Lords Mobile: How to Build a Trap Account

In Lords Mobile a trap account is play style which aims to lure high-level players into attacking your turf. It works by making yourself look
weaker than you actually are. This is a great strategy to win kingdom
battles and gains a large number of kills. Do you really know how to build a trap account?This guide written by snow queen will teach you a lot.

Trap Account Basics

Before we jump right into the buildings, we first need to look at the
goal of a Lords Mobile trap account. There are three main principals to building a great trap account:

  • Look weak by keeping your might as low as possible.

  • Maximise your troop health and defense stats.

  • Increase your Infirmary capacity.

It sounds simple in principle, but building a trap account does take a
fair amount of planning. This is especially true regarding your might,
as it is possible to completely screw your account up if you gain too
much in the wrong places.


Most players will judge another's strength by their might. It is the
quickest way to get a rough idea of how tough your opponents are.
Therefore we will try to minimise our might gain at every point during
the construction of our a trap account. Let’s recap on how we can gain
might and how to minimize it:-

  • Buildings – we only want useful buildings that benefit a trap account.

  • Research – we only want research that benefits our trap account.

  • Leader level – we need a maxed level leader.

  • Troops – you want the minimum number of troops to take on a full T4 march.

  • Quests – we need to avoid collecting quest rewards where possible.

Troops provide temporary might, which can easily be rectified by
destroyed the excess you don’t need. Buildings provide semi-permanent,
as some can be destroyed, whilst others can’t. Research, leader level
and quests are permanent – you have no way to remove this might. This
means if you have already gained a large amount of might from
research and quests which will not benefit your trap, you may have to
start over.


This guide assumes you are aiming for an endgame trap account i.e. a level 25 Castle with
tier 3 or 4 troops unlocked. With this in mind you need to be aware
that until you have your tier 3/4 troops, you will need to build and
upgrade at least 1 of every building. This is because of the
prerequisites needed to upgrade your turf to 25. Once you reach this
stage it’s time to look at restructuring.

Resource Buildings

The first step is to destroy every resource building you have and
leave those tiles completely blank. Other than providing you with
resources, your farms, stone quarries, lumber mills and mines will not
contribute to your trap account’s strength, but they will increase your
might. Once you are at level 25 you will gain most of your resources
from farm accounts, gathering your Cargo Ship.


You may need two or three barracks
whilst you are building your army, but once you have the bulk of your
troops trained you should go down to a single barracks. Being able to
train more troops in a queue does not benefit a finished trap account.


Again, once you have finished your army manors provide very little benefit to a Lords Mobile Trap account. You should destroy all of your manors.


You want to fill the rest of your tiles with Infirmaries, there
should be 16 free tiles in total. Infirmaries are key to a trap account
in order to protect your own troops from being killed.
16 Infirmaries will provide you with 640,000 beds. Whilst your trap
account will probably have more troops than this, the main aim is to
survive a single full T4 march on your turf.
640,000 beds should be enough to avoid any death on that first attack,
leaving you ready to put up a shield until you have time to heal your

Trap Account Hero Skills

The most important stats for a trap account are army defense and army
max health.  As our final build is going to have a mix of all troop
types, we want boosts that will benefit all troop types. Out of the two
health is slightly better than defense, but luckily we can max all
defense and health skills by the time you get a level 46 Leader.

Squad Health and Squad Defense

In order to max squad health I & II and squad defense I & II you will need the following skills:-

  • 2 points in Squad Offense I

  • 3 points in Cavalry Offense I, Ranged Offense I and Infantry Offense I

  • 15 points in Squad Defense I

  • 15 points in Squad Health I

  • 5 points in Ranged Offense II, Infantry Offense II, Cavalry Offense
    II, Infantry Offense III, Cavalry Offense III and Ranged Offense III

  • 50 points in Squad Health II

  • 50 points in Squad Defense II

Total skill points spent: 171.

Squad Health I and Squad Defense I provides a 15% boost to each stat.
Squad Health II and Squad Defense II provide a further 85% boost to
each stat. This means once both skills are maxed you will have 100%
increase in all your troops'health and defense.

Level 47 to 60

I would suggest sinking the rest of your points into one troop
offensive stat. Go straight for the level III, then II, then I and max
out as far as you can with your remaining points.

Trap Account Leader Equipment

For leader equipment, you want to focus on the same two stats, with
army max health given more priority over army defense.  Below I have
selected the top equipment currently in the game as of 6 December 2016, with
the goal of trying to maximise troop health and total defense.

The majority of the equipment is for a level 60 leader. If your
leader is not level 60 yet, you can search for equipment by state and
level in the game.

Army Max Health

Equipment White Green Blue Purple Yellow
Helm – Champion Helm 5.50% 10.85% 16.55% 22.50% 35.00%
Armor -Champion Plate 4.00% 7.75% 11.75% 16.00% 25.00%
Main Hand – Champion Edge 0.00% 0.00% 0.00% 0.00% 0.00%
Off Hand – Winter Mitts 4.00% 7.50% 11.20% 15.50% 25.00%
Boots – Champion Stride 3.50% 6.85% 10.35% 14.00% 22.00%
Accessory 1 – Blight Ring 2.40% 4.65% 7.00% 9.50% 15.0%
Accessory 2 – Blight Ring 2.40% 4.65% 7.00% 9.50% 15.0%
Accessory 3 – Blight Ring 2.40% 4.65% 7.00% 9.50% 15.0%
Total Equipment Boost 24.20%  46.90%  70.85%  96.50%  152.0% 
Skill Squad Health I 15.0% 15.0% 15.0% 15.0% 15.0%
Skill Squad Health II 85.0% 85.0% 85.0% 85.0% 85.0%
Grand Total   124.2% 146.9% 170.9% 196.5% 252.0%

The above will give you a 252% boost to Army Max Health.

Army Defense

Equipment White Green Blue Purple Yellow
Helm – Champion Helm 0.00% 0.00% 0.00% 0.00% 0.00%
Armor -Champion Plate 6.80% 13.25% 20.00% 26.75% 42.50%
Main Hand – Champion Edge 2.75% 5.25% 8.00% 10.75% 17.00%
Off Hand – Winter Mitts 4.00% 7.50% 11.20% 15.50% 25.00%
Boots – Champion Stride 0.00% 0.00% 0.00% 0.00% 0.00%
Accessory 1 – Blight Ring 2.40% 4.65% 7.00% 9.50% 15.0%
Accessory 2 – Blight Ring 2.40% 4.65% 7.00% 9.50% 15.0%
Accessory 3 – Blight Ring 2.40% 4.65% 7.00% 9.50% 15.0%
Total Equipment Boost 20.75%  39.95%  60.20%  81.50%  129.5% 
Skill Squad Defense I 15.0% 15.0% 15.0% 15.0% 15.0%
Skill Squad Defense II 85.0% 85.0% 85.0% 85.0% 85.0%
Grand Total   120.7% 140.0% 160.2% 181.5% 229.5%

The above will give you a 229.5% boost to Troop Defense.

Turf Quests

You have probably noticed by now that turf quests reward you with
might and experience. On the other hand Admin, Guild and VIP quests do
not reward might, but do reward you with xp – this is very important for
your trap account.

Remember you want the lowest possible might for your trap account, to
lure players into thinking you are weaker than you actually are. This
means the ultimate trap account will not complete a single turf quest –
they will level solely on Admin, Guild and VIP guests.

In reality, this will take a very long time to get to level 60. You
will probably need to complete some turf quests to get you there, but
once you get to level 60 you should immediatly stop completing any turf

Trap Account Research

If you thought quest experience was bad, it’s nothing compared to
research.  In Lords Mobile research is the one source of might that can
truly destroy a trap account, forcing you to start over if you get it

We want to research the bare minimum to keep our might down as low as possible.

The following is a list of what you will need for a trap account:-


You can skip the econcomy tree
completely as there are no abilties that benefit an end game trap
account. However you may want to research construction speed to help
speed up your progress.


Max the whole military
tree except for siege skills. Everything else in the military tree will
increase the strength of your troops and you will need all varieties of
troop types in your trap account.

This includes the troop attack abilities, which do come into play even when defending.


Like the combat tree you want to max as much of the defense tree as you can. This means unlocking the higer tier traps and all the wall strenght abilities.

Monster Hunt

You can skip this tree entirely. There are no useful abilities in the Monster Hunt tree for a trap account period.

Upgrade Defenses

Upgrade Defenses is another good solid research tree for a trap account build. Go for as much as you can in the upgrade defenses tree.

Upgrade Military 

This is a tough one. You can skip this tree, but there are a couple
of very useful abilities. The first is Quick Swap, which unfortunately
is quite far down. This ability lets you swap out leader equipment sets.
The reason this is so useful is that a great trap tactic is to sit in
your farming gear so that when a player checks you out they think you
are either offline or farming. Just before they hit your turf you
quickly swap gear to your best combat set.

If you don’t train Quick Swap you have to manually change every single equipment slot!

The second useful ability is Field Triage which increases your
infirmary healing speed. Not essential, but again it does mean you will
use less speed ups to heal your troops after an attack.

The rest of the tree is useless for a trap account.


Army Leadership

Bigger Infirmary is a must have. Army Defense II, Army Offense II, and Army Health II are obviously all very useful. However, the best three abilities in this tree for a trap account are Sabotage, Plague and Demoralize. Maxing all three will reduce your opponents whole armies attack, health, and defense by 10%.

A 10% debuff to an opponent is significantly more powerful than increasing your own army’s stats by 10%.

I suggest leaving this tree to last because it is a significant investment in time, resources and a large chunk of extra might added to your trap account to get those final abilities.


Traps are easier to set up than troops, as there are fewer decisions
to make. This is because you are always going to be restricted on the
number of traps you can build, based on your wall capacity.

You want to fill your walls with an even mix of Tier 3 or Tier 4
traps, depending on which you have unlocked. Make sure you build equal
numbers of each trap type to protect yourself against all possible

With your army size you should not lose too many traps. Plus with
trap retrieval research maxed you will be able to repair 50% of your
wall traps which are destoryed.



The most important part of your trap account in Lords Mobile will be
your troops. You need to know which tier, which type and how many to

Troop Type

Troop type is probably the easiest to answer. Generally when you are
attacking a player, it is better to only send a single troop type i.e.
all infantry, cavalry or ranged. This is because you can stack a single
troop’s stats by concentrating on specific leader skills and gear.
However, the opposite is true when defending.

As you do not know what type of troops are going to attack you,
generally you want an even balance of infantry, cavalry or ranged. The
only troops you do not want to train are siege engines, as these are
only useful for taking out wall traps during attacks, which you won’t be

Troop Tier

A lot of different combinations of troop tiers work well for trap
accounts, there is no single best setup to use.  Used correctly a full
T1 army with the same might as an equivalent T3 army, can be just as
effective. A combination of tiers can also make good trap accounts.

Depending on the level of the trap you have built, you will be
limited to T3 or T4 troops. This will be the overall limiting factor
when you decide which combination of tiers to train.

Whatever you have unlocked, you need to consider the following:-

  • T2 are 2 times as strong as T1.  T3 are 3 times as strong as T1. T4 are 4.5 times as strong as T1.

  • T2 cost twice as much as T1. T3 cost 3 times as much as T1. T4 cost 20 times as much as T1.

  • T2 takes twice as long to train than T1. T3 takes 4 times as long to train than T1. T4 takes 8 times as long to train as T1.

  • T2 gives you 4 times as much might per troop than T1. T3 gives you 12
    times as much might per troop than T1. T4 gives you 18 times as much
    might per troop than T1.

Remember that a key point of a trap account is keeping your might as low as possible and this is really important with troops.

From the above you can see that the cheapest and quickest option is
to train a pure T1 army. They also benefit from zero healing time in the


Infirmary Beds

However, each tier of troop takes up exactly the same amount of
infirmary space….. and that is 1 bed per troop.  This is where the
higher tiers come into their own, because having a full 400k T3 army
would be the equivalent strength of 1.2m T1 army. You may be able to
house your entire T3 army in infiramry beds, but only 1/3 of your T1

An important point to remember is that if you have a mixture of tiers
and get attacked multiple times, then your lower tiers will die first
and take up the infirmary beds. This means the excess troops which are
permanently killed will be made up of your highest tier troops.

You also need to know that in most circumstances your entire trap
account will not be zeroed with a single solo attack (if it is, then
something has gone seriously wrong!). The minimum number of beds you
need is to cover a single solo hit. This means the lower the tier you go
for, the higher the number of beds you need. Provided you have enough
beds to survive that first hit, then you can shield and heal up your

Number of Troops

The number of troops you train is solely limited by the amount of
might you gain. You need to keep your might low enough to encourage solo
attacks on your base, otherwise you will end up becoming a rally target
– which you really don’t want.

The might limit you set yourself will depend on the level of your
trap account. As a rough guide the following provides a good number of
troops with appropriate might for your Castle level:-

  • Castle level 10-12 trap account – 3 million might in troops. This
    will allow you to have 375k T2, 1.5M T1, or a combination of the two.

  • Castle level 18- 21 trap account – 10 million might in troops. This
    will allow you to have 417k T3, 1.25m T2, 5m T1, or a combination of all

  • Castle level 21 – 15 million might in troops. This will allow you to
    have 417k T4, 625k T3, 1.875m T2, 7.5m T1, or a combination of
    all four.

All of the above work well with what ever combination you decide, it
really depends on the number of infirmaries you have and how carefully
you use your account.


If you want the easiest trap account to play, then go for the highest
tier troops you can train, with infirmaries covering all your troops
(this is also the longest and most expensive route). You can then sit
back in the knowledge that you will never have a single troop killed.

* Posts are created by game users

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