Level 1 | Level 2 |
- Summary
- Generates electrical charge when the enemy comes into proximity.
- Once activated, traps must be re-armed in order to be a part of the next defensive Layout.
Level | Damage | Damage Radius | Upgrade Experience | Cost | Build Time | Town Hall Level Required |
---|---|---|---|---|---|---|
1 | 168 | 8 | 0 | 5000 | 0 s | 6 |
2 | 202 | 8 | 60 | 10000 | 1 h | 7 |
3 | 240 | 8 | 120 | 20000 | 2 h | 8 |
4 | 282 | 8 | 360 | 40000 | 6 h | 9 |
5 | 331 | 8 | 720 | 80000 | 12 h | 11 |
6 | 387 | 8 | 1440 | 200000 | 1 d | 13 |
7 | 452 | 8 | 2880 | 500000 | 2 d | 15 |
8 | 529 | 8 | 4320 | 1200000 | 3 d | 17 |
9 | 617 | 8 | 5760 | 1700000 | 4 d | 19 |
10 | 720 | 8 | 7200 | 2500000 | 5 d | 20 |
Buildings | |
---|---|
Defensive Buildings | Gun • Gun Turret • Mortar • Scorpio • Watch Tower • Vindicator • Hidden Tesla • Walls • Traps : Ancient Mine • Iridium Mine • Pitfall • Predatory Pitt • Surprise • Infernal Surprise • Mine Bundle • Mega Bomb • Lure • Frantic Keg • Ashe 500 • Giga Ashe |
Resource Buildings | Mill • Mint • Worker's House • Barn • Bank • Elevator • Taxman |
Army Buildings | Parade Ground • Barracks • Lab • Big Bertha • Tavern |
Other Buildings | Town Hall • Clan Castle • Decorations • Obstacles |