Traps
Traps are hovering hazards which explode when one or more targets come close enough. A trap will either deal fire-based damage to all targets within its area of effect, or inflict a status condition.
Field traps
Traps are a feature of each zone, however they generally do not appear in Forest except in certain quests. They can be in rooms or hallways. Traps are often found in groups, and often guard loot boxes or switches. Traps are normally invisible until triggered, however a player can use a Trap Vision to reveal any traps within its radius.
Lieutenant Mantle grants always-on trap vision while equipped. Android characters have permanent trap vision.
When a trap is triggered, it briefly becomes visible to all players, then explodes. A trap will either deal damage, inflict Poison,
Paralysis,
Confuse,
Freeze,
Shock, or
Slow, or both. Visible traps can be attacked with ranged weapons or techniques before they detonate. They are immediately destroyed when hit by any attack. Some traps may follow the target player around by hovering directly over their head before exploding; these traps must be targeted by a technique such as
Zonde or attacked by a fellow player.
An uncommon green trap, shaped like a medical cross, will heal players in proximity during its activation.
Other traps
Beside the standard traps, which float in the air for a short while before going off, other types exist:
- In Ruins, Guom traps occasionally fall from the ceiling, threatening to capture a player inside. Teammates have a few seconds to disable the trap before it explodes, dealing damage.
- In Central Control Area, Seabed and Control Tower, ground traps may fold upwards and form an electric cage around the player, which deals damage and
Shock if not destroyed in time by a teammate.
- In all Episode 2 maps and some Episode 1 quests, turret-like traps may pop out of the ground and cast either
Foie or
Gibarta on the player. They are activated by proximity or triggering of a laser barrier. Traps of this type attack continuously, until destroyed by 1-4 hits from any attack (1 hit in Episode 1 quests; 2 hits for most Episode 2 maps; 4 hits in Seabed).
- Some growths in Ruins as well as Gee nests in Seaside will periodically spew and apply poison to players in close proximity.
Player traps
All android classes can deploy traps of their own, namely damage traps, freeze traps, and confuse traps. Traps are the most powerful crowd control tool in the game. Androids start at level 1 with 2 of each trap and gain more of them as they level up, with each class gaining different amounts of each trap (maxing out at 20) as they level up. Traps are replenished by leveling up, using a healing ring, the Medical Center, or when reviving from death with a Scape Doll.
Player-placed traps will affect monsters and not other players. After deploying, they take a moment to "come online" and once they do so, they immediately detonate when one or more monsters are nearby. The time spent to "come online" is reduced in higher difficulties.
Trap shooting
Trap shooting is a technique that allows a set trap to be detonated almost instantly, making immediate use of its area-of-effect. Trap shooting is typically performed by setting a trap and immediately using a Normal attack with a Handgun to trigger it.
It can also be executed with other projectile-based weapons like Rifles, Mechguns, or Shots, provided the projectile velocity is high enough to reach and target the trap. Equipment that increases attack speed makes trap shooting slightly easier.
A player’s height also affects the timing window for shooting the trap. Taller characters have a more forgiving timeframe to execute the trap shot, giving male Android classes an advantage over their shorter female counterparts. During character creation, setting height to the maximum can make trap shooting easier.
A unique characteristic of trap shooting is that the player always faces south on the minimap when performing it. This can be strategically exploited by continuing the attack combo into combo step 2 and 3 after triggering the trap, attacking enemies south from the player.
Traps can also be instantly detonated by other party members using Lieutenant Mantle's
Trap Vision effect, which allows them to see and target traps set by Android allies. This method is often used by Forces who continuously cast
Gifoie. The wide area-of-effect of Gifoie ensures any trap within its range detonates immediately, enabling instant crowd control.
A more precise method, offering greater control for Androids, is utilizing Twin Blaze's
Gifoie special. The low-level Gifoie cast by Twin Blaze lingers near the user, allowing for immediate trap detonation. With an understanding of enemy spawn patterns, Gifoie can be prepared in advance. When enemies appear, a trap can be set and detonated instantly, providing immediate crowd control and creating an attack window.
Players cannot deploy traps in boss arenas.
Trap growth
All android classes start with two of each Trap at level 1, and gain more traps based on the formula
level/x
(where "x" depends on the specific class and kind of trap, indicated in the table below). This means trap count can be calculated for any level with the following formula:
Trap count = 2 + (level/x)
The maximum amount for all traps is 20.
The below table references "x" for each class. The numbers in parentheses indicate what level the class maxes out their trap count.
HUcast | HUcaseal | RAcast | RAcaseal | |
---|---|---|---|---|
Damage | 11 (198) | 9 (162) | 7 (126) | 7 (126) |
Freeze | 7 (126) | 10 (180) | 9 (162) | 11 (198) |
Confuse | 7 (126) | 10 (180) | 11 (198) | 9 (162) |
Items | ||
---|---|---|
![]() ![]() ![]() Weapons |
Melee | Sabers • Swords • Daggers • Partisans • Slicers • Double Sabers • Claws • Katanas • Twin Swords • Fists |
Ranged | Handguns • Rifles • Mechguns • Shots • Launchers | |
Technique | Canes • Rods • Wands • Cards | |
Other | ES weapons • TypeM weapons | |
![]() |
Frames • Barriers • Units • Mags | |
![]() |
Item box • Meseta • Technique disks • Tools • Traps |