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

Orcs Must Die! 2 was a fun game, challenging and addicting, but it didn’t have the depth of the first game. The sequel introduced an array of new traps and defenses, and it also played a few new tricks as well. In this article, we’re going to show you some of the best traps and defenses you can deploy, and we will explain which traps are worth using and which traps are useful for certain situations, but are not worth using in general.

In this guide, I will explain the best traps in Orcs Must Die! 2 and the Tier List of traps in the game.

Orcs Must Die! 2 was probably one of the best tower defense games I’ve ever played, but it was unfortunately riddled with bugs and balance issues that shouldn’t have been in a game of this calibre. Well, fear not for the 3rd installment has finally come, and it’s a solid game.

There are 42 traps in Orcs Must Die 3 that may be utilized to inflict damage to the Orcs during Waves. Some can only be utilized in a War Scenario, while others may be used in any situation. We’re more interested in building an utter labyrinth of lunacy than we are in traps. As a result, we’ve created a list of all of the standard traps that may be deployed (excluding War Scenario traps) based on cost, efficacy, and flexibility. Few traps are effective on their own, but when coupled with other traps, they may be deadly. The most difficult part is deciding which trap to use, since there should be at least two weapon slots and the remaining eight for traps.

Orcs Must Die 3’s Best Traps And Tier List With Explanation

The traps in Orcs Must Die 3 are categorized under the following Tiers:


Tier E


  • Decoy: Draws in opponents until it is destroyed. When destroyed, it causes harm. The following are two unique upgrades:
  1. Increase the size of the explosion and the amount of damage it does.
  2. Enemies who attack Decoy bleed.

The trap is 700 dollars. It requires a sq. unit to put and up to three opponents to be attracted to it. Bleeding infliction is the better of the two improvements, although it is ineffective against flying opponents. Confusion is much preferable than the decoy. If you’re on Endless, opponents may overlook the decoy, which would defeat the purpose of this trap. This trap is currently the worst in the game. This tier is dedicated only to the decoy.


Tier D


  • Spike Trap: When triggered, spikes shoot up from the ground. The following are two unique upgrades:
  1. Arcane damage is dealt.
  2. Lightning Damage is dealt.

The trap is 300 dollars. Even though the cost is lower, it can only be used against light opponents since quick enemies have already moved on after activating the trap. It may be utilized in some way, unless the movement pace is much too slow when heavy orcs are engaged late in the game. Aside from that, it’s not worth mentioning. Even the CD’s quality is poor, rendering it totally worthless.

  • Grinder is a short-ranged trap that inflicts harm on opponents as they pass by. The following are two unique upgrades:
  1. Enemies are slowed.
  2. Increase the amount of time you spend active.

The trap will set you back 1000 dollars. The only disadvantage is that its health or duration will run out, and I’ll be able to put him in this tier if I spend 1000 points on a trap that can be destroyed without running to its maximum capacity. Aside from that, although putting it in the corner may be maximizing its potential, you can’t always carry it with you.

  • Haymaker: Drops from the roof and spins around, doing damage and hurling opponents. The following are two unique upgrades:
  1. Increase the duration of the game.
  2. Increase the force of knockback.

The traps cost 700 dollars each. Its ability to knockback light opponents is beneficial, however strewing light adversaries about randomly where traps have been placed and designed may have an impact on the orientation. One thing it may be useful for is increasing the time an opponent is trapped in the air when combined with a lot of Gravity Pillars and Haymakers at higher ceilings. The trick is to toss them from one haymaker to the next.

It can only rise to B Tier if it is accompanied by additional ceiling traps; otherwise, it can only be classified as D tier. This trap may separate the light from the mob of heavy foes if the dungeon is designed with an alley or route for light enemies and another for heavy ones.


Tier C


  • Long-ranged auto ballista that targets and shoots at opponents. The following are two unique upgrades:
  1. Arcane damage is dealt.
  2. Increase the range of your targeting.

This trap’s strike range is 13 square units, but if you choose the second upgrade, it expands to 20 square units. The arcane debuff boosts attack damage by 15%, which is very helpful when dealing with armored Ogres. The auto-aim feature, on the other hand, is severely flawed, since it randomly targets the opponent, which may be missed and is inconsistent. The trap is 750 dollars.

  • When opponents are beneath you, use Ceiling Pounder to pound them down. The following are two unique upgrades:
  1. When opponents are struck, they are stunned.
  2. Increase the amount of damage dealt to stunned opponents.

It costs 500 dollars. It may harm opponents by smashing them down, but the CD is harsh. It may be used to stun opponents and do maximum damage to them, but it is not a trap you should constantly carry.

  • Flip Traps: Depending on their size, flips enemies a considerable distance. The following are two unique upgrades:
  1. Reduce the time it takes for you to cool down
  2. Very Heavy Enemies are flipped.

At maximum upgrading, the trap costs 400. It may be used to reposition light opponents, but the CD is too high. Selecting the second unique upgrade may not be the greatest option since the first opponent to set off the trap is always the lighter foes who have fled too deep into the shadow of the hefty ogres. It’s only helpful for tossing opponents from a higher altitude near stairwells or the edge of a cliff.

  • The Guardian Archer is a ranged unit dedicated to the defense of order rifts. The following are two unique upgrades:
  1. Over Time, it Rejuvenates Health.
  2. Fire Damage is dealt.

The trap is 600 dollars. The archer has a broad variety of abilities and its own health bar. It may be used on high ground or balconies to cover large areas, however the bullets might be missed, making it unreliable and causing less damage. Overall, it’s a B-C grade trap that’s outclassed by others. In a war scenario, Bank Of Archer may be considered A Tier.

  • When activated, the Push Trap pushes opponents about. The following are two unique upgrades:
  1. When opponents are struck, they are stunned.
  2. Damage is dealt.

The trap is 600 dollars. On some maps, the fact that this trap forces an opponent into a corner may be beneficial; nevertheless, barriers may be used to route attackers and waste their time. Unless you have a trap like Grinder, Wall Blades, or anything similar.


Tier B


  • When triggered, the Arrow Wall fires long-range arrows. The following are two unique upgrades:
  1. Fire Damage is dealt.
  2. Enemies will be pierced.

It is the most basic trap, costing 600 and doing individual physical damage to each arrow. The trap’s range is 6 square units (putting it in the corner enhances its effectiveness), while the trap’s triggering range is 3 square units. It is a low-cost trap with higher efficiency that may be put in the B-A tier, even with its special upgrades.

  • Boom Barrel Dispenser: Dispenses automatic boom barrels that explode when activated, doing physical damage. The following are two unique upgrades:
  1. Increase the amount of explosions Radius
  2. Reduces the distance between explosions.

The trap is expensive. It distributes barrels that are piled on a single line throughout time. When the mobs have progressed this far, it’s quite nice. If they are rushing down without stopping, the extra damage from the barrel may be less, unless the opponents in that region are stunned. This trap is more adaptable and may be utilized in a variety of situations. Instead of removing a trap’s location, I believe there are many other traps that can readily take its place.

  • Confusion Flower: Shoots a seed pod that causes opponents to get confused by releasing an AOE fog in the region. The following are two unique upgrades:
  1. Increase the Radius of Explosion.
  2. Suitable for use on ceilings.

The trap is 700 dollars. The trap’s trigger range is 2 square units in all directions, for a total of 4 square units. It’s a great trap for stopping ogres in their tracks, and it’s much better when coupled with Brimstone or Tar Trap. It may be put in this current rank due to its flexibility and efficiency.

  • Spike Wall: Depending on their size, slaps opponents in the face and tosses them back. The following are two unique upgrades:
  1. Enemies Bleed Enemies Bleed Enemies Bleed Enemies Blee
  2. Enemies are stunned.

The trap will set you back 800 dollars. It’s one of the most flexible traps, capable of slamming opponents into the ground or flinging them back. It may even be put on top to target just the biggest and worst opponents. Overall, it’s an A Tier trap, but it’s a B Tier trap for me.

  • Wall Blades: A short-range trap that inflicts harm on opponents that approach it. The following are two unique upgrades:
  1. When opponents are struck, they bleed.
  2. Increase the amount of damage dealt to stunned opponents.

The trap is 750 dollars. In comparison to other traps, the damage delivered is adequate, and the CD is deemed typical. However, with the exception of the Bleeding debuff, utilizing unique upgrades to boost Stunned opponents may be pointless. Others may be used to replace this trap in terms of bleeding and stun damage.


Tier A


  • Acid Geyser: Sprays AOE, acid fountain damage, and acid affects on foes. The following are two unique upgrades:
  1. Increase the duration of the game.
  2. Increase the time it takes for the melting to happen.

The trap is 700 dollars. It sprays an AOE acid that does damage over time and may be used in conjunction with Tar Trap to increase effectiveness. It may not be an S-Tier on its own, but it can firmly establish itself in A-Tier.

  • Arcane Dragon: Hires a piercing arcane orb in a straight line automatically. The following are two unique upgrades:
  1. My magic duration was impacted by the increase.
  2. By a single time, it bounces off the wall.

The trap is 1200 dollars. Despite the high trap cost, the arcane debuff may be administered along the hallway. When you choose the first unique improvement, you’ll be able to tinker and finish a dungeon with elemental damage, as the damage should be raised by 115 percent. It can’t move up to a higher tier because of its expensive cost, but it may easily be on S-Tier.

  • Brimstone: Inflicts fire damage on opponents and applies it over time. The following are two unique upgrades:
  1. Reduce the time it takes for you to cool down.
  2. Arcane damage is dealt.

The trap will set you back 800 dollars. At maximum upgrading, it holds 7 charges, and after using all of them, it goes into cooldown to replenish the charges. If you set these traps too close together, the overtime damage will be renewed, squandering the initial OT damage as well as another trap charge.

Brimstone becomes more feasible and shines when Tar Trap is used to capture the runners. It’s in this category because it has a lot of uses and a lot of damage potential.

  • Gravity Pillar: Lifts and drops opponents in the air based on their weight. The following are two unique upgrades:
  1. Causes Harm
  2. Lift Active Duration Should Be Increased

The trap costs 700 dollars. It isn’t very effective on its alone, but when combined with other traps, it may be lethal. Although the cooldown is long (12 seconds), choosing the second unique upgrade will raise opponents for 6 seconds, which is about half of the CD. It is usually put in the B Tier, but when combined with other traps, it becomes a very flexible trap. It may be put in the existing A tier for that purpose.

  • Rip Saw: Inflicts damage to opponents all the way down the trap’s length. The following are two unique upgrades:
  1. Ice Damage is dealt.
  2. Reduce the time it takes for you to cool down.

The trap is 750 dollars. The CD is high, thus lowering it may be beneficial; nevertheless, the potential of inflicting Ice Damage on opponents cannot be overlooked. It’s very nice to stun them on top of Rip Saw, and combining them with other traps will make it shine even brighter. As a result, it may be classified as an A-Tier.

  • Shock Zapper: Fires lightning bolts at the opponent underneath you. The following are two unique upgrades:
  1. Enemies are stunned.
  2. Enemies who are harmed by a Trigger Explosion are killed.

The trap will set you back 800 dollars. Due to its potential to deliver either explosion damage or stunning opponents on top of another trap that gives greater stun damage, the trap is regarded to be on this tier. Other traps may be employed to shock or delay the player, but when there are creatures, the kill trigger explosion can aid a bit.

  • Swinging Mace: Swings back and forth, slamming anything in its path. The following are two unique upgrades:
  1. Swings more quickly.
  2. Fire Damage is dealt.

The trap is 1500 dollars. If the CD before an attack isn’t too severe, choosing Fire damage may be the best option. You can spread the damage and knock them back with the help of additional traps. It may be deadly depending on the placement, such as with Dart Spitter. Overall, this falls within the A Tier.


Tier S


  • Use a barricade to block pathways and divert the enemy’s progress to the rift. The following are two unique upgrades:
  1. Reduce the amount of collateral damage you take.
  2. Two spots are blocked by barricades. Costs more money.

The trap costs 800 points, and the objective is to route the adversary according to your trap plans. Due to the restricted area in the alley or corridor, the second improvement is utilized less often, resulting in higher expenses. Upgrades, on the other hand, are unimportant to the strategists.

  • Ceiling Lasers: Lasers that constantly do lightning damage to opponents underneath them. The following are two unique upgrades:
  1. Adds more Lasers to the mix.
  2. Fire Damage is dealt.

The trap costs 650 and does damage on a regular basis. As a result, anytime the ogres come into contact with the laser, they suffer harm. Both upgrades are beneficial, as installing these traps prevents most orcs from surviving beyond the lightning/fire cage. There is no question that it cannot be put in this tier due to its effectiveness and the damage it does to orcs.

  • Dart Spitter: Shoots numerous tiny darts in all directions while spinning. The following are two unique upgrades:
  1. Ice Damage is dealt.
  2. Increase the duration of the game.

The trap is 900 dollars. When the first upgrade is chosen, the traps are most effective. When used in conjunction with Gravity Pillar, this trap becomes very lethal. Even flying opponents are dealt twice damage, allowing them to be easily wiped off. Because of the ridiculous shooting range, ice damage may spread across the map, freezing everything. It is B Tier on its alone owing to its location and effectiveness, but S Tier when combined with Gravity Pillar.

  • Saw Blade Launcher: Fires saw blades that bounce off walls, slicing through anything in their path. The following are two unique upgrades:
  1. Enemies Bleed Enemies Bleed Enemies Bleed Enemies Blee
  2. When something is destroyed, it explodes.

The trap is 700 dollars and has the best chance of killing opponents in the restricted area. The buzz saw bounces off walls and alters its direction if it bounces off another Saw Blade Launcher.

It may be employed in any situation, in any location, and in conjunction with any other traps. It is adaptable, cost-effective, and has the most destructive potential. The only need for the trap is that the dungeon be hazardous. One of the greatest traps in Orcs Must Die 3 without a doubt.

  • Enemies are slowed by the tar trap. The following are two unique upgrades:
  1. Enemies are slowed for a short period of time.
  2. On tar, enemies suffer more fire damage.

The trap is expensive. The second unique improvement is one of the most potent upgrades, as it makes this trap practically usable in any situation when combined with Brimstone or Arrow wall with fire damage, and so on. The high tier trap is usually believed to be freezing or slowing down opponents. So, in Orcs Must Die 3, the S Tier is provided.

  • Wall Charger: Deals lightning damage over a short distance. The following are two unique upgrades:
  1. When opponents are struck, they are stunned.
  2. Increase the amount of damage dealt to electrified opponents.

The trap will set you back 1000 dollars. When I used this trap, I thought the CD was too high, but the lethality was also too high. It has everything you need, even the special enhancements. You may either stun several opponents or enhance the damage you do. In Orcs Must Die 3, it may simply be put on S-Tier.

  • When activated, the Window Of Butterfly releases lovely butterflies that distract attackers. The following are two unique upgrades:
  1. Arcane damage is dealt.
  2. Increase the amount of time you’re distracted.

The maximum cost of the trap is 550. Instead of enchanting runners, it may be used to enchant heavy and big opponents for more effectiveness. Because this trap may be utilized nearly all of the time in Orcs Must Die 3, it can be classified as an S-Tier.

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