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The way this game currently works is that whenever you find yourself 'unable' to beat something you don't revise your strategy. Instead, you do an endless map and gain +bazillion trap mastery levels. Problem solved.
However, if tweaking your strategy would be a thing then I suggest to invest your gems into a high single-target damage trap like bolt, hex or rocket trap. Teleport trap might work as well.
Additionally, FEAR + CURSE totem combo works particularly well against rams and is a strong loadout for consumable traps in general.
Freezing traps are powerful for their slows and are almost always a great choice once unlocked.
Bolas are easily forgotten, but just going to level 10 allows you to perma-slows enemies. Meanwhile the level 15 upgrade allows you to also stun enemies. In a corridor of death, this is very powerful for slowing down single targets.
Lastly, the Recall consumable is particularly powerful against tough units because it'll reset them to the start of the dungeon.
Oh yea and the levels where you get to use bolas and harpoons are by far my favorite.
I will say that the Tar trap is something that shouldn't be ignored.
It has a couple of very nasty upgrades that could really help deal with later waves.
Rockets need space (and freeze traps). While quite powerful, they are horribly slow, even when tooltip says about 2s cooldown (it takes a lot longer). Unique item practically only adds explosion radius - not much help at waves 200+, really.