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You can set and activate consumable traps by placing them in a monster's current location. Find out more about all consumable traps and environmental traps you can use to pin down monsters!
You can set traps by using a consumable item such as the Shock Trap or Pitfall Trap. Using these items will automatically place them on the ground and will automatically activate when a monster is in its effect radius.
Unused traps can now be picked up again, allowing you to set them again if you're unsuccessful in your previous attempt.
You need to interact with Environmental Traps to activate them. You can manually activate them by getting close and clicking the interact button, or use the Slinger Hook to trigger them from afar.
For environmental traps to be effective, monsters must be in their area of effect. Oftentimes you may waste a number of environmental traps due to timing.
Trap | Description |
---|---|
Pitfall Trap | Pitfall Traps pin monsters down by having part of their bodies buried under the ground. Out of the two consumable traps, the Pitfall is the safest item to use as it remains effective against all monsters. |
Shock Trap | Shock Traps incapacitate monsters by electrifying their bodies. Though the Shock Trap is faster to set up, it cannot be used against monsters with electric affinity. |
Trap | Description |
---|---|
Falling Boulders | Falling Boulders are often found in rocky terrains and are useful for knocking down monsters. Apart from the damage phase it grants, it also causes a huge chunk of damage to the monsters it hits. |
Sharp Crystal Pillars | Sharp Crystal Pillars are another variant of Falling Boulders. Although it has the same effect as Falling Boulders, these crystal pillars have a larger area of effect. |
Vine Traps | Vine Traps are found on trees and are usable even after interacting with them. You can cause Vine Traps to fall on monsters to incapacitate them, or you can lure monsters to a fallen Vine Trap for the same effect. |
Quicksand | Quicksand is a unique trap that can only be activated by a Balahara. A quicksand pulls monsters down in a pit, creating a damage opening against the monster being pulled down by the sand. |
Great Thunderbugs | Great Thunderbugs act similarly to Shock Traps and Paratoads in the sense that they electrify monsters to incapacitate them. Its key difference is that it does not affect hunters and will remain active until a monster is in its area of effect. |
Paratoads | Paratoads electrify monsters similar to Shock Traps and are often found in areas near water. These toads can affect the hunters that manually activate them so it's best to use the Slinger Hook to remain safe during hunts. |
Flashflies | Flashfliies are not necessarily traps but are environmental utilities that hunters can use to blind grounded monsters or knock down flying monsters. |
Traps are used to incapacitate monsters, giving hunters an extra damage phase or an opening to capture monsters. As a damage opener, Traps are extremely useful against agile monsters that move around, or tall monsters that have hard-to-reach weak spots.
How to Set and Activate Traps
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