Trap Maiden Strategy Guide

Trap list

Basic Basic

NameCategoryDescription
DamageSmall damage to the enemy that steps on it. Unlimited.

N N

NameCategoryDescription
BindSmall damage and holds the enemy for 3 turns. Heavy or slippery enemies break free.
BindHolds the enemy that steps on it for 5 turns. Useless on heavy or slippery enemies.
LureRattles when placed: every enemy on the floor heads here for 5 turns.
DamageMedium damage and 1 turn of paralysis.
StatusWhen an enemy steps on it, enemies in a 3x3 area lose sight of you for 3 turns and can't sense traps.
MovementThe enemy slides 2 more cells the way it was going.
LureBeasts within 4 cells come to eat it for 2 turns. Even trap-sniffing beasts can't resist.
DefenseBecomes a wall that also stops ranged attacks. Breaks after 3 hits.
StateCoats the enemy in oil for 5 turns. No damage, but fire traps then deal double damage and set it burning.
StateSoaks a 3x3 area for 5 turns. Lightning traps deal 1.5x damage and paralyze for longer.
BindHolds the metal bodies of machines and androids to the floor for 3 turns. Works on heavy ones; cleaner robots can't swallow it.
StatusA bang and a flash: machines and androids in 3x3 lose their sensors for 3 turns, zombies are confused for 3 turns.
BindA small hit when stepped on. An enemy that tries to disarm or swallow it falls through: bound for 5 turns and a medium hit.
DamageA small lightning hit and a turn of paralysis. Reaches holograms. x1.5 on a wet target.

R R

NameCategoryDescription
AreaExplodes when stepped on: medium damage to ground targets in 3x3, you included.
DelayedExplodes 3 turns after placing: heavy damage in 3x3, hitting flyers too.
DamageA log swings 3 cells the way it was placed: medium damage and a 1-cell push.
LureBecomes a scarecrow (15 HP). Enemies within 7 cells attack it before you.
StatusEveryone in 3x3 sleeps for 4 turns, you included. Damage wakes sleepers.
Anti-airBrings a flying enemy down for 3 turns; ground traps work on it meanwhile.
MovementThe enemy slides until it hits a wall, triggering traps on the way.
DamageMedium damage in a cross, 2 cells each way.
Anti-burrowWhen a burrowing enemy comes within 2 cells, it's dragged up: heavy damage and stunned for 2 turns.
MovementTurns the enemy around and confuses it for 1 turn. Shields fail for 3 turns.
ChainWhen an enemy touches the wire, every trap of yours within 3 cells goes off at once.
DamageSparks for small fire damage. Heavy damage and burning on oiled enemies; weak against soaked ones.
BindA net drops on the enemy that steps here and holds it. People-shaped enemies are held longest (zombies 6 turns, androids 6), others 3. Also holds heavy and slippery enemies.
BindA cage drops on the enemy that steps here and shuts it in for 8 turns. Works on heavy and shielded enemies; nothing gets out to attack. Bosses 3 turns.
StatusA golden mist: clears the boosts of enemies in 3x3 and slows them for 3 turns (half speed, no healing).
StatusMachines and androids within 3 cells lose their trap sensors and ranged attacks for 5 turns.

SR SR

NameCategoryDescription
AreaHeavy damage to ground targets in 2x2, you included. Instantly defeats heavyweight non-boss enemies.
AreaMedium damage to ground targets in a 5-cell line the way it faces, you included. 3 uses.
StatusMedium lightning damage and 2 turns of paralysis. 3 uses.
StatusSmall damage and 1 turn of paralysis in 3x3. Heavy damage to bodiless hologram enemies.
DefenseA ranged attack that passes over this tile is bounced back.
MovementCarries the enemy through a tube and drops it on the last trap you placed.
StealthInvisible even to trap-spotting enemies. Medium damage to ground targets in 3x3, you included.
BindFreezes ground targets in 3x3 for 4 turns, even heavy ones. You included.
LureEvery enemy in the room heads here for 5 turns.
StatusPlace on water. When an enemy touches connected water, the whole area takes medium lightning damage and 2 turns of paralysis. You too, if you're in the water.
StatusZombies within 4 cells lose the key's orders: for 8 turns they stop working together and wander.

SSR SSR

NameCategoryDescription
AreaHeavy damage to everything in 5x5, flyers included, you included.
Movement2 turns after placing, pulls enemies within 4 cells to the center. You included.
BindBinds everything in 5x5 for 6 turns. Bosses for 3.
ChainWhen another trap goes off, it sets off every trap within 3 cells.
LureAlways active. Spawns 3 decoys that draw enemy aim (decoys have HP).
BindBinds the enemy that steps on it for 10 turns, bosses too.
AreaStepped on in water, it drags ground and water enemies in 3x3 under: instant defeat. Heavy damage to bosses. You included.

UR UR

NameCategoryDescription
SpecialA spring shoots a stake up to 6 cells: the first enemy takes a large hit and is bound for 4 turns, bosses too. Nothing sees it coming, disarms it or learns it.
AreaInstantly defeats everything in 3x3. Heavy damage to bosses.
SpecialStops every enemy on the floor for 8 turns.
Delayed5 turns after placing, massive damage in 7x7. You are immune.
LureAlways active. Draws in every enemy in the room and deals small damage each turn to those in range.