One of the happiest moments I have ever had in the game was the day I ate the rally of one of the largest, most powerful (and most egotistical I might add) players in the game. You know the type: Constantly telling everyone how amazing they are, how much they spent and praying on extremely low-level players to feel good about themselves. The typical Region “Bully”, and I had just put that player in their place!
The rush was an amazing feeling, indeed! My little account, not even a tenth their size, had just gobbled up every troop. I lost absolutely nothing. The Trap Style is an amazing style of play available to every type of player in the game.
The Merriam-Webster Dictionary defines the word “trap” as-
1: a device for taking game or other animals;
2: something by which one is caught or stopped unawares
also: a position or situation from which it is difficult or impossible to escape
4: to catch
This translates in World War Rising to an account that is deceptive in appearance, as to catch an attacker unaware or off guard.
There are several types of Trap Accounts. The most well known are as follows:
- Solo Trap– The accounts can take a solo hit from a single attacker with or without Alliance reinforcements, also known as rein.
- Rally Trap– Rally Traps can take an entire rally from several attackers in one attack. This may be done with or without rein.
- Rally Trap/Filler- Trap Fillers will bait solo or rally attacks while filling their alliance rallies on other targets as part of their strategy.
Another distinction between traps is whether or not they are a points trap (one that might burn but will win on points during events) or a capping trap (one whose objective is to capture or “cap” the attacker’s hero so that their alliance may rally the attacker heroless).
When deciding to start a trap, it is recommended to have a game plan before beginning. Traps should NOT have high power levels. There is a distinct difference between a Trap and a Defensive Base. Remember that trapping is about deceptive power, not defending in a nearly maxed base. You want to entice your attackers to hit you, and the higher your power level, the more difficult that becomes. In World War Rising, there are lots of hidden stats without adding to your power level. This is the trapper’s goal. Achieve the highest stats at the lowest possible power level.
How you build your trap will be unique. Be sure to read information on every building, research, gear, emblem, Squad member, hero tree and mastery stat on the game and here in WWR Command. Take the time to review regular troops and Mercenary troops carefully to understand their relationships and decide the direction you will be taking your trap base.
The fastest way to gain power level in WWR is by leveling up heroes. This should be avoided at all costs by traps as much as possible. For that reason, start your trap building game plan with which hero you would like to use in your defensive strategy. The two heroes most used are Ronen and Talia. Take the time to review each hero tree to see which heroes stats better fit your needs.
Once you have chosen your main hero, you can open other heroes to access their mastery skills. As a trap, however, it is not recommended to level them unless necessary for a skill or stat you can not get to otherwise. Do not fall into the Syndicate Boss “Trap” (yes, I went there and it WILL try to get ya!). Leveling your hero just to complete an event or get more goodies from the boss, no matter how tempting it will seem at the moment, always ends in trappers’ remorse. The biggest regret I hear from fellow traps is “I wish I hadn’t leveled my heroes!”. Keep that Command Center power low!
*An important note about Hero Mastery – Ration your Mastery points well! For example, if you are trapping, you do NOT need Base Attacking or Control Point (CP) skills. Skip the skills you don’t need! Mastery is very important to a trap as there are thousands in stat percentages that do not show in power level or on a Scout Report.
There are also two important sets of gear you will need for your hero. One is fake gear (strategies to be discussed at a later date) and your actual defensive gear. Again, this will vary for each person based on set up. Some trappers enjoy mismatched gear while others prefer a legendary set. Be sure to look carefully at what stats each piece of gear or emblem will give you towards your goal.
Buildings and Troops
Now that you have your hero set up with gear and emblems affixed, skills and mastery points allotted, it is time to look at your account’s buildings. Most buildings offer battle stats, so pay close attention to which provide the stats you will need. Inside your walls, many buildings have a specific game function as well as stats that will make you stronger. Outside your walls are rural plots. Here you will keep one plot for each resource along with your warehouse. All other rural plots will become intel buildings.
As you begin to build your intel buildings, now is the time to finalize what type of regular troops you will be using. There are the three main troop type boosts, Infantry, Vehicle, and Artillery, as well as a hefty Ops boost each building will give. Build the type of intel building corresponding to your choice of troops.
In my trap account, I have two main troop types and use an Ops meatshield that I will discuss later. Again, pay close attention to the numbers. You can check on your overall numbers by looking at your command center screen. Press power on the top center of the screen to see your player profile and then press boost. Here you can see all of your stats and watch them evolve as your base grows.
Whatever command center level you decide to stop growing at will be based on the research level and Mercenary Troop capacity level needed for the type of trap you will be. Keeping in mind that the main goal is to stay as small as possible, it is easier for a solo trap to keep a lower level cc for example. Be realistic about what you need for the attackers you are looking to attract. This is also a good time to finalize decisions on whether you want to be a point trap or a capping base.
Be sure not to neglect your Science Academy. Prioritize the boosts within based on the troop types you have chosen. Choose what vehicles to put on your wall based on the vehicles you can level to achieve the best stats in your Vehicle Hanger. Level your Monument to be able to equip banners that can be used in your defensive battles as well.
*Side Note on the Word “Defenses”- be sure to differentiate Defending from the term “Defenses” in WWR. Defenses in WWR refers to wall traps (the defenses within your command center wall). Emblems, research, and banners labeled with the word “Defenses” ONLY affect wall traps and do not boost overall defense.
Also, as a trap, I recommend staying completely away from wall traps. Yes, each trap is different but at lower levels, you will burn if you have them.
If you will be a trap that needs reinforcements to accomplish your battle goals, be sure to level your Squad Command to level 8 for the third Squad Reinforcement Capacity increase. Be sure to level your Defensive squad and have skills allocated and ready to defend. Which Squad you chose to defend with is based on your overall setup and what you will be receiving as reinforcements from your teammates.
Don’t Leave Out Weapons Lab for increased set bonus potential. Also level Serum Lab, as it not only allows you to add more ingredients to a serum recipe but it increases the time your Serum is active as well.
The last major focus building for trapping is the Mercenary Portal. The building is crucial for traps as it increases the number of mercenary troops you can hold in your base with each level. A successful trap has mercenary troops and has a LOT of them. The more mercs, the stronger your defense will be. Carefully read what each mercenary troop type does to achieve the outcome you are looking for when building your merc army.
Some mercs boost other mercs. Some boost particular types of regular troops. Some increase attack, where some increase health. As with most things in the game, mercenary troops affect each other and the other troops in your base very purposefully and directly. I know your next question: “Which do I train, and how many?”
Unfortunately, there is not a 100% correct answer. Trial and error, testing and taking the time to learn how they work in your particular set up is your best bet. I have my favorites, but they may not compliment someone else’s setup as well as they do mine because of my particular gear, buildings or research. Have fun with your experimenting!
It should go without saying, so I’ll keep this section brief, but research is also an obvious must. (I just didn’t want poor research to feel left out of the article!) Do NOT waste resources or Dossiers on stats that do not directly help your base. Skip around to what you need as much as the game will allow.
Here also avoid Base Attacking and Control Point Skills, as an example. Stats needed in Research are available in some trees at lower command centers while others need a higher CC to continue further. Again, keep your power low, but be realistic with your needs towards your goal.
Trapping is a great deal of fun but can be very time-consuming. Most trappers don’t spend a lot on the game monetarily, but they pay with their time and efforts to find each little stat and utilize every detail they can. At times it can come down to one expired banner determining the difference between a loss or a win.
There are hundreds of ways to personalize things to your comfort zone. Always watch stats and test where you are with the largest player you can find. What works this week more than likely will not work as well the next. Pay attention to the Blogs and new features to know what adjustments you need to make.