Newbie Trapper Unlock Guide

Hello All!

I’m fresh off a 2 week vacation so now I can finally end my Newbie Unlock Guide series (for Hunters)! So let’s get started!


The Goal of a Good Trapper

Probably most changed from Legacy Evolve is the role and function of the Trapper. No longer needing to be the one to Dome the Monster, a good Trapper should focus on being a pain in the Monsters side! Good positioning is to the flanks and back of the Monster to be able to apply CC in an effective manner with lower risk of being a target. DPS should be the least of your concerns, however there may be times you need to focus on it. The fact that a lot of Trappers have low DPS weapons should be a hint at this.


Methods for Ranking Trappers

  • Ease of Use
  • Skill Floor and Ceiling
  • Active Tracking vs Passive Tracking
  • Active CC vs Passive CC

Maggie

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Skill Floor: Low
Skill Ceiling: Moderate

Surprising absolutely no veterans reading this, I choose Maggie as my #1 Noob Unlock. Having Daisy as a 5th teammate can be invaluable in certain situations and her ability to track the Monster with no input from the player can help newbies if the Monster decides to attempt a juke. Any Hunters that are near here get a Movement Speed Boost, which can be helpful while chasing the Monster. Her Harpoon Traps are good “Fire and Forget” CC that can be used as a zone CC or to keep a Monster off a certain Hunter (to less effect). Having 3 Traps on a Monster can be very effective. Maggie can be an awesome Relay Fight Trapper, because she can set up Harpoon Traps every time the Monster retreats. Her SMG does low DPS, but is surprisingly good when tap fired in controlled bursts.


##2. Wasteland Maggie

Skill Floor: Low
Skill Ceiling: Moderate

Wasteland Maggie is #2 because of shift from CC to DPS. Daisy gets a smaller Health Pool, but is outfitted with a Flamethrower providing additional DPS for the team. Her Harpoon Traps instead become a Flame Snare, which applies Fire DOT when it catches the Monster. The Range of the Snare is increased, however you can only have 1 out at a time instead of 3 with the regular Traps. Her SMG becomes a Burst Pistol that fires Flame Rounds that apply Flame DOT to the Monster. Since there are less CC to deploy Wasteland Maggie can focus more on DPS, however the reduction of CC can really hurt controlling the Monster’s movement.


##3. Electro Griffin

Skill Floor: Low
Skill Ceiling: Moderate

What I really like about Electro Griff is his dual CC styles. His SMG The Laser Storm loses it’s ability to ADS, however it gains the ability to apply Stasis every time it hits. His Harpoon Gun, The Final Lockdown, has a lower range than regular Griff, but applies damage for as long as the Monster is hooked. His Sound Spikes also detect sneaking as long as the Monster is within Range. Electro Griff is a closer Range Trapper that can really keep a Monster locked down at the expense of DPS. Electo does not suffer the same Movement Penalty while shooting similar to Jack, which makes shooting on the chase easier.


##4. Abe

Skill Floor: Moderate
Skill Ceiling: High

Abe Strength is his versatility, the cost is learning how and when to use his kit effectively. Stasis Grenades can be tossed out to slow the Monster down. Good Players throw a grenade out to where the Monster is, great players throw them where the Monster WANTS to go. You can have 3 Grenades out at a time, don’t be stingy. Abes Shotgun is a good DPS weapon. When close you can unload on a Monster as fast as you pull the Trigger, but when the target is at range you can slow your rate of fire and the Automatic Choke will reduce the bullet spread to something like a slug. Abe’s Tracking Dart Pistol can fire a dart into the Monster and it will give Real Time location of the Monster for everyone to see. The dart can also be fired into wildlife, which then tags the Monster if they eat that wildlife. It is a very effective tool late game if you have darted a lot of potential food on the map. However if you don’t have sight of the Monster, the dart can be useless for Tacking.


5. Griffin

Skill Floor: Moderate
Skill Ceiling: High

When you start getting good with Griffin, at first you are a nuisance then you become absolutely CRIPPLING to a Monster’s Offensive. Griffin’s Gauss SMG is pretty hard hitting for a Trapper and accurate as well. His Sound Spikes have pretty good Range for Choke points but only having 3 means you need to plan accordingly as the Maps are rather large. The Spikes detect sneaking, however the Monster has to be closer to the spike than if they were just moving normally so they could potentially sneak by the spike. The MVP of Griffin’s kit is the Harpoon Gun. It can stop attacks dead in their tracks saving the targets, reel in a flying Kraken, prevent climbing, and just be annoying in general. Griff is one of the most annoying Hunters to deal with when being chased, as with the proper perks and Support on his side, he can keep you harpooned while you try to escape. Griff requires players to learn proper positioning to excel with his kit.


##6. Crow

Skill Floor: Moderate
Skill Ceiling: High

Crow is an interesting Trapper. On his face, he seems like a weak pick, but in the right hands he is a Monster, especially late game. Crow’s Kinetic Long Rifle does good DPS, but can be charged up for a shot that bypasses Monster Armor and does direct Health Damage. Against a Stage 3 Monster with a lot of armor and a little health, it can be the difference between winning and losing. The Stasis Gun has a similar firing scheme. Semi-automatic shots apply brief Stasis, while charged shots apply longer lasting Stasis. Used in conjunction, the KLR and Stasis Gun can make a hard to hit Monster take some serious punishment. For Tracking, Crow can throw his pet Batray Gobi. Gobi flies through the sky and highlights the Monster if he happens to fly over him. This can be helpful against a Monster that is hiding inside a dome or when the Planet Scanner reveals the general location of the Monster. Crow definitely requires the right kind of perks and knowledge of reload times to maximize DPS and CC.


7. Jack

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Skill Floor: High
Skill Ceiling: High

Jack has the ability to stop a Monster cold with his Repulsor. The Repulsor can stop movement, traversals, or attacks when applied to the Monster. Unlike the Harpoon, the Repulsor has to be applied in the direction the Monster is moving, but can be “bent” at different angles. The applications can be varied depending on the Monster and the situation. Jack’s Survey Satellite scans the area looking for the most recent sign of the Monster and if the Monster is hit by one of the beams, it does considerable damage to them. It can be a great tool to force the Monster out of Turtling inside of Domes. Jack’s Dual Pistols have a good rate of fire for considerable DPS. Jack also isn’t slowed down like most other Hunters while firing and moving. Since Timing and Capacity Management, as well as High Level Perks are almost necessary to play Jack effectively he is a harder Trapper to master.

Note: Current bug that slows Jack while firing

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Wait what? o_O

Huh?

“Fire and Forget” is a phrase meaning you place the Trap and can walk away without needing to do anything else!

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