Do dungeon raiders keep getting to the dungeon heart? If this is the case, players could recruit stronger creatures to help fend off the heroes trying to destroy the dungeon. Another tactic to stop marauding heroes inDungeons 3is to line the path the heroes take into the dungeonwith deadly traps. If set up in the right configuration, even the strongest party of heroes will never even see the vault door guarding the dungeon entrance.

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There are several types of traps in this homage toDungeon Keeper. Some are automatic; the player places it, and when the enemy gets close enough to trigger the trap, it functions automatically. Some of the traps must be manually triggered by the player via the Hand of Terror. This list willidentify the best trapsinDungeons 3and rank them in order of the worst to the best.

10Regenerating Tar Pit

This trap is for players that wish they could slow down the party of heroes, whether it’s to let members of the horde hit them from afar or to let other traps in the area get multiple hits. Once placed, the tar in this pit will reduce enemy movement by 40%. This is often enough to allow traps or creatures to at least kill a good number of the heroes.

The Regenerating Tar Pit is an upgrade of the standard Tar Pit. The difference between the two is that the regenerating trap reloads itself. This trap takes up one floor tile, so it can be placed just about anywhere; however, if placed in a wide area, there’s a good chance the heroes will walk around this trap.

Almanac entry for the Regenerating Tar Pit in Dungeons 3

9Roaster

The Roaster is a blast furnace that rises up from the floor to burn any heroes that enter the floor tile in front of it. The Roaster does 6x60 damage. This is enough damage to leave weaker heroes at death’s door - if they survive the blast, that is. One great aspect of the Roaster is that the tile in front of the trap can be used. This is an ideal place for a Tar Pit trap or perhapssomething more devious.

The Roaster is the upgraded version of the Heater. The biggest difference is the boosted damage of the Roaster. The Roaster can also operate twice as many times before it needs to be reset. The Roster is more effective when two are set facing each other with a floor tile between. Just ensure the heroes are forced to walk through this area.

Almanac entry for the Roaster in Dungeons 3

8Permanent Spring Trap

This isn’t the type of trap that does damage but it is stillone of the better trapsif the player sets it up in the right spot. The Permanent Spring Trap flings whoever steps on the trigger plate back three tiles. When they land, the victim is forced to get back on their feet. A smart dungeon keeper will use this to force heroes to re-enter a trapped area over and over.

The Permanent Spring Trap is simply the regular spring trap with two big upgrades. First, this trap automatically triggers; the standard Spring Trap requires manual activation. Second, this trap can operate more than the standard version before having to reload (which it does automatically). The Spring Traps work on heroes and creatures in the player’s service.

Almanac entry for the Permanent Spring Trap in Dungeons 3

7Rolling Avalanche

This Rolling Avalanche is another manually triggered trap, but this isn’t a bad thing, as the manual traps are significantly stronger than the automatic traps. This gives the player a sense of destroying the heroes themselves, more so than set-and-forget traps. Place this trap at the end of a long, straight, and narrow hallway so heroes cannot escape.

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Almanac entry for the Rolling Avalanche in Dungeons 3

This sends a large snowball rolling down the path. Any heroes caught in the path take a huge amount of damage and are pulled along with the snowball. There is a standard rock version, but it does half the damage and doesn’t drag enemies along as it rolls.

6Magic Poisonbreath

This nasty trap fills the immediate area with noxious gas that damages enemies and lowers the accuracy of any affected heroes. Thebest setup for this trapis a 3x3 room with the trap in the center square. Heroes will be unable to avoid the gas as they pass through this room.

The gas does good damage, but if the affected heroes are set on fire before the gas dissipates, they will suffer even greater damage. This trap would be rated higher if not for its long cooldown time and the fact it needs to be reloaded each time it is triggered.

Almanac entry for the Magic Poisonbreath in Dungeons 3

5Flaming Arrow Trap

This trap set holes in the wall through which flaming arrows are shot at any passing heroes. This does great damage and also sets the victims on fire - making it perfect to combo with the Magic Poisonbreath trap. In addition to doing potentially fatal damage, this trap can be used fifteen times before needing to be reloaded and has a fairly short cooldown time.

The trap also has a range of three tiles, making it a good trap to use with the Spring Traps. Place the Spring Trap so that it sends the victim next to the Arrow Trap, forcing them to take multiple hits. A long hallway lined with these traps can kill a group of heroes in seconds.

Almanac entry for the Flaming Arrow Trap in Dungeons 3

4Icy Spike Trap

The Icy Spike Trap has holes in the floor through which long icy spikes shoot upward. Thesespikes do serious damageand have a reasonably short cooldown time. This trap only takes up one floor tile, and it’s rare for a hero to make it to the end of a long hallway filled with these traps.

The icy nature of this trap also freezes enemies for five seconds. This makes it a better option than the Tar Pit trap, which lasts a lot longer before needing to be reset but doesn’t do any damage. Place these near other traps with short cooldown times and continuously damaging attacks - like the Thrasher.

Almanac entry for the Icy Spike Trap in Dungeons 3

3Rotating Flamer

This places a tall rotating flamethrower on the floor tile. Enemies that get within one tileare showered in flames. Like the Magic Poisonbreath, this trap is best when set in the center of a 3x3 room - preferably with Spike Traps set around it and with Arrow Traps along the walls.

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In terms of damage, area of effect, cooldown time, and the number of uses before a reload, there are few traps that can match the Rotating Flamer. This is easily one of the best traps inDungeons 3for “softening up” the heroes before setting the horde upon them.

2Ice Crusher

This trap causes the walls toclose in on an unsuspecting hero. This inflicts a tremendous amount of damage; so much so that many players feel this trap is a bit overpowered. A long hallway filled with Crusher traps is all the dungeon defense the player will need.

This is one of the most damaging automatic traps inDungeons 3. It also freezes enemies for five seconds. The cooldown time is short, considering the amount of damage this trap delivers. The Ice Crusher can also be used quite a few times before needing to be reloaded, especially for the large amount of damage it does.

Almanac entry for the Rotating Flamer in Dungeons 3

1Icy Thrasher

The Thrasher traps are among the most effective. Being manual traps, these traps are also the most fun to use. The Icy Thrasher has four large chains with spiked balls at the end. When activated by the player, this trap spins, causing the flails to extend outward and strike the enemy several times for a ton of damage.

Having the Icy prefix should clue players into the fact that this trap freezes its victims; however, the freezing lasts for ten seconds rather than the standard five. The cooldown time is only five seconds, so once a hero is hit, it’s unlikely they will survive to take another step.

Almanac entry for the Ice Crusher in Dungeons 3

Dungeons 3is available for PC, PS4, Xbox One, Switch, and macOS.

Almanac entry for the Icy Thrasher in Dungeons 3