Trap Accounts – Part 1 Buildings
In Lords Mobile a trap account is play style which aims to lure high level players into attacking your turf. It works by making yourself look weaker than you actually are. This is a great strategy to win kingdom battles and gain a large number of kills.
This series of guides is aimed at building a new trap account from scratch. Part 1 covers the buildings layout, leader skills and equipment for a solid trap account.
Trap Account Basics
Before we jump right into the buildings, we first need to look at the goal of a Lords Mobile trap account. There are three main principals behind building a great trap account:-
- Look weak by keeping your might as low as possible.
- Maximise your troop health and defense stats.
- Increase your Infirmary capacity.
It sounds simple in principal, but building a trap account does take a fair amount of planning. This is especially true regarding your might, as it is possible to completely screw your account up if you gain too much in the wrong places.
Most players will judge anothers strength by their might. It is the quickest way to get a rough idea of how tough your opponents is. Therefore we will try to minimise our might gain at every point during the construction of our a trap account. Let’s recap on how we can gain might and how to minimize it:-
- Buildings – we only want useful buildings that benefit a trap account.
- Research – we only want research that benefits our trap account.
- Leader level – we need a maxed level leader.
- Troops – you want the minimum number of troops to take on a full T4 march.
- Quests – we need to avoid collecting quest rewards where possible.
Troops provide temporary might, which can easily be rectified by destroyong the excess you don’t need. Buildings provide semi-permanent, as some can be destroyed, whilst others can’t. Research, leader level and quests are permanent – you have no way to remove this might. This means if you have already gained a large amount of might from research and quests which will not benefit your trap, you may have to start over.
This guide assumes you are aiming for an end game trap account i.e. a level 25 Castle with tier 3 or 4 troops unlocked. With this in mind you need to be aware that until you have your tier 3/4 troops, you will need to build and upgrade at least 1 of every building. This is because of the prerequisites needed to upgrade your turf to 25. Once you reach this stage it’s time to look at restructuring.
The first step is to destroy every resource building you have and leave those tiles completely blank. Other than providing you with resources, your farms, stone quarries, lumber mills and mines will not contribute to your trap account’s strength, but they will increase your might. Once you are at level 25 you will gain most of your resources from farm accounts, gathering an your Cargo Ship.
You may need two or three barracks whilst you are building your army, but once you have the bulk of your troops trained you should go down to a single barracks. Being able to train more troops in a queue does not benefit a finished trap account.
Again, once you have finished your army manors provide very little benefit to a Lords Mobile Trap account. You should destroy all of your manors.
You want to fill the rest of your tiles with Infirmaries, there should be 16 free tiles in total. Infirmaries are key to a trap account in order to protect your own troops from being killed.
16 Infirmaries will provide you with 640,000 beds. Whilst your trap account will probably have more troops than this, the main aim is to survive a single full T4 march on your turf.
640,000 beds should be enough to avoid any death on that first attack, leaving you ready to put up a shield until you have time to heal your troops.
Trap Account Hero Skills
The most important stats for a trap account are army defense and army max health. As our final build is going to have a mix of all troop types, we want boosts that will benefit all troop types. Out of the two health is slightly better than defense, but luckily we can max all defense and health skills by the time you get a level 46 Leader.
Squad Health and Squad Defense
In order to max squad health I & II and squad defense I & II you will need the following skills:-
- 2 points in Squad Offesne I
- 3 points in Cavalry Offense I, Ranged Offense I and Infantry Offense I
- 15 points in Squad Defense I
- 15 points in Squad Health I
- 5 points in Ranged Offense II, Infantry Offense II, Cavalry Offense II, Infantry Offense III, Cavalry Offense III and Ranged Offense III
- 50 points in Squad Health II
- 50 points in Squad Defense II
Total skill points spent: 171.
Squad Health I and Squad Defense I provides a 15% boost to each stat. Squad Health II and Squad Defense II provides a further 85% boost to each stat. This means once both skills are maxed you will have 100% increase to all your troops health and defense.
Level 47 to 60
I would suggest sinking the rest of your points into one troop offensive stat. Go straight for the level III, then II, then I and max out as far as you can with your remaining points.
Trap Account Leader Equipment
For leader equipment you want to focus on the same two stats, with army max health given more priority over army defense. Below I have selected the top equipment currently in game as of 6 December 2016, with the goal of trying to maximise troop health and total defense.
The majority of the equipment is for a level 60 leader. If your leader is not level 60 yet, you can search for equipment by stat and level in game.
Army Max Health
The above will give you a 252% boost to Army Max Health.
The above will give you a 229.5% boost to Troop Defense.
That’s it for the part 1 of my Lords Mobile trap account guide. This will give you around 250% boost to army max health and around 230% boost to army defense, just from your leader alone.
Part 2 includes research, quests, troop and trap – check it our here.