Level 22 Trap Account
I thought my trap account guide could do with a refresh, as a lot of new content has been released since I wrote it earlier this year.
This Level 22 Trap Account guide should be read in conjunction with my three part trap account series which can be found here. This update looks at what you need to create a trap account aimed at taking on a level 22 single attack.
Note that this does not look specifically at creating a level 22 trap account. I’m more concerned with how to expand you existing trap account to defend against a level 22 player.
There are lots of additional features to consider since my first trap account series was written. Increased march size, increased commander level, building boosts, new research to name just a few. I’ll try to break each one down in the sections below.
Increased Deployment Size
First let’s look at the biggest advantage a level 22 player has against your trap account: increased deployment size. Previously the maximum deployment size for a solo level 21 player was 375,000.
Well with Headquarters 22 this increases to 525,000 (with a 50% boost from items).
That’s a huge increase of 40% over a level 21 player. Broadly speaking you need to increase your troops and traps by 40% to make sure you are still covered.
To recap my original suggested troop numbers were as follows:-
- HQ 8-10 – 3 million power in troops. This will allow you to have 375k T2, 1.5M T1, or a combination of the two.
- HQ 15-18 – 10 million power in troops. This will allow you to have 417k T3, 1.25m T2, 5m T1, or a combination of all three.
- HQ 21 – 15 million power in troops. This will allow you to have 417k T4, 625k T3, 1.875m T2, 7.5m T1, or a combination of all four.
Before we even consider the other changes, we need to increase all these across the board by 40% to get:-
- HQ 8-10 – 4.2 million power in troops. This will allow you to have 525k T2, 2.1M T1, or a combination of the two.
- HQ 15 – 14 million power in troops. This will allow you to have 584k T3, 1.75m T2, 7m T1, or a combination of all three.
- HQ 21/22 – 21 million power in troops. This will allow you to have 584k T4, 875k T3, 2.63m T2, 10.5m T1, or a combination of all four.
All of the above setups will still keep you below the Mobile Strike nerf level.
However, you also need to take into account that the above limits were set when it was fairly easy to max all your combat boosts. You also had a fairly a good idea of the maximum boosts an attacker would have.
There are now a lot of new features which can significantly increase an attackers stats. To combat this we need to look at giving our trap account and upgrade over and above simply increasing our army size.
Unlock Urban Plot
Urban plots are a useful addition that have been introduced since I wrote my first trap account series. They provide you with the ability to unlock additional Urban Plots. At the time of writing you can expand your base with an additional three plots by completing special events, or purchasing special packs.
This allows for three more hospitals, thus increasing your hospital bed capacity by 120,000 beds. It now means it’s possible to have 880,000 hospital beds on a level 21 trap account and 1,100,000 hospital beds in a level 22 trap account.
Note this does involve destroying some buildings when you trap account is finished, which is covered here.
Commander Level 55
Commander level 55 gives you a further 89 skill points to spend. You will want to get your commander up to level 55 to unlock these extra skills points as soon as possible.
Some new standard commander equipment has also been released since my last guide. A good trap account set is as follows:-
- Helmet – Warfare Helment – 24% defense, 12% health
- Armor – Stealth Armor – 18% defense, 8% health
- Accessory – Commando Grenade x 3 – 12% Defense, 20% health
- Boots – Gravedigger Boots – 9% health 18% defense, 10% tactical attack.
- Weapon – Ghost Maker – 12% health, 20% defense, 24% tactical attack.
Battle Tactics Research
Battle tactics research has been added fairly recently and adds some decent trap account research.
Commander Preset is now a must have requirement for any decent trap account. Being able to switch between farming gear and trap account gear at the last second makes life a lot easier.
The Battle Tactics tree also has Troop Defense III, Troop Health II and Troop Attack II with a 30% bonus to each once maxed.
Embassy Capacity Increase is also a great skill to increase the number of troops you can house from alliance members by 500,000.
Building boosts are probably one of the best trap account additions to the game. Why? Because they add a significant boost to troop attack, defense and health without increasing your power at all.
It is impossible for an enemy to know what building boosts you have active and that’s exactly what we want for a good trap account.
You can read more on how building boosts work and which buildings attract which type of boosts here. To give you an idea it’s not unheard of for single level 21 building, with a high multiplier to get a combat related boost of over 100%!
Prototype gear was in its infancy when I was writing my first trap account guide. There is now a significant amount of prototype gear that can massively boost player’s stats.
Using prototype gear for a trap account is difficult and expensive, because typically you may only get hit once before the timers expire. You can however expect to get hit by other players in prototype gear, especially during state vs state events.
My recommendation is still to go for the best normal gear you can find and boost you army size further to combat prototype attacks.
Taking into account all of the above you might be wondering how the hell are you ever going to build a trap account that you know for sure will take any solo deployment?
Well don’t worry too much. Most of your attackers will be nowhere near maxed out on all their research and buildings. They won’t hit you with the very best prototype gear every time.
But just to be on the safe side there is nothing to stop you boosting your troop numbers above the numbers I have set out above.
There is so much extra power in the game from additional research and buildings, that you can afford to increase your troop power quite a bit without scaring away high power players.
My recommendation is you try to boost your trap account as much as you can from the above and then make up the difference by boosting your troop sizes.
Whilst the ultimate trap account might be able to win any solo event with only 21 million power in troops, adding another 10 million troop power, or even 15 million to your account is really not going to deter high level players from hitting you.