Orcs Must Die 3- Best Traps And Tier List With Explanation

Orcs must die 3Orcs Must Die 3 has a total of 42 traps that can be used to deal damage to the Orcs during Waves. Some of them can be only used on War Scenario while others can be used anywhere. Generally, we are more Trap oriented and interested in creating an absolute dungeon of madness. Therefore, here we have compiled all of the normal traps that can be used excluding the War Scenario traps depending on the cost, effectiveness, and versatility. Few traps are trash alone but combined with other traps it can be lethal. The most problematic point is to decide which trap to take as there should be at least 2 weapon slots assigned and the rest 8 for traps.

Best Traps And Tier List With Explanation In Orcs Must Die 3

The traps for Orcs Must Die 3 are sorted in the Tier provided below:


Tier E

  • Decoy: Attracts enemies until destroyed. Does damage upon destruction. 2 unique upgrades are in the following-
  1. Increase Explosion Radius And Damage.
  2. Bleeds Enemies That Attack Decoy.

The trap costs 700. It takes an sq. unit to be placed and attract up to 3 enemies. Among these 2 upgrades, Bleeding infliction is the one good enough but it is useless against airborne enemies. Simply confusion is much better than the decoy. If on Endless, enemies might even ignore decoy which simply beat the use of this trap. Currently, this trap is the worst trap in the game. This tier is especially for the decoy.


Tier D

  • Spike Trap: Spikes shoot up from the floor when triggered. 2 unique upgrades are in the following-
  1. Deals Arcane damage.
  2. Deals Lightning Damage.

The trap costs 300. Even though the cost is less it can be hardly used against the light enemies as after triggering the trap, fast enemies had been gone way ahead. Unless the movement speed is far too low when heavy orcs at the late game are involved, it can be used somehow. Other than that is not worth bringing out. Even the CD is very high which makes it completely useless.

  • Grinder: Short Ranged Trap that damages enemies as they walk by. 2 unique upgrades are in the following-
  1. Slows Enemies.
  2. Increase Active Time.

The trap costs 1000. The only drawback is its health or duration will run out and exhausting 1000 for a trap that can be destroyed without running to its full capacity will let me place him to this tier. Other than that placing it in the corner might be using it to its full potential but apart from that, you can’t always bring it with you.

  • Haymaker: Drops from ceiling and spins damaging and throwing enemies. 2 unique upgrades are in the following-
  1. Increase Duration.
  2. Increase Knockback Force.

The traps cost 700. The fact that it can knockback light enemies is good but throwing around light enemies randomly where the traps are built and planned might affect the orientation. One thing it can be good for is that along with a bunch of Gravity Pillars and Haymakers at higher ceilings, the duration an enemy stuck at air will be when they are dealt increased damage. So, throwing them from one haymaker to another is the trick.

The highest it can climb up to is B Tier with accompanied by other ceiling traps, other than that this alone can be categorized at D tier. If the dungeon is built focusing on an alley or path for light enemies and another for heavy enemies, then this trap can sort out the light from the mob of heavy enemies.

  • Floor Scorcher: Flips open and belches searing flames damaging enemies. 2 unique upgrades are the following:
  1. Increase Range.
  2. Place On Walls.

The trap costs 800. Instead of Brimstone, many may find it preferable to place it after the Tar Trap to deal additional damage to all enemies that are immersed in thick tar. However, the range is too low, and depending on the 2nd unique upgrade can be useful otherwise increasing range is almost good as any. The use of Brimstone and Floor Scorcher is almost the same however, the only difference is the wide range of areas it affects and the damage over time before going CD where Brimstone excels.


Tier C

  • Auto Ballista: Long Ranged Trap that targets and fires at enemies. 2 unique upgrades are in the following-
  1. Deals Arcane damage.
  2. Increase Targetting Range.

The attack range of this trap is 13 sq. unit whereas selecting the 2nd upgrade the range increases up to 20 sq. unit. The arcane debuff increases the attack damage up to 15% which is quite useful for dealing against armored Ogre. However the auto-aim function is quite broken, that randomly targets the enemy which can be missed as well as not consistent. The trap costs 750.

  • Ceiling Pounder: Pound down on enemies when they are underneath. 2 unique upgrades are in the following-
  1. Stuns enemies hit.
  2. Increase damage to stunned enemies.

It costs 500. It can smash down enemies dealing damage however, the CD is brutal. It can be used to stun enemies and dish out max damage to it but overall this is not a trap you will recommend always to bring.

  • Flip Traps: Flips enemies long distances depending on their size. 2 unique upgrades are in the following-
  1. Reduce Cooldown
  2. Flips Very Heavy Enemies

The trap costs 400 at max upgrade. It can be used to flip light enemies around, however, the CD is too high. Selecting the 2nd unique upgrade might not be the best choice as the first enemy that triggers the trap will always be the lighter enemies that have run across too far with the shadow of heavy ogres. Apart from throwing enemies from a greater height near stairs or to the cliff, it is not useful.

  • Guardian Archer: Ranged unit committed to defending order rifts. 2 unique upgrades are in the following-
  1. Regenerates Health Over Time.
  2. Deals Fire Damage.

The trap costs 600. The archer has a wide range and also has a health bar of its own. It can go on high grounds or balconies where they can cover up wide places, however, the shots can be missed so it is inconsistent and the damage done is also less. Overall it is a B-C tier trap that is overshadowed by other traps. Bank Of Archer in War scenario can be considered as A Tier.

  • Push Trap: Pushes enemies when triggered. 2 unique upgrades are in the following-
  1. Stuns enemies hit.
  2. Deals damage.

The trap costs 600. The fact that this trap pushes an enemy into one corner might be useful on some maps, however, it can be replaced with barricades as you can route enemies and waste their time. Unless you have a trap such as Grinder, Wall Blades, etc.


Tier B

  • Arrow Wall: Shoots Long Ranged Arrows When Triggered. 2 unique upgrades are in the following-
  1. Deals Fire Damage.
  2. Pierce enemies.

It is the basic trap that costs 600 and each arrow deals individual physical damage. The range of the trap is 6 sq. unit (placing on the corner increases its efficiency), and the trap triggering range is 3 sq. unit. Including its unique upgrades, it is a low-cost trap with more efficiency that can be placed in the B-A tier.

  • Boom Barrel Dispenser: Automatically dispenses boom barrels that explode when triggered, deals physical damage. 2 unique upgrades are the following:
  1. Increase Explosion Radius
  2. Decreases Explosion Height Distance.

The trap costs. It dispenses barrel overtime that is stacked on a single line. It is pretty good when the mobs have made it this far initially. Once they are madly rushing down without any break then the additional damage from the barrel can prove to be less, unless the enemies are stunned in that area. This trap is more versatile and can be used in any scenario. For me, instead of taking a spot for a trap, there are many more traps that can take its place easily.

  • Confusion Flower: Shoots a seed pod that releases AOE cloud in an area causing confusion among enemies. 2 unique upgrades are in the following-
  1. Increase Explosion Radius.
  2. Placeable On Ceilings.

The trap costs 700. The range of the trap to trigger is 2 sq. unit to all directions i.e. 4 sq. unit in total. It is a very good trap that stops the advance of the ogres as well combined with Brimstone or Tar Trap makes it more efficient. Due to its versatility and effectiveness, it can be placed in this current tier.

  • Deep Freeze: Triggers snow blast that freezes and damages enemies. 2 unique upgrades are the following:
  1. Increase Range.
  2. Deals Acid Damage.

The trap costs 850 and has an excellent range to freeze enemies instantly. Even the ability to freeze remains, and dealing damage to the frozen enemies will deal additional damage. The only drawback is that the CD is huge.

  • Spike Wall: Slaps enemies in the face and throws them back depending on their size. 2 unique upgrades are in the following-
  1. Bleeds Enemies Hit.
  2. Stuns Enemies Hit.

The trap costs 800. It is one of the versatile traps that can be used either to slam enemies in the ground or fling them back. Even can be placed on top to aim only at heavier and larger enemies. Overall it can be placed A Tier, but for me, it is a B Tier trap.

  • Wall Blades: Short-range trap that damages enemies when they walk nearby. 2 unique upgrades are in the following-
  1. Bleeds enemies hit.
  2. Increase damage to stunned enemies.

The trap costs 750. The damage dealt is sufficient and the CD is considered normal compared to other traps. However unique upgrades excluding Bleeding debuff, using it to increase Stunned enemies might be useless. This trap can be replaced by others in terms of Bleeding as well as increased stun damage.


Tier A

  • Acid Geyser: Sprays AOE, acid fountain damaging enemies and applying acid effects. 2 unique upgrades are the following:
  1. Increase Duration.
  2. Increase Melting Duration.

The trap costs 700. It sprays an AOE acid that deals damage over time that can be used with Tar Trap in order to maximize efficiency. Alone it might not be an S-Tier but it can stand firmly in A-Tier.

  • Arcane Dragon: Automatically hires a penetrating arcane orb in a straight line. 2 unique upgrades are the following:
  1. The increase affected my magic duration
  2. Bounces off the wall by single time.

The trap costs 1200. Even though the trap cost is huge, the arcane debuff can be applied through the complete corridor. Selecting the first unique upgrades will allow you to tinker and complete a dungeon with elemental damage as the damage should be increased up to 115%. It cannot go up to a higher tier due to its high cost or else it can be on S-Tier easily.

  • Brimstone: Damages enemies with fire and applies fire damage over time. 2 unique upgrades are in the following-
  1. Reduce Cooldown.
  2. Deals Arcane damage.

The trap costs 800. It stores 7 charges at the max upgrade and after exhausting all the charges, it goes on cooldown to refresh the charges again. Make sure that you do not place these traps close as the overtime damage will be refreshed wasting the first OT damage as well as wasting another charge of the trap.

Using Tar Trap and catching the runners with it makes the Brimstone more viable and lets it shine. Due to many usages and decent damage potential, it is placed in this tier.

  • Gravity Pillar: Lifts enemies up in the air depending on their weight and drop them. 2 unique upgrades are in the following-
  1. Deals Damage
  2. Increase Lift Active Duration

The trap cost is 700. It alone is not useful but accompanied with other traps it can become deadly. The Cooldown might be large around 12 secs but selecting the 2nd unique upgrade will lift enemies for 6 secs which is basically half of the CD. It can be generally placed at B Tier but placed along with other traps makes it a versatile trap. For that, it can be placed in the current A tier.

  • Rip Saw: Damages enemies up and down the length of the trap. 2 unique upgrades are in the following-
  1. Deals Ice Damage.
  2. Reduce Cooldown.

The trap costs 750. The CD is high so reducing its CD might be effective, however, one cannot miss the chance of inflicting Ice Damage on enemies. Stunning them on top of Rip Saw is quite good and combining them with other traps will make it shine more. Therefore, it can be considered as an A-Tier.

  • Shock Zapper: Strikes enemy underneath with bolts of lightning. 2 unique upgrades are in the following-
  1. Stuns Enemies Hit.
  2. Kills Trigger Explosion Damaging Enemies.

The trap costs 800. The trap is considered to be on this tier due to its ability to deal either explosion damage or stunning enemies on top of another trap that deals increased stun damage. The trap is situational as to stun or slow other traps can be used, however where there are mobs, the kill trigger explosion helps a little.

  • Snow Cannon: Short-range cannon that freezes and damages enemies. 2 unique upgrades are the following:
  1. Deals Acid Damage.
  2. Reduce Cooldown.

The trap costs 1000. The snow cannon can attack forward as well as backward but in a single direction before going to CD. It freezes the entire enemy line that is affected by it, including additional stun damage as well as other OT damaging traps with Tar Traps, which will simply make the area hard to pass. Only a single snow cannon at an sq. unit is enough to be placed in the ceiling.

  • Swinging Mace: Swings back and forth smashing anything that walks into its path. 2 unique upgrades are in the following-
  1. Swings Faster.
  2. Deals Fire Damage.

The trap costs 1500. The CD before an attack is not bad, so opting for Fire damage might be the best choice if not. Accompanied with other traps you can distribute the damage and knock back them. Depending on the placing it can prove lethal, for ex-  with Dart Spitter. Overall this can be placed at A Tier.


Tier S

  • Barricade: Use to block paths and change the enemy’s route to the rift. 2 unique upgrades are in the following-
  1. Reduce Collateral Damage Taken.
  2. Barricades block 2 spaces. Increases Cost.

The trap costs 800 and the ability to route the enemy according to your planned traps is the goal. 2nd upgrade is used less due to the limited space in the alley or corridor which will consume 2 blocks of sq. unit with increased costs. However, upgrades do not matter much for the strategists.

  • Ceiling Laser: Lasers that continuously do lightning damage while enemies are underneath. 2 unique upgrades are in the following-
  1. Adds additional Lasers.
  2. Deals Fire Damage.

The trap costs 650 and can deal damage consistently all the time. So, whenever the ogres are touching the laser they are getting damaged. Both the upgrades are useful and placing these traps does not allow most of the orcs to even survive past the cage of lightning/fire. Due to the efficiency and the damage dealt with orcs, there is no doubt that it cannot be placed in this tier.

  • Dart Spitter: While spinning, shoots many small darts out in every direction. 2 unique upgrades are in the following-
  1. Deals Ice Damage.
  2. Increase Duration.

The trap costs 900. The traps are most effective when the first upgrade is selected. Doing combo with Gravity Pillar makes this trap quite deadly. Even airborne enemies are hit with double damage that can purge them effortlessly. The firing range is absurd, so if you have ice damage it can scatter around randomly freezing everything. Alone it is B Tier due to its placement and efficiency, whereas together with Gravity Pillar it is S tier.

  • Saw Blade Launcher: Launches saw blades that bounce off walls cutting everything along the way. 2 unique upgrades are in the following-
  1. Bleeds Enemies Hit.
  2. Explodes On Destruction.

The trap costs 700 and probably has the highest potential of killing enemies in the confined space. The buzz saw bounces between walls and if bounced from another Saw Blade Launcher it changes the trajectory.

It can be used in any scenario, place, and with any other traps. It is versatile, cost-efficient, and highest damaging impact. All you need for the trap to be to make the dungeon dangerous. Undeniably, one of the best traps in Orcs Must Die 3.

  • Tar Trap: Slows enemies. 2 unique upgrades are in the following-
  1. Enemies remain slowed for a brief time.
  2. Enemies take increased fire damage on tar.

The trap costs 750. The 2nd unique upgrade is one of the most powerful upgrades as accompanied with Brimstone or Arrow wall with fire damage and so on makes this trap almost useful in every scenario. Freezing enemies or slowing down enemies is always considered to be the high tier trap. So, for this S Tier is given in Orcs Must Die 3.

  • Wall Charger: Does short-ranged lightning damage. 2 unique upgrades are in the following-
  1. Stuns enemies hit.
  2. Increase damage to electrified enemies.

The trap costs 1000. Using this trap made me think that its CD is too high, however, its lethality is also too great. Including the unique upgrades, it’s just everything you need. Either you can stun multiple enemies or increase the damage. It can be placed easily on S-Tier in Orcs Must Die 3.

  • Window Of Butterfly: When triggered, releases beautiful butterflies that distract enemies. 2 unique upgrades are in the following-
  1. Deals Arcane damage.
  2. Increase Distracted Duration.

The trap costs 550 at max. It can be used to enchant heavy and large enemies for more efficiency instead of enchanting runners. This trap can be used almost all the time, so it can be concluded as an S-Tier in Orcs Must Die 3.

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