Orcs Must Die! Deathtrap

Orcs Must Die! Deathtrap

Not enough ratings
High level difficulty Solo build "Combinator"
By Rrriko
This guide can be useful for both beginners and advanced players.
Beginners can focus on upgrading the traps I consider most effective, while experienced players might find some of the gameplay insights useful for improving their efficiency.

This guide reflects my personal experience after 300 hours of gameplay. There may be inaccuracies or mistakes — I don't claim it to be fully accurate.

What to focus on to achieve better results:
- better effectiveness
- increase rift points
- maximize rune coins income
- stop fliers
   
Award
Favorite
Favorited
Unfavorite
COMBOS

Mission - 20; Dificulty - 10


20x combo skinIn Orcs Must Die: Deathtrap, combos is the key factor.
Combos reward you with Rune Coins, Overdrive charge, and bonus score. The higher your combo multiplier (e.g., 5x, 10x, 20x), the greater the rewards you receive. To get a combo, an enemy must be hit by multiple unique damage sources or status effects within a two-second window before they die.

20x combo Skin >>
STRATEGY
Rift points
In Deathtrap, special elemental enemies that spawn from unstable rifts can either grant or take away rift points depending on their color.
Blue Rift Elementals
These enemies add rift points when they safely reach your rift.
Strategy: You must try to let them pass through your traps and Sentinels unharmed to receive the point bonus. They have a lot of health, so they can potentially survive if your traps are not in their path.

Fliers
They ignore most of your traps. The goal is to slow them and maximize damage in chock point. Best trap is Steam Vent with double damage.

Barricades
Check guides for different locations. Try to create one path with several chock points for max combos. Keep spare barricades or money for rune barricade to replace broken. Broken barricade usually means "Game Over".

Trap's upgrades
Trap upgrades are incredibly powerful, so it's best to concentrate on just a few. Since you have a limited number of traps to work with, I recommend sticking with the same, upgraded traps for your entire run instead of switching them out each mission.

Don't kill orcs without high combos
When you kill orcs before they reach the killing box, you lose potential combos — and that means fewer coins. As a result, you'll be able to buy fewer new traps at the end of the wave.

Potion
Traps

Floor traps against wall and ceiling traps
Finding a place with walls and a ceiling is harder than just using the floor. That's why I prefer floor traps — they're more versatile.

Some traps are important for strategy.
The Rift Barricade is needed to allow Blue Rift Elementals to reach the rift and to funnel the rest of the enemies into a trap. It's also used to patch gaps in the barricade chain when they get destroyed.
Ice Lance gives you combos and stops enemies, including fliers, giving you time to deal with them.



Steam Vent


This is our flier stopper, but with some upgrades, it's also very effective at launching walkers.
Launching adds an extra combo point. But be careful — enemies can land inside the barricaded area you're trying to protect. Also, check the upper floor when placing these traps. Enemies passing above them can trigger them, and you might suddenly find enemies marching toward your rift.

must have

combo +1

Launched enemies grant +1 combo and x3 dmg in air. They can also be pushed back to pass through the death trap again.

fun

big fun




Rift Barricade



The Rift Barricade is needed to allow Blue Rift Elementals to reach the rift and to funnel the rest of the enemies into a trap. Prepare a forked path — one leading straight to the rift, the other to your trap. Wait until the Unstable Rift reveals the enemies, then block the appropriate path.

It's also used to patch gaps in the barricade chain when they get destroyed.



Solar Prism


This is our main damage dealer — a floor trap with good range. It works well in combination with the steam trap to stop fliers. It's also a good idea to keep some spare coins to spam this trap around bosses, lone enemies, kobold nests, or bad spawns from Unstable Rifts.


Combo +1.
Rend causes an affected
enemy to take 100% crit dmg
from War Mage attacks.




Tar Trap





Combo +1.
+More rune coins, means you can buy more new traps.
Each small coin = 100 rune coins (1/10 from regular)




Acid Geyser





Launched enemies grant +1 combo and x3 dmg in air.




Poison Flower



With a 30-second status effect, this is a very effective trap. Try placing it before other status-effect traps. I prefer the Flower (+2 combo) over the Beehive with its poison effect (+3 combo 15 sec), because the Flower can be placed on the floor or walls — either to the side or in front of the killing zone. Beehives, on the other hand, require a ceiling.



a very good finishing to speedup combo burst




Wall Scorcher



We're going to use the floor variant of this trap.



let's put it on floor close to acid geyser

it is ok, because we need burst all damage in 2 last seconds

Slow gives combo +1 if they die before Tar




Ice Lance



Try to position the cannon so it doesn't shoot at enemies before they've fully left the gate. Ideally, it should hit them right before they die.
It's convenient to use the cannon to defend the rift, but in that case, it might kill blue Rift Elementals if you're trying to guide them to the rift.

Killing box example

Stack as many status effects as possible, then unleash burst damage to finish them off. Then repeat.
TEAM traps
If you're playing in a group, it makes sense to include different unique traps so that everyone earns more Rune Coins.
Make sure each player places their traps in the killing box. Divide the core traps among all team members.

Below, I'll list some traps that I consider the most effective.

Very good Adds:


A very effective damage dealer. It can be upgraded to deal double damage to fliers. It's small — takes up only a quarter of the space of an Ice Lance — but it can kill your blue Elementals.


It has a special effect that adds +1 combo. With upgrades, it can apply poison and cause an explosion on landing.
Cons: Like fire traps, it causes enemies to speed up.


Very useful even without rails — it pushes enemies back, and with upgrades, it releases bombs. Great for placing at the top of stairs if your killing box is below, or for pushing orcs back in a maze.
Cons: Minecarts can block the view for rangers and push melee enemies, sometimes causing them to die in hazards unexpectedly. Maximilian has a special +1 combo after upgrade.


+ combos. Strong upgrades with chain lightning and double range.


small size. good damage. Add Rend +1 combo and stun +1 combo after upgrades.


Deals very high damage after getting some kills. Best placed at the killing point of the killing box.


Good especially until tar's upgrade. +1 combo. + rune coins.


Good for certain areas if placed above the killing box. Not ideal if it steals combos.


Provides a good +1 stun combo and effective crowd control.

Comments about some other traps:



Very fun to use, but takes a long time to cover a large area. It steals combos, which means fewer rune coins, especially for your team members. It also occupies floor space that could be used for other traps, and it's useless in mazes. Also, can not be moved or corrected between waves.


Extremely fun, but again — it steals combos.


The same. And closes view.


Very high damage. Bouncing. Small. Good for some areas. But difficult to include in combo burst. Can steal combos.


...
Very good additional Threads



if you are good with Blue Elementals technique


Magic Mirror Gabriella skin - all the enemy figurines in the Order Library

To unlock the Magic Mirror (Gabriella) skin in Orcs Must Die! Deathtrap, you need to collect all the enemy figurines in the Order Library. This skin is exclusive to the character Gabriella. Once you’ve collected all the figurines, the skin will become available.


This was a real challenge for me. The RNG gods were messing with me while I was trying to get the boss map for Sophie. I got lucky after 12 hours of nonstop attempts. Some figurines are harder to get than others, but maybe that was just my experience. I had particular trouble with the water elementals — I just couldn’t get the maps with rain.

Starting map: Order Bathhouse


Don’t overthink the killing boxes. Try to deal damage near the gates as soon as possible. Keep an eye on the Rift if a kobold nest or unstable rift appears.

I use many Steam Vents to stop fliers later. You can put more tars and geysers for better coins income.


A good place for Ice Lances the second row.

Don’t forget about chests. I was unlucky — I spent 1 Rift Point and got skulls.

In the early waves, I usually destroy Unstable Rifts because I don't have enough spare coins for traps or a prepared killing box.

First two ways max combo was just 11x, average 5-6x.
The focus is on upgrading your main traps.
Setup for Blue Rift Elementals

Enemies come to this direction. Keep the opposite side safe for allies. Save 3,000 coins to seal off one path with a Rift Barricade.