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Traps are upgradable items that can be placed in the player's dungeon in order to make their base harder to loot. All traps start with a base damage of 5; 14 more than the trap level. Traps can be upgraded up to level 56, carrying unique appearances through levels 1-16, 17-24, 25-45, and 46-56. From levels 1-49, each time you upgrade a trap it increases the amount of damage it deals by 1. Levels 50-56 will increase this number to 2. For example, the damage of a level 30 trap is 44, and the damage of a level 56 trap is 86.

Life

Traps decrease the health in players attempting to steal from other players' dugeons. 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%–89% 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 2% 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 25% of that Gold with two stars, down to 5% 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 80% of a players' health to be lost before they reach your totem. But no matter how effectively this is done, someone will still manage to steal from your totem.

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. A disable trap potion can also be used to make any base trivial to complete. Therefore, even if you upgrade your traps, you may face attackers who still have plenty of health left after a trap has been deactivated.

Saw

The Saw (AKA Blade) is a Stationary Trap that will kill the thief on contact. Keep in mind that its spinning saws are part of the hitbox.

Blade 1-6 Blade 7-14 Blade 15-35
Blade-4th

Blade-4th

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

Red Guardian

The Red Guardian 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 4 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 part of the hitbox.

Red Guard 1-6 Red Guard 7-14 Red Guard 15-35
RedGuard-4th

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.

Cannon 1-6 Cannon 7-14 Cannon 15-35 Cannon 36-46
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, and 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 its wings, stinger, and headwear are part of the hitbox.

Seeker Bird 1-6 Seeker Bird 7-14 Seeker Bird 15-35 Seeker Bird 36-46
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.

Homing Cannon 1-6 Homing Cannon 7-14 Homing Cannon 15-35 Homing Cannon 36-46
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 part of the hitbox.

Spinner 1-6 Spinner 7-14 Spinner 15-35 Spinner 36-46
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.

Ricochet 1-6 Ricochet 7-14 Ricochet 15-30
Ricochet 4th
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. 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.

Upgrades

Each trap can upgrade to level 45 and has a graphic change at levels 17, 25 and 46. (Note that these costs do not apply to the Ricochet and Lil' Scorcher trap, which are more expensive to upgrade)

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 shows upgrade info for the Lil' Scorcher and Ricochet.

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

Trivia

  • All living traps and the Homing Cannon are shown to be one-eyed.
  • The Gravity Switch Trap (and every other trap, by the way) are very effective as a confusion for attackers.
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