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

TrapsEffectCost
Spike trapFires once as they arrive: Runners lose 60 % of their health, others 15 %.60 scrap, 5 serum
Tar pitFires once as they arrive: Brutes lose 35 % of their health and are held for 15 s, others lose 10 %.70 biomass, 5 serum
LureFires once: the whole attack goes to another road you pick.40 scrap, 40 biomass, 10 serum

What answers what

AttackersEmplacementStance
RunnersSpikesSally out
BrutesTarHold
ClimbersBallistaFall back
ShamblersAny (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.

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