In Mobile Strike, we have seen many styles of trapping over the years. One of the questions we ask players when they come to us about trapping is what style of trap do they want to play? This question can be difficult to answer at times and without knowing then really knowing how to build and what to build can become difficult. A little while ago we did a series of frequently asked questions by traps and addressed some of those questions. However, you gave a Cinder a cookie and now I must keep going. Before we dive in, however, make sure you take the chance to brush up on our cookie-cutter trapping series.
Three Main Style of Trapping
Those articles are great and answer a ton of questions that traps have asked over the months and years that Mobile Strike has existed. However, one thing that it did not address is that part of the reason that there is no such thing as a Cookie Cutter trap is that there are a ton of ways you can trap.
We are going to cover three main styles of trapping. However, we are also going to dive into some sub-styles of trapping because while we are defining three main styles there are many different ways that you can make those main styles unique by using one of the sub-styles of trapping.
Style One: Going for the Cap
The first style we are going to cover is the players who want to go for the cap. Your main goal as this style of trap is going to be to imprison your opponent’s Commander. Whether you keep that Commander, make them grovel for their Commander to be returned, kill the Commander, or use the Commander in hopes that it will inspire others to hit you the goal for you is to in fact imprison that Commander.
Currently, in the Mech Dimension, this is not a possibility. Capping a Commander that is attacking is very difficult. However, hopefully, we will see this change as the game continues to evolve and killing off our opponents Mech s becomes more feasible.
Style Two: Going for the Victory
This style of trap could care less whether or not they cap their opponent’s Commander. Their main goal is to not burn and get a victory report. We are seeing more and more of this style of trapping as the ability to cap has been lessened. The downside to this is that your opponent does get a report from the battle and with no real consequences they can continue to hit you and adjust their hits. If you are not online when this occurs you can be weakened until you start burning and eventually be zeroed. When playing this style of trap caution is needed when you are away from your account and a shield is advised.
Style Three: The Burner
This Style of trap is generally seen the most during point events. This trap does not care as much about burning and in fact, may even prefer burning. Often the sight of fire will draw players in and they will continue to hit without stopping to see whether or not they are coming out point positive. The Burner Trap is one that does not want to be offline without a shield. This player generally relies on their Hospitals and healing troops as they are getting hit. The downside to this is that it can become very expensive on RSS very quickly.
Six Sub-Styles of Trapping
While there are three substyles of trapping we have Six sub-styles of trapping that can fit anywhere within the three main styles of trapping. Whether you are going for the cap, going for the victory, or a burner trap there are unique ways you can shape your account based on what you want to do.
Sub-Style One: The Unicorn Hunter Trap
The Unicorn Hunter is a trap that is looking to be hit by and win against Unicorns. What is a unicorn you may ask? From the Urban dictionary, the definition we get of Unicorn is this,
A Unicorn can refer to a man or a woman and is often used to describe the perfect catch or perfect partner. A Unicorn is a mythical creature, someone amazing who is hard to catch or simply a very rare find
The Unicorns of the Mobile Strike world are the DarkKings, Jackie’s and other hard hitters that make us all go ouch when they hit. These are the strongest players you will find in the game and the goal of the Unicorn Hunter Trap is to win against them. This is not an easy feat.
Typically the Unicorn Hunter is going to have above-average stats and spend more than your average trap. Some traps may not even consider the Unicorn hunter a true trap because sometimes this style of trap gets decreased hits due to visible stats that decrease their desirability to mid-tier attackers.
Substyle Two: Low tier Traps
Low Tier Traps are just what they sound like. They are traps that use lower tiers of troops. There seems to be a common misconception in Mobile Strike that if you do not have the highest tier of troops you will burn. However, let me tell you, my friend, I have seen many impressive traps out there that use lower tier troops and rock it. If you are looking to trap in this style there are a few things to keep in mind.
- Be aware that your lower tiers are weaker (hence the misconception) however, that does not invalidate them. You do, however, need the stats to support them.
- You will need more troops then a player who uses a higher tier of troops.
- It can be really fun to combine this type of trap with a burner points trap for Kill events.
Sub-style Three: Bait Traps
Bait traps are not as common anymore. However, back in the day, this used to be my favorite style of trapping. Part of this was because I was a fat trap and no one wanted to hit me in good gear and the other part of this was the thrill of trying to switch gear without switching too soon or too late. The Bait Trap typically uses bad gear to draw in their attackers and just before the march hits they switch to a better gear set. Some of these accounts even can take hits in off gear and do well.
There are some cautions I will give you if you are looking to bait trap:
- If you switch too soon sometimes your attacker will not hit because they are worried that they will lose when you are in good gear. While this is not as much of an issue right now because most attackers are not losing their Commanders it can become very relevant at other times in the game.
- If you do not switch soon enough you are risking taking a hit in gear that is not intended for defense. So make sure that you are not switching too late or that your gear is set up to be as defensive as possible with gems and skills so you do not find yourself going, OUCH, as you explode.
While gear is the most common thing to bait with and switch the possibility to bait with different Commanders also exists so keep that in mind as well. However, if you do decide to bait with your Commander be sure that your Commander you are switching to is wearing appropriate gear. Switching Commanders and then Gear will just make your life extra tough.
Sub-Style Four: Commanderless Traps
Commanderless traps are traps that are seeking to win against their attackers without a Commander. This style of trapping can be really fun. In part because there are a couple of ways you can do this. Should you decide to test out a Commanderless trap my recommendation is that you set up your account to look like a weak lead. While it is really difficult to lose your Commander currently a weak lead can do so, just make sure you keep your anti-scout on. Toss a solo out there with a weak Mech or a Mech that is skilled improperly and say goodbye to your Commander and hope someone is brave enough to give you a try.
In the past, we have also seen traps who would send their Commander to a friend to hold so they can easily get their Commander back. Or even traps who had a friend holding their Commander who would release just before the hit. If you are doing this make sure that your Commander is wearing the right gear.
Sub-Style Five: Tiny Traps
Tiny Traps are a blast. The goal of these traps is to remain as small as possible. These are often the traps that leave Leads scratching their heads and wondering what just happened. These traps will often be smaller than some zeroed accounts. This trapping style is another one where excellent stats are needed so if done wrong it can become quite pricey. A recent downside to this style of trapping is that many times leads would rather hit an account with a little meat on their bones because they are likely to do worse than the tiny trap. Which leads us to our final type of trap.
Sub-Style Six: Filler Traps
The Filler Trap is an account that looks like a filler. The perk to this type of trap is that often leads will underestimate you because you have chosen not to go the tiny trap route and they will assume you are the account that has built up quickly just to be able to fill rallies. We have seen this happen often enough and these accounts burn often enough that it is no surprise to see them burn over and over again because it is assumed that they do not know what they are doing. This gives filler traps an extra edge over the accounts that are traps.
There are many different ways you can trap in Mobile Strike and to every trap, there are upsides and downsides. We have covered just a few of these styles today but we would love to hear more from you about your trapping style! What type of trap do you employ and did we cover it today? Come join the conversation by joining us on our Social Media!
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