Skid Trap: Difference between revisions
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== Requirements == | |||
Consumes 1 Trap per cast. | |||
== Notes == | == Notes == | ||
Latest revision as of 09:45, 23 July 2026
| Job | Hunter |
|---|---|
| Type | Active |
| Target | Ground |
| Max level | 5 |
| SP cost | 10 |
| Range | 3 cells |
| Duration | 300s → 60s |
| Catalyst | 1 Trap |
Skid Trap is a trap skill of the Hunter class that knocks an enemy backward when triggered.
Overview
Skid Trap is one of the Hunter's basic control traps. When an enemy steps on it the trap launches them away from the point where the caster was standing when it was laid, then breaks. It deals no damage and is purely a knockback and repositioning tool.
Mechanics
When laid, the trap records the caster's position at that moment. The instant any enemy triggers the trap, that unit is knocked back along the line leading away from that recorded position. The knockback distance grows with skill level, from 6 cells at level 1 up to 10 cells at level 5. A thrown monster loses its current target and returns to idle.
The trap is placed up to 3 cells away and lasts until triggered or until its lifetime expires. In WoE and other GvG environments the knockback is suppressed, so it will not displace players there. Each cast consumes one Trap.
Leveling
Higher levels increase knockback distance and shorten how long the trap stays armed before vanishing. SP is a flat 10.
| Level | Knockback | Trap lifetime | SP |
|---|---|---|---|
| 1 | 6 cells | 300s | 10 |
| 2 | 7 cells | 240s | 10 |
| 3 | 8 cells | 180s | 10 |
| 4 | 9 cells | 120s | 10 |
| 5 | 10 cells | 60s | 10 |
Requirements
Consumes 1 Trap per cast.
Notes
Skid Trap is most useful for peeling enemies off allies or shoving monsters out of a chokepoint. It is a prerequisite for Sandman, Flasher and Talkie Box. It can be detonated early by Spring Trap and cleared by Remove Trap.