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Description

The Trapper is a unique offensive tower that throws traps along the path for enemies to walk on. Its main role is to catch any enemies that get past main defenses. Path 1 enables Trapper to place spikes that permanently stay on the path until they run out of health, and Path 2 allows it to quickly place down explosive landmines that can deal triple damage to enemies with over 750 health. This tower is purchasable at Level 10+.

Path Defense Piercing
X-X 0%
1-X 100%
1-4 135%

Appearance

The Trapper has pale white skin similar to most other towers. It wears grey and black clothing. The Trapper is holding a shining serrated spike that is white in color in its hands. It additionally has a heavy black backpack being worn on its back, likely serving as storage for its traps.

Lore

"What's the best way to disrupt a tank if you don't have any infantry? Laying mines and hoping for the best. Therefore, the UEC has enlisted the Trapper, a name classified for a group of different units that lay down, well, traps. These traps are mainly designed to catch ground-based alien vehicles and prevent them from moving. However, because the Trapper is based on a legacy battle tactic (armor movement through the ground), and due to the aliens' reliance on air-based transport, Trappers don't see much use and are relegated to a niche option."

Upgrades

Path 1 (Cash 9,750)

Defense Piercing

Damage ignores enemy defense

Changes  

Grants 100% defense piercing.

$300


Super Spikes

Traps last longer

Changes  

Trap health increased from 4 to 6 (+2)
Trap Lifespan increased from 30 seconds to 45 (+15)

$500


Hi-Tec Spikes

Traps have even more health

Changes  

Spike health increased from 6 to 47 (+41)
Trap limit increased from 12 to 22 (+10)

$2,100


Perma-spike

Traps lasts permanently. Increased trap count and damage per trap

Changes  

Spike health increased from 47 to 87 (+40)
Throwing cooldown increased from 3 to 3.5 (+0.5)
Traps last forever until they run out of health.
Trap limit increased from 22 to 62 (+40)

$6,500

Path 2 (Cash 12,300)

Bigger Spikes

Increased spike health

Changes  

Spike health increased from 4 to 7 (+3)

$400


Gloves

Decreased spike reload

Changes  

Throwing cooldown decreased from 3 to 2.5 (-0.5)

$350


Research & Development

Traps shred enemies enemies with 750+ health

Changes  

Spike health increased from 7 to 11 (+4)
Throwing cooldown decreased from 2.5 to 1.5 (-1)
Range increased from 17 to 20 (+3)
Traps deal triple damage to enemies with 750 HP or more. (up to 33 damage)
Trap limit increased from 12 to 13 (+1)

$3,800


Explosive Mines

Mines explode on contact

Changes  

Landmine health increased from 11 to 43 (+32)
Landmines explode and deal 84 AoE damage when an enemy walks on them.
Does triple damage to enemies with 750 HP or more. (up to 210 damage)
Increase defense piercing by 35%

$6,500

Stats Table

Level Total Price Trap Health Cooldown Range DPS Trap Lifespan Trap Limit DPS Cost Efficiency
0-0 Cash 500 4 3 17 ~1.33 30 12 Cash 375
1-0 Cash 750 4 3 17 ~1.33 30 12 Cash 562.5
2-0 Cash 1,350 6 3 17 2 45 12 Cash 675
2-2 Cash 2,200 9 2.5 17 3.6 45 12 Cash ~611.11
3-2 Cash 4,600 50 2.5 17 20 45 22 Cash 230
4-2 Cash 11,100 90 3 17 30 Indefinite 62 Cash 370

Level Total Price Trap Health
(Shred Damage)
Cooldown Range DPS Splash Damage
(Shred Damage)
Trap
Lifespan
Trap Limit DPS Cost Efficiency
0-0 Cash 500 4 3 17 ~1.33 N/A 30 12 Cash 375
0-1 Cash 1,000 7 3 17 ~2.33 N/A 30 12 Cash ~428.57
0-2 Cash 1,350 7 2.5 17 2.8 N/A 45 12 Cash ~482.14
2-2 Cash 2,200 9 2.5 17 3.6 N/A 45 12 Cash ~611.11
2-3 Cash 6,400 13 (13) 1.5 20 20.5 N/A 45 13 Cash ~312.2
2-4 Cash 13,650 45 (90) 1.5 20 30 (60) 40 (120) 45 13 Cash 455 (227.5)

Comparison

4-2 Trapper (Cash11,100)

90 Damage
3 Firerate
17 Range
Single-Target
100% Defense Piercing
Indefinite Trap Lifespan
62 Trap Limit

2-4 Trapper (Cash22,580)

45+40 Damage (Explosive Damage)
90+120 Damage (Enemies with 750+ HP)
1.5 Firerate
20 Range
Multi-Target
135% Defense Piercing
45 Second Trap Lifespan
13 Trap Limit

Skins

To see all upgrades of each skin, see the gallery page.

Name Inverted Steampunk Feceser Krampus
Cost 4 13 -10 Ticket 120
Obtainment Colored Crate

Daily Store

Daily Store Daily Store Cold Construct 2021 Battlepass

Tactics

  • Trapper is regarded as a backline defense tower to catch leaks, placing traps on the path that can do lots of damage.
    • As Trapper does not attack like regular towers, requiring time to place traps, it is not recommended to use Trapper as your main defense as well as that it lacks flying detection, meaning it cannot catch leaks with flying attribute.
    • Path 1 Trapper focuses on building a pile of traps over time, doing lots of single target damage.
      • Typically, it is not recommended to use Path 1 Trapper over Path 2 Trapper as it deals significantly less damage in a short period of time and requires lots of time and patience to build up its pile of traps.
      • However, with enough accumulation of spikes, a single 4-2 Trapper can deal a whooping 5,580 damage if all 62 spikes are placed. This will take quite a while and requires good frontline defense to not have leaking enemies slowly chip through the spikes, though at that point Trapper would be useless if the frontline defense is already good.
    • Path 2 Trapper can quickly place down traps which scale to enemy health, as well as gaining explosive damage on its final level.
      • As Path 2 Trapper can quickly place and replace traps, it is fine to place it at the front.
      • At X-4, Path 2 Trapper's traps are replaced by mines, allowing insane crowd control potential.
        • With all 8 Trappers on X-4, they can do insane explosive damage, essentially shredding enemies at spawn.
        • Bugler can help to place its mines even faster.
  • Trapper can be placed before a game starts to allow it to place traps on the path before any enemies arrive.
    • Trapper should be placed at the middle of the path, so it does not get backlined at the back or lose traps quickly at the front.
    • Not skipping waves can also allow more traps to be placed before enemies spawn the next wave.

Trivia

  • Due the fact that it doesn't need an enemy in its range to do its intended action, stuns do not affect Trapper.
    • Trapper is also the only tower that can attack without needing an enemy to be within its range.
  • The Trapper is one of the few towers to have a cheaper upgrade after a more expensive one.
  • The Trapper is likely based on Spike Factory from the Bloons Tower Defense series.
    • The 4-X upgrade name and functionality is also based on the Perma-Spike upgrade for Spike Factory.
    • The X-4’s explosive mines are based on the Spiked Mines and Super Mines upgrades for Spike Factory.
  • The Trapper has the record for the smallest placement box compared to other towers, even smaller than pre-Cold Construct 2021 Vulcan which had a hitbox half the size of a standard tower.
  • The Feceser skin is a reference to Trapper's nickname Crapper, as the tower is considered a terrible and useless tower, despite being powerful when used correctly.
    • It's also the first skin to reward Points instead of taking your Points
      • It's also the first legendary skin that is only exclusive to April Fools 2025.
        • Technically It's the 3rd legendary skin to be added since it was added 1 day later after the Eternal Update
    • As a result, the senior moderator Pineapple from the Tower Blitz Discord has made December 4th "Trapper Appreciation Day".

Update History

  • (1/4/21)
    • Scrapped Trapper.
  • (17/9/21)
    • Added Trapper

.

  • (20/9/21)
    • 0-0 Cooldown increased from 2 to 3, trap damage increased from 3 to 4.
    • 3-X Upgrade changed to trap health instead of 3x damage.
    • 4-X Maximum trap increased from 25 to 40, Damage bonus increased from 6 to 8.
    • X-3 Upgrade cost increased from Cash 4,200 to Cash 4,500, Cooldown bonus increased from -0.6 to -1.
  • (22/9/21)
    • 4-X Damage bonus increased from 8 to 20.
    • X-4 Explosive damage increased from 16 to 40.
  • (22/10/21)
    • 4-X Cooldown increased heavily but maximum trap count has been increased significantly.
  • (13/11/21)
    • 1-X Upgrade cost reduced from Cash 280 to Cash 250.
    • 2-X Upgrade cost reduced from Cash 650 to Cash 600, now grants +2 Damage bonus.
    • 3-X Upgrade cost reduced from Cash 3,000 to Cash 2,600, Trap damage bonus increased from 21 to 26, Trap count increased from 8 to 10.
    • 4-X Upgrade cost reduced from Cash 9,800 to Cash 8,000, Trap count bonus increased from 20 to 30, Trap damage bonus increased from 20 to 35.
    • X-1 Upgrade cost reduced from Cash 580 to Cash 500.
    • X-2 Upgrade cost reduced from Cash 400 to Cash 350.
    • X-3 Damage bonus increased from 2 to 3.
    • X-4 Upgrade cost increased from Cash 6,000 to Cash 7,000, Raised maximum damage potential, now grants a base +5 damage to traps.
  • (26/11/21)
    • Token Token Cost decreased from Token 1,500 to Token 1,000.
  • (26/12/21)
    • Placement cost decreased from Cash 650 to Cash 500 (Cash -150)
    • X-4 Upgrade cost decreased from Cash 7,000 to Cash 6,500 (Cash -500), trap health increased from +5 to +6 (+1)
    • 4-X Upgrade cost decreased from Cash 8,000 to Cash 7,000 (Cash -1,000)
  • (15/1/22)
    • 3-X cost decreased from Cash 2,600 to Cash 2,400.
    • 4-X cost decreased from Cash 7,000 to Cash 6,500.
    • X-3 damage increased from 3 to 4.
    • X-4 cost decreased from Cash 6,500 to Cash 6,200.
  • (19/06/22)
    • 4-X damage increased from 67 to 72 +5.
    • X-3 cost decreased from Cash 4,500 to Cash 4,200.
    • X-4 cost decreased from Cash 6,200 to Cash 6,000.
    • In some maps with wide path such as Snowy Avenue, the traps may not be able to hit the enemies if it's too close to the side.
  • (19/06/24)
    • Trapper rebalance idk
  • (30/03/25)
    • X-4 gains defense piercing of 35%
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