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Swinging mace 2000 gold covering 3 spots. 250damage/5 seconds = 50 damage a second across a 3 zone area hitting all targets in the area.
Shock Zapper - 2000 gold for 1 spot, 350damage/4.7seconds = 74.46 damage.
if there is even a mere 2 units in swinging maces radius then it does more damage than shock zapper, and as everybody knows there are a lot more than 1 or 2 units in a killbox at a time.
Wall Charge - 255 damage/9.5 seconds = 26.84 damage per second for 1,250 gold
Wall Blades - 250 damage/9.4 seconds = 26.59 damage for ONLY 750 gold
Unless you possess some insane luck where your lightning traps keep getting all the kills instead of your heros/other traps they are mathetically a total waste. You are much better off using Fire/Physical combo w/ resonators.
What about Lightning Rod?
That one is mess... but I'll give a shot. Base damage is only 16.34dps for 500 gold, but after 8 attacks the 9th attack (so once every 41.6 seconds) it chains to 3 enemies w/ no specification on decaying damage for each chain.
Due to the cost of gold being 1/4 the others, 16.34x4 = 65.36 dps equivalent based on cost. Thats not counting the chain damage, but shock shock zappers 74.46 dps doesn't count in its explosion damage if it gets a kill, and it should at least kill something in the 41.6 seconds it takes for lightning rod to get chain. So Lightning rod not only loses to Shock Zapper on damage, it costs 4x the amnt of trap limit as shock zapper.
In the end lightning rod will fail not because of the damage so much as you will run out of trap limit and can't increase your kill boxes damage enough to actually kill the waves.
Alright cool, I was wondering because I've seen some people use it here and there but didnt know if it was any better or worse.
Range wasn't even one of the issues discussed. That's not going to change anything.
They could lower the cost of the traps to make them slightly more appealing, but it's not going to change how they perform, which is the most unappealing part.
Debuff no. I recommended that in a thread a long time ago but no luck w/ that request. In order for the effect to trigger the lightning trap must land the killing blow. It dies to your heros attack .01 seconds later after the attack, nothing.
It deals both flat health and percent health damage.
What is the chance of the explosion occurring?
What is the damage of the explosion?
How wide is the explosion?
Regardless, as chuckberts explained, they're really not worth it.