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In-game Description[]

"Sets a stakes trap that will cause damage to the enemies and will make them to walk slower."

General Information[]

While an infected is on the tile where the Stakes Trap is built, they will take 5 damage twice per second, and be slowed by 50% (Friendly units are also slowed, but not damaged). This effect applies to every infected on the tile, allowing stakes traps to thin out large hordes.

Stakes traps lose 1 HP every time they hit an infected, meaning they take 2 damage per second for every infected currently on their tile. Infected never target stakes traps, although an Infected Venom can damage them with its AoE spit attack if it happens to be targeting a nearby building.

Stakes trap will deal a total of 750 damage before it is destroyed, although the effective damage is reduced by the infected's damage resistance.

While being built, stakes traps will still apply the slowing effect. However, the damage effect only applies when the trap has finished building.

Traps don't produce any noise.

Stakes traps can be upgraded to Wire Fence Traps, roughly doubling their health and damage per second.

Tips & Strategy[]

Stakes traps are often used directly in front of walls or adjacent to towers, where infected are likely to stand in the trap for prolonged periods of time. Stakes traps can also be useful as a form of passive defense early-game, since the traps do enough damage to kill walkers before they can make it across the tile. Because of their fast building time and the fact that infected do not target them; stakes traps can be very useful for making a quick defense against an infected breach inside your colony.

Sometimes traps are used without walls. A common tactic is to silently dispatch early Swarms by kiting them with Ranger through multiple traps bunched together. On harder maps trap kiting might the only option of surviving swarms if they come from side where there are behemoths or villages nearby.

Desolated Wasteland maps tend to generate terrain with lots of single tile passages, which are difficult to protect with ballistas or rangers. Blocking such passages with walls and traps can prevent inevitable random walkers from wandering in.

Lucifer can shoot over traps without damaging them.


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