If the dungeon is built focusing on an alley or path for light enemies and another for heavy enemies, then this trap can sort out the light from the mob of heavy enemies. The highest it can climb up to is B Tier with accompanied by other ceiling traps, other than that this alone can be categorized at D tier. So, throwing them from one haymaker to another is the trick. One thing it can be good for is that along with a bunch of Gravity Pillars and Haymakers at higher ceilings, the duration an enemy stuck at air will be when they are dealt increased damage. The fact that it can knockback light enemies is good but throwing around light enemies randomly where the traps are built and planned might affect the orientation. Haymaker: Drops from ceiling and spins damaging and throwing enemies.
ORCS MUST DIE 3 ARCANE DAMAGE FULL
Other than that placing it in the corner might be using it to its full potential but apart from that, you can’t always bring it with you. The only drawback is its health or duration will run out and exhausting 1000 for a trap that can be destroyed without running to its full capacity will let me place him to this tier.
Even though the cost is less it can be hardly used against the light enemies as after triggering the trap, fast enemies had been gone way ahead. Spike Trap: Spikes shoot up from the floor when triggered.Currently, this trap is the worst trap in the game. If on Endless, enemies might even ignore decoy which simply beat the use of this trap. Simply confusion is much better than the decoy.
Among these 2 upgrades, Bleeding infliction is the one good enough but it is useless against airborne enemies. unit to be placed and attract up to 3 enemies.
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