Traps: what they do, costs and counters
Short answer
Up to 2 per road from Watchtower level 2. Each fires once as attackers arrive, then needs rebuilding.
What it does
Traps are one-shot surprises. A spike trap tears into Runners as they reach the road, a tar pit burns and holds Brutes, and a lure leads the whole attack to another road you choose.
Each trap fires on the first attack down its road and is then used up. Their price grows with your village's production, so a big village pays a real cost to keep them set.
Traps
| Traps | Effect | Cost |
|---|---|---|
| Spike trap | Fires once as they arrive: Runners lose 60 % of their health, others 15 %. | 60 scrap, 5 serum |
| Tar pit | Fires once as they arrive: Brutes lose 35 % of their health and are held for 15 s, others lose 10 %. | 70 biomass, 5 serum |
| Lure | Fires once: the whole attack goes to another road you pick. | 40 scrap, 40 biomass, 10 serum |
What answers what
| Attackers | Emplacement | Stance |
|---|---|---|
| Runners | Spikes | Sally out |
| Brutes | Tar | Hold |
| Climbers | Ballista | Fall back |
| Shamblers | Any (small bonus) | Hold |
Tips
- Set a lure on your weakest road and point it at your strongest.
- Rebuild traps before bed; the warning window may not leave time once an attack is spotted.
- Traps and an emplacement stack: spikes plus a spike trap cut a Runner raid down before it reaches the gate.
Questions
How do traps work in Voxhorde?
They unlock at Watchtower level 2, up to 2 per road. Each fires once as attackers reach the road, then has to be rebuilt.
Numbers come straight from the game's rules and update with every release.
Go deeper
Related pages
EmplacementsOne per road. The right one makes its attackers take ×2 damage on that road.
Gate stancesEach gate Holds, Sallies out or Falls back. Hold takes 20 % less from Brutes, Sally out hits Runners 80 % harder, Fall back saves 40 % of the loot.
RunnersRunners are almost twice as fast as Shamblers but fragile. They unlock at Binding Pit level 2.