Trapping still remains one of the most intricate and difficult challenges in the game. Evolving quite a bit from World War Rising’s onset, trapping has expanded in ways very few of us expected early on.
While reading through trapping articles I wrote over a year ago now, I realized that so much has changed and much of the information simply no longer applies for Command Centers over level 90. Although the information is still true for lower Command Centers, those of us in older timelines needed a trap information upgrade.
One of the most well-known trappers in the game, ChrisSchank, agreed to sit down with me for a one on one exclusive discussion and sort through all of the information that needed to be updated to present to the gaming community once more.
Introducing Trapping 2.0!
Defining a Trap
In the original article Setting Up a Trap Base, we listed three main types of traps:
- Solo Trap- The accounts are able to take a solo hit from a single attacker with or without Alliance reinforcements, also known as rein.
- Rally Trap– Rally Traps are able to 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 own alliance rallies on other targets as part of their strategy.
While these types remain valid, Trapping in World War Rising has gone far beyond the typical basic Trapping types. It is no longer clear cut on what a Trap truly is. It is difficult to tell a Trap just based on Command Center or Power level. It has become more about a technique than a set base type.
ChrisSchank likes to say that trapping is a mindset.
The Multi Dimensions of Trapping
While updating information from the previous “how to trap articles,” (the articles still pertain to Command Centers under cc90), ChrisSchank expressed his thoughts on the different dimensions of trapping.
- The First Dimension of Trapping– The first dimension of trapping is simply a strong, standard defensive base.
- The Second Dimension of Trapping– This is your stereotypical trap base. It tends to be low power, high strength, and requires reinforcements and uses anti-scout to prevent the attacker from seeing what is contained within the base when scouted.
- The Third Dimension of Trapping– This tends to be one of the most intricate levels of Trapping. It requires a lot more work, as you are purposely deceiving the attacker to hit your base. In a nutshell, the expectation from the attacker is far different than the reality of what the base actually contains. It often has misdirection such as wrong hero and or gear, research not done, or fake troops.
- The Fourth Dimension of Trapping– Psychological Warfare is the Fourth Dimension of trapping. Trying to get into your opponent’s head to manipulate their actions through emotional or confused responses that often lead to your base being attacked.
- The Fifth Dimension of Trapping– This is when a trap player becomes well known in the game as an aficionado and people will now hit, at this point, just to see how they fare. Typically when a trap player has an outstanding defensive reputation, the best of the best players will often try to attack to see what needs to be improved upon.
“Remember this Game is called World WAR Rising and WAR is the most important word. Remember- Build, Test …..Repeat!”- ChrisSchank (R0ll) Region #547, Basalt Badlands
The dimension I would like to focus on in this article is the Third Dimension. Let’s discuss the art of trap deception and how to build accordingly.
There is basically a triquetra that is absolutely necessary to have within your base. The first aspect of the triangle (and in some cases, arguably the most important), is your Squad.
An incredible amount of power comes from Squad members.
Which squad you need while defending yourself depends largely on command center set up, but also what the attacker is sending at you.
While understanding the above information, there are many ways to tweak what may work best for you. For example, I like Clare for solos. For rallies I will use Hannibal or Molotov depending on who is sending or what may be approaching.
Don’t forget Squad Strengths:
- Clare: Strong Attack
- Hannibal: Attack and Armor
- Molotov: Heavy Armor/ Counter Intelligence
- Melody: Strong Against Squad
Squad is one of the MOST important aspects to develop within your base. Depending on your budget, level all of your squads to the highest level possible. If you have a limited budget, consider focusing on Hannibal for the all-around stats that can cover more areas. Hannibal is sufficient when skilled properly to not only defend but attack as well.
*Protip– If you are not involved in Control Point battles, do not worry about those skills in any squad tree. HP raises the power of your squad. It is very important to note that power does not necessarily transfer into strength.
When skilling Clare for example, focus on attacking FIRST. Once that is ALL done, move on to armor skills. I skill all my squads in this way, however, you can not go wrong focusing on the squad’s own strengths either.
ChrisSchank tells me he actually likes to skill each squad by what attributes they are lacking. For example, he will skill armor for Clare first, then attack. Leave any skills related to CP or HP for last.
Consider using a preset to make your Squad appear even smaller in power to entice attackers. Be sure to not make the power low enough that the Hannibal looks tempered so that attackers will still be tempted to attack your command center.
When the attack march or rally is sent, simply hit the preset with your true squad power and eat up those troops!
Troops can be tricky. As the second point of the triquetra, the troop composition of your command center is one of the most important aspects you will have in your arsenal. In the front, I like my mercenary troop meat, roughly 3 million or so troops slightly staggered. Next is where my Regular, and Raider troops sit. After that are my strong booster type troops that primarily provide the multipliers I am looking for to boost the overall strength of my base. My favorite Defensive Troops to use are as follows:
- Guerilla Troops, All Types
It also doesn’t hurt to add Helicob for Squad and Phantom X for the added attack. Also, consider Semi Centaurs to help end those pesky Phoenix attacks from making you burn needlessly.
While this is not the only way to set up your troops, it is a tried and true method that has proven to work for many players.
It is EXTREMELY important to note, which is completely different from my original article, that wall defenses are very necessary to a successful defense. They should stagger in tier for multiple effectiveness. This allows a back and forth between troops and defenses that seem to weaken incoming troops well.
Walls are a primary aspect of killing Masq/Op Rallies as we fondly call them in World War Rising. This is the devastating attack march that consists of Masquerat and Operative troops, where Operative troops must outnumber the number of Masquerat troops for full attack boosts.
*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.
Research never goes out of style. So many of your stats come primarily from research, making Research the third point of the Triquetra.
Be sure to research those items relating to the defense of your base and the strength of your squad and mercenary troops. Remember that they are all imperative to the base’s ability to defend itself.
Using the instant 90 that has now been given several times ensures all basic research is complete.
*Protip– Purposely leaving research undone lets an attacker see what appears to be a much weaker base. They do not realize that the research was not control based, for example, and it would not assist in your defense anyway. Attackers see the lower complete percentage and guesstimate that your base is not as strong.
- Master Intel- This Building adds Mercenary Troop capacity as well as a staggering number of different stats. Leveling this building to max is very important in order to achieve those higher stats.
- Vehicle Hanger- The vehicle hanger has a plethora of skills such as Enemy Health Reduction. It also has attack deflection and counter intelligence, as well as base defending troop attack, health, and armor.
- Intel Buildings- Intel Buildings primarily boost Ops stats. There are many other stats that are boosted according to which types you decide to place and level. This is a good area to work that deception.
Placing a few farms or quarries confuses an attacker when looking at a scout and doesn’t hurt in relation to the stats you already possess.
Other Important Items to Prepare
- Hero – Although heroes aren’t as important as they were previously, be sure that your hero presets are correct and your defensive hero preset has been installed. Players typically use Eli or sometimes Bruce to defend with. Also, it doesn’t hurt to try and bait players by using other heroes (Aria or Ember for example).
Using older heroes that are skilled properly, can cause confusion to the attacker about why the defending player isn’t using the latest and greatest.
- Gear – Consider using the gear in the previous event to lull the attacker into believing you are offline and forgot to shield.
- Emblems – While sets offer great bonuses, it is not always the best option to go with a prepared set. Be sure to carefully add up stats to see what is more beneficial to you.
- Serums – Serums offer additional stats that benefit whatever you’re trying to accomplish. Be sure to always have a few prepared in the event you are attacked. Really focus on the ingredients you add to ensure they are providing the stats you are looking for.
- Banners – Be sure to have your banner presets ready. Load up one or two presets with defensive banners so you’re prepared for that sudden attack.
I spoke with members of the World War Rising Community and asked them how and why they have built their traps. Here’s what they had to say:
“Make sure to have intel buildings to boost infantry and operatives. Make sure to have some of every troop type to stop someone from countering your troop build. Research and merc walls are essential for running a strong trap.
Operatives are the strongest troop a trap base can use because they are boosted by exterior buildings ????” – T H E P R O (TMK) The Murderous Killers, Region #531, Steel Area
“Think about how you want your base to look to your future attackers. Most traps try to stay low power and low level in order to bait attackers, but in my own case, I’ve found attackers at some point or another become suspicious of anything with low power or low cc level. Traps aren’t just defensive players. They are illusionists. Think about anything you can do to make yourself look less “trappy”.” – Unburnable (2Shy, ^LTS, ar15) Regions #497, 519, 531 Palladium Territory, Granite Front, & Steel Area
“Review all the Attacking Heroes Mastery, fill in the skills that support you as a Defender, hint…Ember.” – ChrisSchank (R0ll) Region #547, Basalt Badlands
“So when I look at my build and think “trap” the first thing that comes to mind is how can I squeeze every bit of attack, health, armor, etc. out of my build. I look for the buildings or research that will help give the most “bang for my buck” when it comes to trying to better my base. Such as when it comes to intel buildings I chose to use regular intel business over the mercenary ones simply because of the cost and the benefit I was able to achieve. Look for the small things like that and you can improve a lot.” – TheNameThief (TRU) Region# 531, Steel Area
“So if you’re going to be a trap, build your base to be a trap. There’s lots of different ways to trap, but pick a direction. When intel buildings came out, that day I had 25 war intels out and was training ops. Nobody else that I’ve seen is built that way, as an example. I’ve been all mash since day one as another example. I have low level heroes, low power, low cc, my base is purpose built to trap. I’m not a rally lead who quit and wants to turn his base into a trap.
Want to be a trap, build a trap.” – Gworl (BE) Region #497, Palladium Territory
What Comes Next
There are many different styles of gameplay that you can adapt to. Take a look at a few of the articles below to learn more about which style may be best for you.
Trapping and Defense
Eat Up Those Incoming Troops in lower Command Center Levels!
Items Needed in a Trap Base
Hear more Detailed Explanations of Items You Need to Be a Successful Trap
Keep a Sense of Humor
Other Topics to Brush up On:
No matter what is occurring, be sure safety is always first!
I may be biased, but trapping is definitely one of the most fun ways to play World War Rising! Hopefully, this article will clarify some of the updated and more pertinent ways to build up your trap base!
Please remember that any comments made are to assist players in the process of building or setting up a trap base and are NOT a guarantee that the methods may work for you.
I would like to thank the following awesome players who assisted with this article on Base Playing Styles, especially ChrisSchank with (R0ll) in Region #547 Basalt Badlands, who tirelessly helped me to be sure the community got the best trapping information possible.
- T H E P R O (TMK) The Murderous Killers, Region #531, Steel Area
- Unburnable (2Shy, ^LTS, ar15) Regions #497, 519, 531 Palladium Territory, Granite Front, & Steel Area
- TheNameThief (TRU) Region# 531, Steel Area
- Gworl (BE) Region #497, Palladium Territory