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The Darkness Trap is a Huntress/Ranger defense. While active, non-boss enemies within the effective range lose their current target and are stripped of any elemental affinity.

As affected enemies temporarily lose their current target, the Darkness Trap may prove useful in protecting key hero towers as well as the Eternia Crystals.

Usage

On harder difficulties, many enemies possess elemental resistances (poison, fire or electric), rendering particular elemental damage dealing hero weapons and towers ineffective. The Darkness Trap's usefulness lies in stripping such enemies of these resistances, allowing Towers and Heroes to use all of their elemental attacks and abilities against them. Also, by stripping the enemies of their elemental affinities, the Darkness Trap reduces the damage those enemies can inflict upon players/towers.

Stat Scaling

  • Stat measurements taken without upgrades or additional buffs.
  • On Nightmare and Ascension, all traps have 25% less charges. Darkness Trap charges are 25% shorter.
Defense Stat Charges Effect Duration (Sec.) Detonation/Blast Radius Reset Time (Sec.)
0 (Base) ? ? ?/? ?
1 ? ? ?/? ?

Notes/Tips

  • The Darkness Trap does not benefit from the Defense Base Damage stat, since it does not deal any damage.
  • It cannot cause Ogres to lose their current target. However, permanent removal of their elements on Nightmare and Ascension enable the likes of Lightning and Fireball Towers and SAM Units to get an early jump on aggroing them before they reach a Strength Drain Aura.
  • If placed next to enemy spawn points, avoid upgrading the Darkness Trap to reduce chances that a Djinn will de-summon it. The only real benefit to upgrading this trap is to increase its charge capacity which is unnecessary if it already lasts for the entire duration of

Upgrade Table

Level Number Of Traps Effective Range Effective Duration(Seconds) Activation Range Detonation Reset Time(Seconds) Mana To Upgrade
Base 1 4.10 7.00 1.65 16.65 70
1 1 4.67 8.55 2.02 12.13 100
2 2 4.97 9.72 2.29 10.04 200
3 3 5.60 11.26 2.66 8.12 400
4 4 6.02 12.60 2.98 6.90 700
5 6 6.41 13.87 3.28 5.99 1220
  • Upgrading a hero defense increases its damage by 10% per level and its health, lifespan or detonation count by 20%. A fully upgraded defense will have +50% damage and +100% health/lifespan/detonation count.
  • On the other hand, upgrading a defense treats as if the builder's Range and Defense Rate stats were higher. A level 1 turret receives a +2 bonus, while a level 5 turret gets +36.
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