This Lords Mobile guide follows on from How to Build a Trap Account (Part 1). In part 1 I looked at how to setup the buildings in your turf, the leader skills and equipment you need for a trap account.
voltaren 50 mg compresse dosaggio This part will look at quests, research, traps and finally troops.
see Turf Quests
lincocin 250mg uses You have probably noticed by now that turf quests reward you with might and experience. On the other hand Admin, Guild and VIP quests do not reward might, but do reward you with xp – this is very important for your trap account.
levitra 20 mg vs. viagra Remember you want the lowest possible might for your trap account, to lure players into thinking you are weaker than you actually are. This means the ultimate trap account will not complete a single turf quest – they will level soley on Admin, Guild and VIP quests.
In reality this will take a very long time to get to level 60. You will probably need to complete some turf quests to get you there, but once you get to level 60 you should immediatly stop completing any turf quests.
How To Get Cytotec Prescription in Fullerton California Trap Account Research
If you thought quest experience was bad, it’s nothing compared to research. In Lords Mobile research is the one source of might that can truly destroy a trap account, forcing you to start over if you get it wrong.
We want to research the bare minimum to keep our might down as low as possible.
The following is a list of what you will need for a trap account:-
You can skip the econcomy tree completely as there are no abilties that benefit an end game trap account. However you may want to research construction speed to help speed up your progress.
annonces dz rencontre Military
Max the whole military tree except for siege skills. Everything else in the military tree will increase the strength of your troops and you will need all varieties of troop types in your trap account.
This includes the troop attack abilities, which do come into play even when defending.
Like the combat tree you want to max as much of the defense tree as you can. This means unlocking the higer tier traps and all the wall strenght abilities.
watch Monster Hunt
You can skip this tree entirely. There are no useful abilities in the Monster Hunt tree for a trap account period.
go to link Upgrade Defenses
Upgrade Defenses is another good solid research tree for a trap account build. Go for as much as you can in the upgrade defenses tree.
http://poloclubmiddennederland.nl/index.php?option=com_jce Upgrade Military
This is a tough one. You can skip this tree, but there are a couple of very useful abilities. The first is Quick Swap, which unfortunately is quite far down. This ability lets you swap out leader equipment sets. The reason this is so useful is that a great trap tactic is to sit in your farming gear so that when a player checks you out they think you are either offline or farming. Just before they hit your turf you quickly swap gear to your best combat set.
If you don’t train Quick Swap you have to manually change every single equipment slot!
The second useful ability is Field Triage which increases your infirmary healing speed. Not essential, but again it does mean you will use less speed ups to heal your troops after an attack.
The rest of the tree is useless for a trap account.
watch Army Leadership
Bigger Infirmary is a must have. Army Defense II, Army Offense II and Army Health II are obviosuly all very useful. However, the best three abilties in this tree for a trap acccount are Sabotage, Plague and Demoralize. Maxing all three will reduce your opponents whole armies attack, health and defense by 10%.
A 10% debuff to an opponent is signifnicnantly more powerful than increasing your own army’s stats by 10%.
I suggest leaving this tree to last becasue it is a significant investment in time, resources and a large chunk of extra might added to your trap account to get those final abilties.
Traps are easier to set up than troops, as there are less decisions to make. This is because you are always going to be restricted on the number of traps you can build, based on your wall capacity.
You want to fill your walls with an even mix of Tier 3 or Tier 4 traps, depending on which you have unlocked. Make sure you build equal numbers of each trap type to protect yourself against all possible attacks.
With your army size you should not lose too many traps. Plus with trap retrieval research maxed you will be able to repair 50% of your wall traps which are destoryed.
The most important part of your trap account in Lords Mobile will be your troops. You need to know which tier, which type and how many to train.
Troop type is probably the easiest to answer. Generally when you are attacking a player, it is better to only send a single troop type i.e. all infantry, cavalry or ranged. This is because you can stack a single troop’s stats by concentrating on specific leader skills and gear. However, the opposite is true when defending.
As you do not know what type of troops are going to attack you, generally you want an even balance of infantry, cavalry or ranged. The only troops you do not want to train are siege engines, as these are only useful for taking out wall traps during attacks, which you won’t be doing.
A lot of different combinations of troop tiers work well for trap accounts, there is no single best setup to use. Used correctly a full T1 army with the same might as an equivalent T3 army, can be just as effective. A combination of tiers can also make good trap accounts.
Depending on the level of the trap you have built, you will be limited to T3 or T4 troops. This will be the overall limiting factor when you decide which combination of tiers to train.
Whatever you have unlocked, you need to consider the following:-
- T2 are 2 times as strong as T1. T3 are 3 times as strong as T1. T4 are 4.5 times as strong as T1.
- T2 cost twice as much as T1. T3 cost 3 times as much as T1. T4 cost 20 times as much as T1.
- T2 take twice as long to train than T1. T3 take 4 times as long to train than T1. T4 take 8 times as long to train as T1.
- T2 give you 4 times as much might per troop than T1. T3 give you 12 times as much might per troop than T1. T4 give you 18 times as much might per troop than T1.
Remember that a key point of a trap account is keeping your might as low as possible and this is really important with troops.
From the above you can see that the cheapest and quickest option is to train a pure T1 army. They also benefit from zero healing time in the infrimary.
However, each tier of troop takes up exactly the same amount of infirmary space….. and that is 1 bed per troop. This is where the higher tiers come into their own, because having a full 400k T3 army would be the equivalent strength of 1.2m T1 army. You may be able to house your entire T3 army in infiramry beds, but only 1/3 of your T1 army.
An important point to remember is that if you have a mixture of tiers and get attacked multiple times, then your lower tiers will die first and take up the infirmary beds. This means the excess troops which are permanently killed will be made up of your highest tier troops.
You also need to know that in most circumstances your entire trap account will not be zeroed with a single solo attack (if it is, then something has gone seriously wrong!). The minimum number of beds you need is to cover a single solo hit. This means the lower the tier you go for, the higher the number of beds you need. Provided you have enough beds to survive that first hit, then you can shield and heal up your troops.
Number of Troops
The number of troops you train is solely limited by the amount of might you gain. You need to keep your might low enough to encourage solo attacks on your base, otherwise you will end up becoming a rally target – which you really don’t want.
The might limit you set yourself will depend on the level of your trap account. As a rough guide the following provides a good number of troops with appropriate might for your Castle level:-
- Castle level 10-12 trap account – 3 million might in troops. This will allow you to have 375k T2, 1.5M T1, or a combination of the two.
- Castle level 18- 21 trap account – 10 million might in troops. This will allow you to have 417k T3, 1.25m T2, 5m T1, or a combination of all three.
- Castle level 21 – 15 million might in troops. This will allow you to have 417k T4, 625k T3, 1.875m T2, 7.5m T1, or a combination of all four.
All of the above work well with what ever combination you decide, it really depends on the number of infirmaries you have and how carefully you use your account.
If you want the easiest trap account to play, then go for the highest tier troops you can train, with infirmaries covering all your troops (this is also the longest and most expensive route). You can then sit back in the knowledge that you will never have a single troop killed.
If you want to play a more active role with your trap account, then with more careful use of shields you can make a significantly cheaper and faster build by going for a pure T1 account. It will also be much cheaper and quicker to heal your troops after an attack.
I plan to write a guide on how to use your trap account shortly!