Home › The guide › Dungeons › Traps
Traps
Ten traps hide under the dungeon tiles. What each one does, how many there are per floor, how to spot them, and why wild Pokémon never step on them.
In short
- 10 kinds of traps, hidden until a member of the team steps on them.
- Two on the first floor, one more every three floors, five at most, give or take one; none on a boss’s floor.
- Wild Pokémon know them and avoid them; they are waiting for the team alone.
- Once spotted, a trap stays visible on the map: teammates step over it, only the Pokémon you control can still get caught.
The ten traps
| Trap | What happens | Frequency | Afterwards |
|---|---|---|---|
| Spiked Tile spikes that hurt whoever steps on them | Takes away one sixth of max HP (at least 2). | 15 % | stays in place |
| Poison Trap poisonous thorns | Poisons. | 12 % | stays in place |
| Sleep Trap a sleep-inducing vapor | Puts to sleep. | 8 % | stays in place |
| Spin Trap a tile that makes your head spin | Confuses. | 12 % | stays in place |
| Seal Trap a seal that drains a move’s PP | Drains the PP of a random move. | 8 % | stays in place |
| Trip Trap a tripwire that knocks an item out of the bag | Knocks an item out of the bag, onto the floor next to you. | 12 % | stays in place |
| Mud Trap mud that weakens a stat | Lowers a random stat by one stage (Attack, Defense, Special Attack or Special Defense). | 12 % | stays in place |
| Summon Trap a signal that lures wild Pokémon | Summons two of the floor’s wild Pokémon around you, three from the sixth floor on. | 8 % | vanishes once triggered |
| Explosion Trap a charge that explodes all around | Explodes: one third of max HP (at least 3) to everyone next to the tile, allies and wild Pokémon alike. | 8 % | vanishes once triggered |
| Wonder Tile a tile that resets stats to normal | Resets every stat of whoever steps on it, bonuses and penalties alike. | 8 % | stays in place |
The frequency gives each kind’s share when the floor draws its traps: those that hurt are rarer than those that get in the way.
Where they hide
Traps are placed when you arrive on the floor, first on the tiles the generator had reserved for items, then anywhere in a room, never on the stairs nor right next to the starting point. A discovered trap stays there and triggers at every step, except the Explosion Trap, which blows up, and the Summon Trap, which goes out once its wild Pokémon have come.
Traps take the item tiles first. A room where you see items everywhere except in one “empty” spot deserves a detour: that is often where a tile lies in wait.
Protecting yourself
- A
Trapbust Orb blows up every trap in the room, hidden ones included. - A
Luminous Orb reveals the whole floor, but not the traps: only footsteps reveal them. - The Insomniscope, the Pecha Scarf and Safeguard stop the Sleep Trap and the Poison Trap from taking hold.
- A teammate who steps on a Trip Trap drops an item from the bag at its feet: just pick it up.
Dug pits
Some moves dig a pit under the opponent’s feet: it waits for the other side only, and works only once.
See also
- DungeonsThe floor, the stairs, the mapEach floor is drawn at random: rooms, corridors, wild Pokémon, items on the floor, and stairs to find. What you see there, what you pick up, the special stairs, reinforcements, the level cap and the end of the place.
- BattleStatus conditionsAsleep, poisoned, paralyzed… A status condition changes what a Pokémon can do for a few turns, for it as for the wild Pokémon. Here are the game’s nine status conditions, what they really do, how long they last and how to get rid of them.
- BattleProtections and hindrancesProtect, Safeguard, Light Screen, Taunt, Perish Song… Besides its status, a Pokémon can carry several passing effects, good or bad. What each one does, how many turns it lasts, and which move sets it.
