Trap

A trap is a type of active skill that throws a device that is triggered by proximity to produce an effect such as immobilizing the enemy, delivering a spell payload, or launching a volley of arrows.

Mechanics
When a character uses a trap skill, he throws the trap to the target location. Characters have a base trap throwing speed of 0.5 seconds.

Once a thrown trap lands on the ground it must arm itself before it can be triggered.

While armed, a trap can be triggered by an enemy entering its trigger radius. Characters have a base trap trigger radius of 10. Trap trigger radius is affected by trap trigger area of effect modifiers. Trap trigger radius is not affected by skill area of effect modifiers.

Traps remain armed for a limited duration, after which they expire. Trap duration is specific to each trap skill. Most traps are triggered automatically when they expire, regardless of whether there are any enemies nearby. Exceptions include and, which are simply destroyed when they expire. Trap duration is not affected by skill effect duration modifiers. Likewise, trap duration modifiers do not affect the duration of skill effects created by traps.

Armed traps are invisible to enemies.

Traps will be destroyed if they take any damage. Traps cannot be targeted directly, but they are vulnerable to area of effect damage. Traps cannot be damaged while they are travelling through the air, while they are arming, or while they are triggering. The passive skill, Clever Construction can also prevent traps from being damaged for a number of seconds after being thrown.

There is a limit on the number of traps a character can have out at one time. By default, a character can have 15 traps. Throwing an additional trap that would exceed the trap limit will cause the oldest trap to be destroyed. There are passive skills that can increase the limit.

Trap cooldown
Some traps store limited uses and replenish one use after a cooldown period. A counter is shown on the skill icon which indicates how many uses are currently stored. Trap stocks are stored per skill and not per gem, so equipping multiple of the same skill gem will not allow you to bypass its maximum stored usage limit or cooldown time. Modifiers to cooldown recovery time such as will change how fast you replenish a stock.

When throwing multiple traps at a time with limited stock, it will only throw up to the amount of traps you have stocked. For example, using a with  with 3 uses stored will cause you to throw three Flamethrower Traps and consume all three stocks.

Targeting
When a trap is triggered by an enemy, it will use the skill at the enemy that triggered it. If a trap is not triggered by an enemy (either the trap duration expires or triggered by other means, such as Chain Reaction) or there are no enemies within the mine trigger radius, it will target its current location. If the skill is a forward-firing projectile, it will fire it in a random direction.

Interaction with player stats and support gems
Traps and mines act much like totems in that when they cast their payload, it is the trap/mine that casts the skill, not the player. This means:


 * Leeching: Players cannot leech health or mana via traps. The trap/mine is actually doing the leeching, but they self-destruct after they're triggered, so leeching has no practical effect.
 * Damage reflection: Damage is reflected back to the traps/mines and not the player, so they are safe to use on damage reflecting monsters, maps, or PvP targets.
 * Trigger gems: Traps and mines (and totems) will not work with "Cast on..." trigger gems, even if the trap/mine has a "Spell" type gem tag/keyword; the player places or throws the trap/mine, but the trap/mine is doing the actual spell-casting.
 * only works for self-cast spells, so it has no effect when supporting traps or mines.

However, trap and mine skills will still get the benefits of any modifiers that would normally apply if it were the player casting the skill. This includes any modifiers from passive skills and equipment, buffs affecting the player, etc. For example, has the gem tags "Cold" and "Spell," so it will benefit from any equipment or passives that boost cold, spell, or trap damage.

When the, or , and  or  gems are all linked in combination with a skill, the result is a skill that lays a mine. When the mine is detonated, it lays a trap. When the trap is sprung, it casts a totem, which then can cast the linked skill.

Skill restrictions
Triggering a trap also causes a trap/mine to be destroyed. Therefore auras and other skills that require being turned on for a duration (such as ) cannot be put on traps/mines, although doing so would be pointless anyway.

When the, , or support gems are linked to an attack skill, the trap/mine is considered to be using whatever weapon you are wielding. Only ranged weapons can be used with Trap or Remote Mine attack skills, not melee weapons.

Active skill gems
There are active skill gems with the Trap gem tag:

Support gems
There are currently support skill gems with the Trap gem tag:

Passive skills
The damage of traps is affected by passive skills according to their other keywords (e.g. Fire) as normal. Additionally the following passive skills affect traps specifically:

Version history

 * Modifiers to skill duration no longer modify the duration of traps, totems or mines, but will continue to modify the duration of skills cast by traps, totems and mines if those skills have a duration.
 * You can now have up to 15 traps active at a time (up from 3).
 * The interaction between trap skills with cooldowns and sources of additional traps thrown (such as the Multiple Traps or Cluster Trap Supports) has been changed, and now work as they did with Vaal Lightning Trap previously. Namely, additional traps can only be thrown if the skill has at least one extra trap cooldown stockpiled, and only as many additional traps will be thrown as there are cooldowns stockpiled. In other words, if you have three Seismic Traps stockpiled and have the Shaper's additional trap glove mod, you'll throw two traps and consume two Seismic Trap cooldowns. If you only have two cooldowns stockpiled and attempt to throw three Seismic Traps via the Multitrap support, you will only throw two traps.
 * The trap model has been updated.


 * Player traps now explode at the end of their duration, triggering their skills. The exceptions to this are and, which still break at the end of their duration.


 * Traps and Mines are now invulnerable while they are arming and invulnerable while they are casting their skill. This means a trap thrown directly onto a monster who will detonate it cannot be destroyed before it detonates.


 * Cooldown Recovery Speed no longer references traps on the character screen as it can apply to things other than traps now.


 * Attempting to place more traps than the maximum trap count will now always destroy the oldest traps. This fixes an issue when using multiple trap skills with different maximum trap counts.
 * Fixed a bug where players could have multiple Offerings active at once through the use of traps, totems or mines.
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