The Two Types of Trap Accounts

Trap Account Game of war chick

The Two Types of Trap Accounts

Thanks to gold packs continuously offering more Speed Ups and Resources, creating Trap Accounts can be done more cost-effectively than ever. There are two types of Trap Accounts you can choose from, Solo Traps or Rally Traps.

There are a few ways to get started:

  1. Creating a new account and porting it into your Home Kingdom. Remember that this has to be done before upgrading past Stronghold 5. An advantage to doing it this way is the pristine stats your Trap will have: low kill counts and a low Kill Death Ratio (KDR) Starting from zero also lets you customize the account in a way that avoids unnecessary power increases from Research.
  2. Alternatively, you can convert an existing account, which may already have a good foundation of research for you to work with.

Solo Trap or Rally Trap

Your two most general options are a Solo Trap or Rally Trap. Deciding which type of trap you are creating early on you will help you clarify exactly how to customize your account. Traps Accounts are all about customizing something unique to trick your enemies into hitting you. An effective Trap will be irresistible and hit often.

Solo Traps are designed to take Solo War Marches (meaning Marches from a single players). While there are obviously exceptions to every rule, most players looking for solo attacks will look for Strongholds under 850M Power as an upper limit. So the farther below 850M power you are, the more likely you are to get hit. As an attacker, the things I consider, and the order in which I usually consider them, when evaluating a Stronghold for a solo attack are:

  1. Overall Power
  2. Kill Count
  3. Kill Death Ratio
  4. Hero Level
  5. Hero Gear

The more of these things that are to my liking, the more likely I am to attack. For example, I am much more likely to Solo an 800M player with low kills, low KDR, weak or medium strenght Gear, and Hero 50; than I am to hit a 400M Stronghold with 50M kills, a high KDR of 9, and Hero 58 (regardless of Gear).

A Rally Trap, on the other hand, is meant to take Rally Marches. While it may be relatively common to see or hear of players with over 3B power getting zeroed, I would set the upper limit of a Rally Trap at 2.5B to be safe. The lower you can keep your power while still keeping your Hero safe, the better. I use the same criteria above to evaluate a Rally Target as I do a Solo Target.

It’s certainly possible Rally players up to 10B or more with Core Gear and win, but you have to catch them offline or with Monster or Research Gear on.

Remember, savvy players can generally tell that you are a Trap Account. Your job is to get them to hit you in spite of them knowing it.

Choosing Your Troop & Trap Types

Troop and Wall Trap types are not created equally, especially if you have a specific end goal in mind. There are only two basic types of Strategies: Mixed or Single. Both have their strengths and weaknesses.

Mixed Trap Accounts are most effective when they have relatively equal numbers of each individual Troop and Trap type. This type of Trap is opportunistic: it wants to be hit indiscriminately. If you have a Solo Mixed Troop Account, you should be able to take hits from incoming Infantry, Ranged, and Cavalry Marches about equally. There are a few points here that you shouldn’t overlook:

  1. This type of Trap (Solo or Rally) is more versatile than the single troop-type.
  2. It requires overall higher Troop numbers than the single type.
  3. Regular Troops are more effective than Strategic Troops in this situation because Regular Troops are only weak against one troop type, while Strategic Troops are weak against two Troop types.

On the other hand, Single Troop Trap Accounts are predators looking to be hit by a specific Troop type. With a Single Trap Account you use Strategic Troops and Wall Traps (which are very strong against a single Troop type) with the intent of luring and taking hits from only that specific Troop type. This style of trap is much more risky, and offers the possibility of both much higher gains and much worse losses. The premise here is this: you train only Strategic Ranged Troops, for example, with the specific intent of taking hits only from Rally Marches sending Infantry troops. You would also only build Wall Traps that are effective against Infantry. Advantages to this style include lower overall Troop number requirements, which also keeps your power low, and the potential to absolutely devastate the right incoming Rally. For example, I was recently part of a full 2,650,000 Rally that lost its Hero to a 550M single troop trap. That is what I’d call effective trap play! However, if you have only Ranged Troops and don’t shield before a fully Cored Cavalry March hits you...you're in trouble.

Warning: Always use anti-scout with this set up. It isn’t worth using the Attack and Debuff Boosts if doing so allows your Stronghold to be scouted. For example, if I knew a guy was all one Troop Type I’d Rally using a Speed Suit and the counter troop type, knowing that I would do massive damage even without Cores, if I could hit before you were able to shield. You could also risk switching from Anti-Scout to a different War boost second before the Rally hits. If you try this, make sure to switch gear first because it’s far more important.

Game Strategy article contributed by Creed XS

Article 1: What are Trap Accounts and Why Are They Important?
Article 2: The Two Types of Trap Accounts
Article 3: The Latest Requirements For A Flawless Trap Account
Article 4: 5 Advanced Trap Account Strategies
Article 5: Build A Perfect Trap With Only $200
Article 6: Best Trap Account Builds
Article 7: 7 Ways to Spot a Trap Account
Article 8: 4 Piece Cores Strategy for Traps
Article 9: Comparing Troop Attack vs. Trap Attack for Trap Accounts