to place, and the first couple of upgrades reduce its cooldown. The drawbacks? It's 150 gold more expensive than the push trap, and you'll need to spend even more if you add a barricade on the opposite side to stop enemies from flying too far.






Lich Tomb
This is a fantastic trap that stops a large number of enemies at the lowest price. Since the Lich attacks from a slight distance, it's rare for it to get caught in my traps. Also, with high health and fast regeneration, it can withstand a decent amount of attacks. However, it has some drawbacks. First, certain enemies like thieves and horsemen ignore the Lich and pass through. Also, high-attack enemies can easily knock down the Lich and pass through, making it unreliable for blocking enemy paths in the later rounds





Blackhole
The black hole is an incredibly versatile trap that can be used in various situations:
1. It can temporarily hold a large number of enemies in one place, making it convenient for unlocking achievements.
2. It buys time for consumable bombs to detonate, significantly increasing their hit rate.
3. When placed behind an enemy engaged with a Lich, it forces the enemy to move back, making it harder for them to attack the Lich.
4. If placed near an area where enemies can fall off, it frequently causes them to fall to their deaths.
5. When used in conjunction with the Inferno trap in enemy pathways, it ignites a large number of them.



Freezing
Although it has a long cooldown, it reliably applies slow when used with a trap booster. Also, its range of three tiles makes it great for overlapping with spring traps. Especially when combined with the Tier 4 unit freezing ability and a trap booster, it effectively stops almost all large enemy unit approaches. In endless mode, where enemy health and speed continuously increase, it might be better than the spin blade for stopping enemies.






Lightning
It's not very powerful, and the cooldown's long, but it's convenient since you can place it on the floor and it hits diagonally. Plus, it's an instant chain lightning attack, perfect for taking down groups. It's especially good against air units and thieves. If you set up a few and use some gems, even horsemen won't be a problem. It's also a great emergency trap. If horsemen or thieves pass through your traps and head for the portal, just place it and upgrade it for an instant attack. Every upgrade means another instant attack, so two or three can handle horsemen easily.




Inferno
This trap is very effective because it attacks all enemies within a wide range. If you do not use the Vine rune that regenerates HP, it is also excellent for dealing with golems with high HP. The ignition stack can be stacked up to 5 times. Because of the wide attack range, it does not overlap with other traps and can be installed in advance near the entrance, so it synergizes well with other traps. If used with a black hole, it can ignite many enemies. The downside is that HP decreases very slowly











Mediocre traps
From now on, these are traps that are ambiguous to say good. However, if you use them well depending on the situation, they can become great traps, so they are not bad traps.


Blot
This trap deals bonus damage when attacking enemies with high-health. Its bolts pierce through approximately a few enemies and fly very far until they hit a wall, so it's best to place them in a straight line with enemies. While the damage is very high, the cooldown is too long, resulting in low DPS. Therefore, it's less effective against large groups of golems.







Dart
This is a basic trap with a high rate of fire. When upgraded to Tier 4, it gains a knockback feature. Its fast firing speed, combined with the slowing effect of slime, makes it extremely difficult for monsters to pass through. Especially when a Lich is placed in front, the knockback makes the Lich very durable. However, it's weaker than the bolt against high-health enemies as it lacks bonus damage.







Harpoon
This trap boasts a range of 4 tiles. It deals bonus damage to high-health enemies and can pull enemies off ledges to their deaths when placed opposite a drop-off. The bonus damage, combined with the cooldown reset upon upgrade, makes it possible to defeat the final boss with 1000 health. Furthermore, if an enemy is hit by two or more harpoons from different directions, it takes significant damage. However, due to its slow reload speed, low base damage, and somewhat low accuracy (it fires at predicted locations based on rapid enemy movement, often hitting walls), it's generally not considered a top-tier trap.




Slime
The slime trap slows down enemies, which increases the accuracy of other traps. Furthermore, it has the advantage of making even heavy enemies slide, making them easier to pull with black holes or harpoons. When upgraded to Tier 4, it becomes an area-of-effect weapon that attacks all enemies on the floor tiles, but due to its weak damage, it's not a good trap unless used in conjunction with other traps.







Spike
This trap damages all enemies on the floor tiles. Upon Tier 4 upgrade, selecting the ignition feature allows for rapid weakening of multiple high-health enemies, while selecting the double attack is useful against low-health enemies. However, without the Tier 4 upgrade, its low damage makes it largely useless. Due to the trap's narrow activation range, placing lightning traps on the floor often yields better results.







Grinder
This trap boasts top-tier burst DPS. However, it easily breaks down when faced with multiple enemies or high-HP targets. Lightning traps are more suitable for dealing with horsemen and thieves than this one. While it can be quickly deployed in emergencies due to its relatively low cost, that's about all it's good for; it's not a trap you can rely on as your main defense. Therefore, lightning traps are often a much better choice, and due to limited trap slots, this one isn't frequently used.


Bad Traps
It's not that these traps are bad and therefore discarded, but rather they fall behind in priority compared to other traps. Even bad traps have their own characteristics, so they can be used like good traps depending on the situation.



Push
Firstly, the disadvantage of this trap is that the first two upgrade stages increase pushing power rather than cooldown reduction. Cooldown reduction is only available at Tier 4, but only one trap of the same type can be upgraded to Tier 4. Thus, it's inherently somewhat slower than the spring trap. Additionally, it's installed on walls, not floors. Walls have many competing traps: Lich tombs, soul harvesters, freezing, infernos, bolts, and more. So, this trap is often discarded. However, it also has advantages. It can be used as a substitute for spring traps when you only want to push enemies one tile, when you need to place slime or other things on the floor, or when the floor is mining rails.


Demon
The demon trap summons melee attack demons. However, as melee attack monsters, they rush towards enemies, often getting caught in the traps you've set and dying easily. But it has one advantage over the Lich: when upgraded, three demons are summoned, so the area occupied by the three monsters is larger than the Lich, sometimes blocking paths in narrow spaces. This can occasionally stop and catch thieves and other enemies trying to slip through.





Spear
This trap only performs at its best when clicked. Due to the difficulty of clicking, it's rarely used. Moreover, its damage isn't overwhelmingly high. Its only advantage is that it's so bad, it's hard to find a worse trap. It might be useful if enemies are gathered into one tile by a black hole or similar, but that's a hassle.







Slot Machine
There's another trap that's a pain to click. Moreover, it's a support trap, not an offensive one, so using Trinity Runes dramatically increases the difficulty. The only advantage I've found is that the slot machine is kind of fun.








Hex
This trap has a long cooldown and transforms single unit to frogs. Since it transforms rather than kills, frogs entering portals still result in life loss. Plus, it's the worst trap for its price, making it my least favorite. If I had the gold to invest in this, I'd rather use barricades to eliminate large groups of enemies. However, in the very late stages of endless mode, when enemy health scales significantly, it might be crucial to utilize hex traps. However, even with hex traps, you cannot survive endlessly. Because enemy health increases without end. Hex traps are unable to transform them into frogs at once, they just inflict 100 damage. Hex traps are definitely not the worst traps, especially when considering endless mode; in fact, they might even be top-tier.