Stats

AttributeValue
TypeGround trap (placed, triggered)
Supply cost10
Effect Radius1,200 units
EffectRemoves 5 supply from each enemy in radius
BindingAccount Bound

What it does

The Supply Removal Trap sits invisible on the ground until enemies enter its 1,200-unit area. On trigger, it removes 5 supply from every enemy player in radius — a brutal hit when 25+ attackers are stacked for a gate push, since they collectively lose 125+ supply.

That's enough supply to delete an entire ram-build attempt before it starts. A coordinated push relies on the attackers each carrying 10 supply for siege building; strip 5 from each and they suddenly can't deploy what they planned.

Placement

  • At the outer gate of a Keep or Tower — exactly where attackers stack to build rams. The trap fires, the rams can't be built, the push collapses.
  • On a known siege approach — the cliffs where trebs go up, the crossroads where catapults always set, the corner where the 5-golem rush enters.
  • In front of supply depots — strips returning attacker yaks of their delivery before they can reach your enemy's depot. (Niche but devastating.)
  • NEVER in open empty terrain — supply traps trigger once and disappear. A trap that never sees enemies is 10 wasted supply.

Combos

  • Supply Removal Trap + Burning Oil + AC volley at the gate — attackers arrive, lose 5 supply, take a burn pool, then take an AC volley while they panic. Standard "fortified gate" defence kit.
  • Stack 2–3 Supply Traps at the same gate — each one fires independently when enemies walk through. 30 supply spent, attackers lose 15 each, no rams ever built.
  • Pair with Painter Trap — same trigger location. Attackers walk in, lose supply, get marked for follow-up focus.

Usage tips

  • Place ahead of time. Defenders who pre-place on suspected attack vectors win the supply war before the fight.
  • Stack 5–10 in inventory and refresh them after each successful trigger.
  • Doesn't work against AI — only player supply gets stripped.
  • Effective even against attackers with the WvW Supply Capacity ability (cap 15) — they still lose 5 each.