Effect
Lay a trap that remains dormant until another Hatred spender is used to detonate the trap. When detonated, the trap and all other traps will explode in a chain reaction for 1160% weapon damage as Fire to all enemies within 8 yards of each trap.
You can have a maximum of 4 Spike Traps active at one time.
Runes
5 Runes
-
Echoing Blast
Increase to 2020% weapon damage as Cold.
On detonation, the blast slows any targets hit for 3 seconds. -
Custom Trigger
Increase to 1900% weapon damage as Fire.
Hatred generators will now detonate traps. -
Impaling Spines
Increases damage to 1930% weapon damage.
When deployed, enemies within range are instantly immobilized for 3 seconds. -
Lightning Rod
When triggered lightning chain hits up to 3 enemies within 10 yards.
Lightning will also arc from any triggered trap to any armed traps within 25 yards.
All enemies are hit for 2020% weapon damage as Lightning over 3 hits. -
Scatter
Simultaneously lay 2 traps.
The proc coefficient scales the chance of on-hit effects (e.g. legendary powers, gems, Life per Hit) for each hit of the skill. Game files, version 2.8.0.
Spike Trap
Spike Trap lays a hidden trap that lies dormant until you trigger it – at which point it explodes in a chain reaction together with every other trap you've placed. Since you can prime several traps at once, this Hatred skill builds a powerful area burst that can drench whole packs in massive Fire damage at a stroke. It fits controlled builds where you set up the battlefield rather than just blasting away.
The Custom Trigger rune is especially handy, since your Hatred generators alone set off the traps, noticeably smoothing the flow while raising damage. If you prefer control, the Impaling Spines rune immobilizes nearby enemies for 3 seconds the instant a trap is deployed, locking down dangerous packs at once. So depending on the rune you use Spike Trap as a smooth damage engine or as a controlling trap setup.
Laying and detonating traps
A trap costs 15 Hatred and explodes for 1160% weapon damage as Fire within 8 yards; at most 4 can be active. The passive Custom Engineering raises that cap to 5 and doubles the duration. With Custom Trigger (level 30, 1900%), the most common pick in practice, a generator such as Evasive Fire sets them off instead of a second spender.
Other runes: Echoing Blast (level 27) with 2020% Cold damage and a slow, Lightning Rod (level 46), whose lightning arcs to armed traps within 25 yards, and Scatter (level 55), which lays 2 traps at once.
Items for trappers
- Trag'Oul Coils grant the Scatter effect, let you deploy twice as fast and raise the damage by 150–200%.
- The Demon's Demise makes every blast deal damage again after 1 second, with 150–200% more damage.
- Helltrapper gives a 7–10% chance on hit to create a Spike Trap, Caltrops or Sentry.
Natalya's Vengeance
This set links traps to Caltrops: with 2 pieces, traps deal 100% more damage to enemies in Caltrops, no longer cost resources, and every detonation restores 2 Discipline. 4 pieces grant 75% damage reduction when you lay a trap, and 6 pieces raise the damage by 10,000%, with each consecutive explosion dealing 25% more than the previous one.
Shadow Power, Smoke Screen and Vengeance complete the setup.