In Mobile Strike, a trap account is a play style specifically aimed at luring players to attack your base, by making yourself appear weaker than you actually are. The goal is to obtain the maximum possible kills during a kill event, whilst still offering as much protection to your troops as possible.
Trap accounts can be built at various different HQ level’s. The research and commander spec will differ depending on your level. However, they are all built with similar goals which are:-
- To maximize your troop and traps offense and defense stats.
- To maintain a full compliment of wall traps.
- To keep your own power as low as possible.
- To protect your troops with a large hospital capacity.
An effective trap account can easily top the kill boards during Mobile Strike kill and state v state events, often scoring more points than much more powerful players. This guide will be in three parts: Part 1 will explain how to build a trap account, Part 2 covers which troops and traps to build and the Part 3 will explain how to use your trap account effectively to win kill events.
You can build a trap account at any level, but there are a few key Headquarter level’s that make great traps. Broadly speaking they fall into the following bands:-
- HQ 8-10 is a great beginners trap account. It provides you with access to T2 troops & traps, access to a fair amount of research, plus a decent 20k+ wall trap capacity to start you off.
- HQ 15-18 is the mid level trap account, which allows you to unlock tier 3 troops and traps and access a larger part of the research abilities.
- HQ 21 is an end game trap account, which allows you full access to all the research and eventually T4 troops and traps.
The point of stopping at these levels is to keep your HQ level as low as possible, whilst benefiting from the next tier of troops and traps, plus better research. HQ level is a large factor attackers will take into consideration, when choosing a target.
Even more important than HQ level is power. Power is the defining attribute to compare the strength of different bases. However, not all power benefits you and it is this “useless” power that we need to avoid.
A great example is mission power, it does absolutely nothing to benefit you in any way, other than increasing your power! Do you know you can get over 4 million power from missions alone?
Low power, means players will think you are an easy target, which is exactly what we want to draw them into attacking you. The rest of this guide will go about explaining how to get the most out of your base, whilst keeping your power to the absolute minimum.
What to Research
Or more importantly, what not to research! As the goal is to keep your power as low as possible, you need to keep your research power at a minimum. The way to do this is by only researching abilities which will benefit your build.
You can completely ignore the economics tree, as there are no beneficial research abilities for a trap account. If you feel the need to research something, then construction is probably the only boost worth going for. This is because it helps you to progress through the game by reducing build timers.
However, for the hard core trap account you will not research anything in the economics tree, unless you are going to create a Tier 4 trap account.
For the trap tree you want to max as many abilities as possible for your level. In particular Trap Attack and Trap Defense.
The same goes for the combat tree. Try to max the troop attack & defense abilities and later move onto the troop health and troop defense. The exceptions in this research tree are artillery defense and artillery attack, which are not much use to you. Some might argue that scouting can be missed too, but I’m not a fan of not being able to scout targets, even if the plan is to get them to come to you.
Finally the commander tree. Most of the abilities do not help trap accounts at all, but there are a few later abilities that do. Unfortunately a large portion of the useful research has useless prerequisites, thus gaining you a lot of wasted research power.
Outside your Walls
Outside your walls the only buildings you need are:- a single Farm, Oil Well, Quarry, Iron Mine (and possibly a Gold Mine). You need one of each of the resource buildings to level up the rest of your base and the gold mine gives you a lot of free gold, so it’s worth considering.
The rest of your tiles outside your walls should remain empty, to really minimize power gain. If this is your main account, you might find resources difficult to obtain with this set up. By all means build more farms to start with and then destroy them when your trap account is ready. The good thing about building power, unlike research power, is you can lose it by destroying buildings!
Core Buildings Inside Your Walls
The important buildings inside your walls include the Radar Station, Embassy and a Prison, all of which benefit your trap account. You will need most of the other buildings whilst making your trap account, but they do not directly benefit your account once it is finished.
For example once you have all the research maxed for your trap account, you no longer need a Research Facility. Once your Commander is at max level, you no longer need a Hall of Hero’s. Once your commander has all his gear, you no longer need your armory e.t.c.
Basically you will need most of the other buildings whilst building your trap account, but they can be destroyed once it’s complete.
Hospitals, Training Grounds and Banks
Finally you need to decide what combination of hospitals, training grounds and banks you require. Check out our base layout guide – inside your walls to get a good idea how to setup your base whilst building your army.
Ultimately though in Mobile Strike, the difference with a trap account is the number of hospitals you want to cover your troops. The idea is to have enough beds to protect all of your troops, so as your army grows, your hospitals need to grow too.
A good starting point is 10 hospitals which will provide you with 85,000 beds at level 10, 180,000 at level 15 and 400,000 at level 21. As you get bigger, you will want to cram in as many hospitals as you can fit, which is where freeing up some of the other buildings comes into play.
If you take it to the extreme you can get to a point where you potentially have 23 level 21 hospitals providing 920,000 hospital beds!
Commander Gear and Mods
What gear and mods are best? Well the short answer is you want to choose items and mods with stats in the following priority order:-
- Troop Health
- Troop Defense
- Troop Attack
- Trap Defense
- Trap Attack
Actually choosing which items to manufacture in Mobile Strike for your trap account is not quite so simple. It will often depend on the type of materials you find, or can afford. In addition new equipment is released all the time, but as of 27 January 2016 a good set includes:-
- Helm – Warfare Helmet – 24% troop defense, 12% troop health and 12% trap attack.
- Chest – Winter Ghillie Suit – 8.5% health, 12% defense, 17% tactical attack.
- Boots – Gravedigger Boots – 9% health 18% defense, 10% tactical attack.
- Weapon – Ghost Maker – 12% health, 20% defense, 24% tactical attack.
- Accessory – Spider Mine – 16% trap attack, 12% troop attack.
As for mods, you just want to fill your items with health and defense mods.
A good commander build for your Mobile Strike trap account involves maxing the following skills:-
- Troop Health I
- Troop Health II
- Troop Defense I
- Troop Defense II
- Troop Attack
- Trap Attack I
- Trap Attack II
You need a level 49 Commander to max all of the above. The remaining points can go into some of the specialised troop attack skills.
The final part of the game that gives you power in Mobile Strike (except for troops and traps of course) are mission rewards. Now the issue here is that you need mission rewards to gain commander XP, to unlock the above skills. But completing base missions increases your power which is bad! There are however ways to minimise your mission power.
First of all deferring the completion of all base missions until you have a high level Hall of Heroes, will reward you more commander xp for the same missions. Waiting until your Hall of Heroes is level 15, will reward you with 75% more XP for the same increase in power.
Holding off until you have a level 21 Hall of Heroes will grant you 125% more XP. This way you will get your commander to level 50, but complete a lot fewer missions and therefore have a much lower mission power.
A really dedicated trap account player will only to complete daily, alliance and VIP missions. By not completing a single base mission, you end up with no power from missions at all. This will take an incredibly long time to get to level 50. A combination of the two is where most trap accounts sit.
You can also pick and choose which missions to complete based on the amount of XP rewarded, compared to the power gain i.e. only complete missions that reward high XP and low power. The power/xp rewards vary significantly between different base missions.
That concludes my Mobile Strike Trap Building Guide. If you follow all of the above, you should be well on your way to building the ultimate low power, maximum troop killing, trap account! Next find out exactly which troops and traps to build in Part 2 – Building a Trap Account.
I’d love to hear any of your views on what makes a great trap account in the comments section below.