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Traps

Dungeons Checked in the game on October 30, 2026 3 min read

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.

On this page
  1. In short
  2. The ten traps
  3. Where they hide
  4. Protecting yourself
  5. Dug pits

In short

The ten traps

TrapWhat happensFrequencyAfterwards
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.

A tile that was waiting for an item

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

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