Orcs Must Die! Deathtrap

Orcs Must Die! Deathtrap

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Orcs Tier & Traps
Hello! Does anyone have a list or recommendations on which traps work best with each tier of Orcs ? I'm looking for tips on optimizing trap setups for different levels of Orc strength."
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Showing 1-9 of 9 comments
I've found a way that has been carrying me for awhile now even though it isn't that fun to play.

I first place a row of Brimstone, followed by a row of Acid Geysers, followed by 2 rows of Tar then at the empty spaces at the sides if available place Acid Plants with Auto Crossbows or Ceiling Pounders on the ceiling. For me this works like a Lock-Key kinda way. I engage bigger enemies if needed, then go back to AFK until there's big enemies that got through it.
Last edited by King ECHatron II; Feb 5 @ 4:16pm
Boo Feb 5 @ 4:34pm 
Thank you for sharing! I shall try this out as well! Right now I am still trying to figure out the different traps as well as the different orcs :)
Multigun Feb 5 @ 4:43pm 
Originally posted by King ECHatron II:
I've found a way that has been carrying me for awhile now even though it isn't that fun to play.

I first place a row of Brimstone, followed by a row of Acid Geysers, followed by 2 rows of Tar then at the empty spaces at the sides if available place Acid Plants with Auto Crossbows or Ceiling Pounders on the ceiling. For me this works like a Lock-Key kinda way. I engage bigger enemies if needed, then go back to AFK until there's big enemies that got through it.

Checkerboard floor set up is generally better. Helps with combos and enemies are affected by tar for about 3 seconds once they step off of it. No need to double row them.
Boo Feb 5 @ 4:50pm 
Oh yes that’s a good idea too!
Originally posted by Multigun:
Originally posted by King ECHatron II:
I've found a way that has been carrying me for awhile now even though it isn't that fun to play.

I first place a row of Brimstone, followed by a row of Acid Geysers, followed by 2 rows of Tar then at the empty spaces at the sides if available place Acid Plants with Auto Crossbows or Ceiling Pounders on the ceiling. For me this works like a Lock-Key kinda way. I engage bigger enemies if needed, then go back to AFK until there's big enemies that got through it.

Checkerboard floor set up is generally better. Helps with combos and enemies are affected by tar for about 3 seconds once they step off of it. No need to double row them.
good to know! thank you!
Definitely checkerboard set up. But the overall trick is affecting the mobs by as many different 'statuses' as possible at the same time - slowed, fire, acid, frost, physical dmg, poison, shocked, ....maybe I've missed some - I assume stuff like rend, shiny, stunned, launched etc also counts ? Therefore it's redundant to have a wall scorcher blasting fire over a floor brimstone, or poison spitter dealing poison in flower clouds etc Gotta mix it up.

So in most my kill boxes in typical order for orcs to walk over is brimstone then acid then tar, with electric shock on walls alternated with arrows or blades, and on the ceiling ice lances and maybe some shiny. Poison flowers on the side so the mobs are also walking through clouds of purple haze. I usually use auto ballistas around the rift to help with flyers and kobalds.

For threads I also give high priority to those that extend the status effects of traps eg: 25% longer burning - the longer a status effect exists = more combos = more ults = more wins.
Last edited by Le Libertine; Feb 5 @ 6:32pm
Travutopia Feb 5 @ 8:13pm 
Originally posted by Moon:
So in most my kill boxes in typical order for orcs to walk over is brimstone then acid then tar.....

In higher difficulties (and probably in general), if you're using the 3 floor setup, you should always layer them first tar, then brim/acid.
You want to keep them slowed as long as possible so slowing at the start of your killbox is the smart play. Makes it easier for your ceiling/wall traps to hit fast moving enemies also.
This also gives an easy combo point without doing any dmg that way if a small enemy dies while still on the tar (from the hero or a wall/ceiling trap) then you will at least get a x3 or x4 combo.

Also, this game is different than the previous OMD games with combos. Each individual source of dmg counts as a combo point, not just status/types of dmg.
For instance, a Sawblade and Wall Blades both do physical dmg, but they each give a combo point for a few seconds. Statuses are really useful still though because each DOT tick restarts their combo timer.

Combos are king in this game. Helps give a lot of skulls to lvl up and you need constant Ult at x10 difficulty.
Last edited by Travutopia; Feb 5 @ 10:04pm
Boo Feb 5 @ 8:38pm 
Originally posted by Moon:
Definitely checkerboard set up. But the overall trick is affecting the mobs by as many different 'statuses' as possible at the same time - slowed, fire, acid, frost, physical dmg, poison, shocked, ....maybe I've missed some - I assume stuff like rend, shiny, stunned, launched etc also counts ? Therefore it's redundant to have a wall scorcher blasting fire over a floor brimstone, or poison spitter dealing poison in flower clouds etc Gotta mix it up.

So in most my kill boxes in typical order for orcs to walk over is brimstone then acid then tar, with electric shock on walls alternated with arrows or blades, and on the ceiling ice lances and maybe some shiny. Poison flowers on the side so the mobs are also walking through clouds of purple haze. I usually use auto ballistas around the rift to help with flyers and kobalds.

For threads I also give high priority to those that extend the status effects of traps eg: 25% longer burning - the longer a status effect exists = more combos = more ults = more wins.


Thank you for sharing! I always stick to the same series of traps - fire walls + floors etc .
It’s a great tip to mix and match!
My prime loadout is usually: Tar, Brimstone, Cursed Ground, Spinning Blades, Molten Gold, Lightning, Poison Flower and Autoballista.

If I have a low ceiling kill box, I swap out Poison Flower and Lightning for the Ceiling Smasher and the Gas Trap.

If have a wide hallway killbox I replace the Spinning Blades with Arrow Wall or Magic Orb Trap.

If I want to ♥♥♥♥ around, I replace Cursed Ground and Molten Gold with other stuff.

That more or less sees me through the whole game.
Last edited by Chief Spreading Bull; Feb 5 @ 10:26pm
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Date Posted: Feb 5 @ 4:10pm
Posts: 9