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TrapsArt


Traps are upgradable items that can be placed in the player's dungeon in order to make their base harder to loot. Traps start with a base damage of 5. Traps can be upgraded up to level 46, carrying unique appearances through levels 1-6, 7-14, 15-35, and 36-46. From levels 1-29, each time you upgrade a trap it increases the amount of damage it deals by 1. Levels 30-46 will increase this number to 2. For example, the damage of a level 30 trap is 34, and the damage of a level 46 trap is 66.

Life.[]

Traps decrease the health in players attempting to steal from other players' dungeons. To achieve three stars, a player must reach the dungeon's totem with at least 80% of their health left. For two stars it's anywhere between 20%–79% of their health. Anywhere below 20% and a player will only get one star. For each star lost, the probability of successfully stealing a Gem will decrease from 50% with three stars, to 5% with 1 star, not counting Throne bonuses or Gem Defense Chance. The Gold a player steals will also be decreased for each star lost. Ranging from the 100% of Gold you steal with three stars, to 50% of that Gold with two stars, down to 10% of that Gold with one star, not counting the use of a Double Gold Potion.

This means that it is important to create a dungeon that will cause at least more than 30% of a players' health to be lost before they reach your totem. The more effectively this is done, the less likely your gem will be stolen.

To make other players' health dwindle more quickly, it's encouraged to increase the levels of your traps. After 7 deaths, the trap which has dealt the most damage will be deactivated, often making it easier for the attacker. Unless you upgrade your traps, you may face attackers who still have plenty of health left after a trap has been deactivated by number of deaths.

Blade:[]

The Blade (AKA Saw) is a Stationary Trap that will kill the thief on contact. Keep in mind that its spinning teeth are not part of the hitbox.

Blade-1st
Blade-2nd
Blade-3rd
Blade-4th
Level 1-6 Level 7-14 Level 15-35 Level 36-46

Red Guard:[]

The Red Guard is a Mobile Trap that will kill the thief on contact. It moves back and forth along a player-determined horizontal or vertical path, which must be at least 3 blocks long. It will slow down towards the end of its path, before changing direction. It can also move through terrain. Keep in mind that its back spikes and hands are not part of the hitbox.

Red Guard 1-6 Red Guard 7-14 Red Guard 15-35 Red-guard-4th
Level 1-6
Level 7-14
Level 15-35
Level 36-46

Cannon:[]

The Cannon is a stationary Projectile Shooter Trap that fires bullets in a single direction, which will kill the thief on contact. The Cannon itself does not cause any harm; only its projectiles are lethal. The Cannon will still function normally if it is inside a wall, so long as it is only 1 block deep and facing air. As of update 2.28, the cannon can be placed in 8 directions at 45° angles.

Cannon-1st
Cannon-2nd
Cannon Hi-Res
Cannon-4th
Level 1-6 Level 7-14 Level 15-35 Level 36-46

Seeker Bird:[]

The Seeker Bird (AKA Fly) is a Mobile Trap that will kill the thief on contact. It chases the thief around the dungeon, at a slightly slower pace than them. It cannot move through terrain, always attempts to move directly towards the player, meaning it will sometimes press along walls (and sometimes spins around and might change its course when coming in contact with other traps: an advantage is that it stops for half a second when colliding head on with another trap). Unless it is trapped in a corner, it will always continue to move towards the player. Keep in mind that it´s wings, stinger, and headwear are not part of the hitbox.

Seeker Bird 1-6 Seeker Bird 7-14 Seeker Bird 15-35
Flylvel35
Level 1-6
Level 7-14
Level 15-35
Level 36-46

Homing Cannon[]

The Homing Cannon is a stationary Projectile Shooter Trap that fire bullets in the thief's direction. The Homing Cannon's projectiles look and function identically to the Cannon's projectiles. Again, the Cannon itself does not cause any harm, only its projectiles do.

Greengun05
Homing Cannon 7-14 Homing Cannon 15-35
Greengun35
Level 1-6
Level 7-14
Level 15-35
Level 36-46

Spinner:[]

The Spinner, (AKA Blue Guardian) is a Mobile Trap that will kill the thief on contact. The Spinner moves clockwise in a player-determined circle. The larger the radius of the circle, the faster the Spinner will move. This means that, regardless of the radius of the spinner, it will always complete a full cycle in the same amount of time. It can also move through terrain. Keep in mind that its back spikes are not part of the hitbox.

Spinner 1-6 Spinner 7-14 Spinner 15-35
BlueGuard36
Level 1-6
Level 7-14
Level 15-35
Level 36-46

Ricochet[]

The Ricochet is a Mobile Trap that will kill the thief upon contact. It moves diagonally, and will bounce off in a 90 degree angle from any terrain four times before reversing its direction. The Ricochet's upgrade costs are significantly more expensive than that of other traps. Also, it had a glitch which when it was disabled, it would fly in a random degree angle. This has been fixed.

Ricochet 1-6 Ricochet 7-14 Ricochet 15-30
Fist36
Level 1-6
Level 7-14
Level 15-35
Level 36-46

Gravity Switch:[]

The Gravity Switch was introduced in Update 2.4. It is technically not a trap, as it deals no damage and cannot be upgraded, like Platforms. However, in the King Of Thieves game, they call it as a trap. When a player comes in contact with it, gravity is reversed. After being activated, it can not be reactivated again for the duration of the current attempt.

Lil' Scorcher[]

The Lil' Scorcher (AKA Dragon) is a Stationary Trap and it was introduced in Update 2.9. It is seemingly a dragon, poking its head through a hole. The Dragon itself does not cause any harm; only its fire is lethal. The Lil' Scorcher's upgrade costs are significantly more expensive than that of other traps.

Scorcher-1st
Scorcher-2nd
Scorcher-3rd
Scorcher-4th
Level 1-6 Level 7-14 Level 15-35 Level 36-46

Roaster:[]

The Roaster is a stationary trap introduced in update 2.24. It is an unknown monster trapped in a cage. When you are touching walls or floor of the dungeon, an orange circle grows around you unless you jump or drop down. If the circle is full, it causes harm, and like all the other traps, sends you back to the door.

Roasters-1

Warder[]

The Warder is a Mobile Trap that was introduced with update 2.26. It was called "the Moose" when it first appeared as an April fools joke on the official King of Thieves facebook page on April 1st, 2018. It moves back and forth along a player-determined horizontal or vertical path with no minimal length. It changes directions instantly, with no slow down at the end of the path. It can also move through walls. It fires bullets in a single direction, which will kill the thief on contact. The Warder itself does not cause any harm; only it´s projectiles do damage. The Warder also fires faster than the Cannon and Homing Cannon.

Warder05
Warder15
Warder25
Warder36
Level 1-6 Level 7-14 Level 15-35 Level 36-42

Bloodhound[]

The Bloodhound (AKA "Chainsaw") is a Mobile Trap in the form of a "moving chainsaw" that was introduced with update 2.28 on August 6th, 2018. It can be placed on surfaces or within walls (but doesn't then). When the player touches the surface where the Bloodhound is, the trap moves with a short delay, but very quickly towards the player and stops at the end of the surface. It doesn't cross gaps. Even though it's a saw, the Bloodhound has a larger hitbox than the Blade which makes typical "saw jumps" impossible. The Bloodhound's upgrades cost significantly more than that of other traps.

There is a bug where the hitbox extends past the bottom of the trap when it being introduced, the bug was later fixed in the later update.

Bloodhound lv1
Bloodhound Level 7
Bloodhound lv16
Bloodhound lv36
Level 1-6 Level 7-14 Level 16-35 Level 36-42

Electro Cannon[]

The electro cannon is a stationary trap that shoots an electric laser like beam out, its laser is lethal, touching the trap itself harms only when it shoots. The laser beam shoots until it hits a wall at which point the beam stops.

Electro-cannon-1
Electro-cannon-2
Electro-cannon-3
Electro-cannon-4
Level 1-6 Level 7-14 Level 16-35 Level 36-42

Upgrades[]

This table applies to first class Traps.

Level Damage Upgrade Cost Upgrade Time
1 5 N/A N/A
2 6 3000 4 minutes
3 7 6000 30 minutes
4 8 9000 1 hours
5 9 12000 2 hours
6 10 15000 4 hours
7 11 20000 6 hours
8 12 30000 8 hours
9 13 40000 12 hours
10 14 50000 14 hours
11 15 60000 16 hours
12 16 70000 18 hours
13 17 80000 20 hours
14 18 90000 22 hours
15 19 100000 24 hours
16 20 110000 24 hours
17 21 120000 24 hours
18 22 130000 24 hours
19 23 140000 24 hours
20 24 160000 24 hours
21 25 180000 24 hours
22 26 200000 24 hours
23 27 220000 24 hours
24 28 240000 24 hours
25 29 260000 24 hours
26 30 280000 24 hours
27 31 300000 24 hours
28 32 320000 24 hours
29 33 340000 24 hours
30 34 360000 24 hours
Level Damage Upgrade Cost (Tears) Upgrade Time
31 36 100 24 hours
32 38 110 24 hours
33 40 120 24 hours
34 42 130 24 hours
35 44 140 24 hours
36 46 150 24 hours
37 48 160 24 hours
38 50 170 24 hours
39 52 180 24 hours
40 54 190 24 hours
41 56 200 24 hours
42 58 210 24 hours
43 60 220 24 hours
44 62 230 24 hours
45 64 240 24 hours
46 66 250 24 hours

This table applies for second class Traps.

Level Damage Upgrade Cost Upgrade Time
1 5 N/A N/A
2 6 15000 30 minutes
3 7 20000 1 hour
4 8 30000 2 hours
5 9 40000 4 hours
6 10 50000 6 hours
7 11 60000 8 hours
8 12 70000 12 hours
9 13 80000 14 hours
10 14 90000 16 hours
11 15 100000 18 hours
12 16 110000 20 hours
13 17 120000 22 hours
14 18 130000 24 hours
15 19 140000 24 hours
16 20 160000 24 hours
17 21 180000 24 hours
18 22 200000 24 hours
19 23 220000 24 hours
20 24 240000 24 hours
21 25 260000 24 hours
22 26 280000 24 hours
23 27 300000 24 hours
24 28 320000 24 hours
25 29 340000 24 hours
26 30 360000 24 hours
27 31 380000 24 hours
28 32 390000 24 hours
29 33 400000 24 hours
30 34 400000 24 hours
Level Damage Upgrade Cost (Tears) Upgrade Time
31 36 100 24 hours
32 38 110 24 hours
33 40 120 24 hours
34 42 130 24 hours
35 44 140 24 hours
36 46 150 24 hours
37 48 160 24 hours
38 50 170 24 hours
39 52 180 24 hours
40 54 190 24 hours
41 56 200 24 hours
42 58 210 24 hours
43 60 220 24 hours
44 62 230 24 hours
45 64 240 24 hours
46 66 250 24 hours

Spells[]

There is a spell that could decrease the upgrade time of your traps. This spell is called as Trap Engineer. You could decrease the time depending on what your spell level is. You do need to feed it the eggs for the level to increase. You could see the cost of the spell at the Ancient Totem, then search for the spell and click on the Information sign labeled 'i' at the top left corner of the spell. Remember, this spell is permanent, so you can't get the eggs back after upgrading the spell.

For the normal traps, here are as follows:

Level Upgrade time lost (minutes)
1 25
2 50
3 115
4 160
5 210
6 230
7 280
8 320
9 355
10 400
11 435
12 470
13 530
14 580
15 620
16 690
17 720
18 790
19 830
20 900
21 950
22 1000
23 1100
24 1200
25 1300

Trivia[]

  • All living traps and the Homing Cannon are shown to be one-eyed.
  • The Gravity Switch Trap causes no damage but it's very effective as a confusion for attackers.
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