The purpose of a snatch trap is simple: it’s a spring trap for air troops, although the way it functions is that it traps certain air troops in nets to drag them down and “make em disappear”.
Here is some bullet point information about this trap:
- Unlock one at TH7, then one more at 8, and then another at 10, a maximum of 3 Snatch Traps.
- Snatch Traps on not placed on open ground, but on top of Walls. If the wall they are placed on is destroyed, the Snatch Trap will be destroyed as well (so strategically place them inside your base)
- The trigger area of a Snatch is small, but still larger than a spring trap’s. It encompasses a circular 2x2 tile area (equivalent of four tiles). It will attempt to snatch only air troops in the radius.
- Unlike the Spring Trap, the Snatch is upgradeable to allow it to snatch more troops (depending on housing space). Level 1 Snatch will take down a maximum of 10 housing space. Level 2 Snatch (available at TH7) will take down a maximum of 15 housing space. To target Dragons, Level 3 Snatch (available at TH8) will take down a max of 20 housing space.
- The trap also counts a Lava Pup as two housing space, like a Minion.
- For Lava Pups and Minions, a Snatch Trap can snatch up to 5 Minions/Lava Pups maximum if the level allows it. That way a Lvl 3 Snatch will not snatch 10 close up Minions/Lava Pups even if the Housing Space limit suggests it.
- As for other Air Troops (Healers/Balloons/Drags) that can be affected, only a maximum of two can be snatched when the Trap reaches lvl 2, and only one troop for lvl 1. This would generally apply to Balloons only. That way a Lvl 2-3 Snatch Trap will not snatch three-four balloons like the HS limit suggests but only two, and a Lvl 1 Snatch Trap will not snatch two balloons but only one.
- Air troops that pass the housing space limit to be affected by the trap will not trigger nor affect the trap. For instance the Lava Hound.
- Unlike the Spring Trap, the speed of the trigger of a Snatch Trap is a bit more sudden (fast enough to prevent the Air Sweeper from ruining the Trap’s effect, but slow enough to encompass more than one troop)
Level 1 - Cost: 20,000 - ReArm: 7,500 - BuildTime: N/A - XPGained: 0 - THLev: 7
Level 2 - Cost: 750,000 - ReArm: 10,000 - BuildTime: 1d - XPGained: 300 - THLev: 7
Level 3 - Cost: 1,500,000 - ReArm: 12,500 - BuildTime: 3d - XPGained: 500 - THLev: 7
Visual: The Snatch at Lvl 1 is a deep rope net held up by four wooden legs around a chosen wall. There are several grappling hooks that sticks out from the bottom of the net kind of like the fireworks on an Air Defense. At level 2 the Snatch Trap is supported by stone legs around a chosen wall, and the number of grappling hooks are increased. At level 3 the Snatch is supported by multiple iron girders that also stick into the wall to intersect for extra support. The number of hooks are increased and the net is made of a chain-like material instead of rope. When the trap is triggered multiple roped grappling hooks are fired and attach to the targeted troops, and stuff them into the net where they disappear.
Please help me balance this trap if you feel it may be OP or UP. Thank You!

