The smallest and weakest of the Elementals, Trapasitis is still very dangerous. Equipped with a cunning mind and tons of traps, his elaborate schemes can undo even the most skilled and best prepared. As the youngest Elemental, however, his opinion is often disrespected. This has, over time, caused him to think and act separately from his brethren, even scheming against them.
Trapasitis is the last of The Elementals. Some would say he's also the least powerful, but that is a matter of heavy debate. The fact remains, however, that he is by far the least-respected of the Elementals. This has made him increasingly bitter. To him it seems like no matter how greatly he contributes to their shared purposes, he's always discounted as "the youngest." His early staunch loyalty to the Elemental leaders has given way to something akin to hatred. His frequent schemes and traps have done nothing to improve his reputation. Even his recent acquisition of control over melee attacks has done him no good: It just makes Bulletron sneer at him even more than he normally does.
Trapasitis's mortal enemy (among the Elementals, at least) is his older brother, Bulletron. Bulletron's arrogance, popularity, and lack of brains make Trapasitis not only disrespect him, but also hate him. Alone out of the Elementals, Dronavin has befriended Trapasitis, although their friendship is still rocky, to say the least.
Since tanks as a whole do not find traps very popular, Trapasitis himself is little-regarded by tanks. The Grim Reaper and Territe, for example, are feared but Trapasitis? Not so much. Perhaps one reason for this is that those who face Trapasitis never survive...
In a word, triangular. As the chief trapper, how could it be anything but? His body is a burgundy upward-facing triangle, emblazoned with a yellow lightning bolt as a symbol of his subservience to Caelis. On either side are his hands, each of which takes the form of a light grey rectangle, with a Launcher on one side and a trap-symbol on the center. His legs are the inverted black triangles. His shoulders and neck are composed of an irregular black pentagon, on which is his red and grey war helmet. On top of the helmet are two black spikes.
An interesting feature to note is that Trapasitis's traps are all four-sided, instead of the three-sided traps that tanks use.
Trapasitis has less health than any other Elemental. Part of this is that he's youngest and part is that he has little need of it—with so many traps, it's hard for tanks to even land hits on him. Accordingly, he's very difficult to kill, especially because "less health than any other Elemental" is still an immense amount of health, easily eclipsing that of, say, any Polygon Disciple.
His body has 100,000 Health and each of his hands have 12,000. This makes for a grand total of 124,000 Health Points. He has a 10% resistance to damage. Health Regen is minuscule, to say the least. Each part regenerates 4 Health Points a second, unless Trapasitis is left alone for two minutes, when it accelerates to 50 Health Points a second. However, this very rarely happens.
Trapasitis carries two identical trap launchers, one with each hand. Out of these spew lots and lots of traps of varying sizes, shapes, abilities, and strengths.
Unlike the other Elementals, Trapasitis is extremely fast. He can move as fast as a Level 45 tank with 7 points in move speed. This makes it easy for him to quickly surround slow and/or unaware players or just charge head on and overwhelm them with traps. Also unlike the other Elementals, his Body Damage is incredibly high, fitting given his domain. It is about 5 times higher than the other Elementals.
After Trapasitis spawns and the spawn message "Trapasitis is scheming..." is broadcasted, Phase 1 begins. It lasts for two minutes. During this period, Trapasitis is invincible as well as invisible. His traps are invisible too. Fortunately, neither can do any damage during Phase 1. Instead, Trapasitis begins to do what he does best—trap and outwit tanks. He lays tons of traps, in particular attempting to corner and destroy the most skilled players and/or the largest concentration of players. As soon as Phase 1 ends, all the traps become visible and dangerous, as does Trapasitis. Players can suddenly be surrounded by a wall of traps and facing an elite boss.
Trapasitis uses all his normal Phase 2 attacks in Phase 1. The only differences are that they're invisible and do nothing (until the two minutes are up). To counterbalance this, they last twice as long.
After the two minutes are up, Trapasitis begins to really attack. The start of Phase 2 is signaled by the message "Schemes are coming to fruition...".
- Trap Punch. Twenty traps stream out of the Launcher all at the same time in a highly concentrated clump. Times 2 Trap Speed and Range, but only medium damage and penetration.
- Matrap Gun. The Launcher heavily vibrates as it blasts traps at x2 speed and range in an erratic fashion.
- Giga Trap. The Launcher fires a single extremely large trap (about as big and tough as an Alpha Pentagon). Anyone who touches it is instantly killed. Very low trap speed and range.
- Trap. The Launcher sends out medium traps at a medium rate. Generally Trapasitis's favored technique to surround people.
- No Escape. The Launcher fires small, weak traps at a high rate. However, they last a VERY long time.
- Landmines. The Launcher releases invisible traps that do moderate damage.
- Frag Traps. The Launcher releases large traps that explode when something comes near, doing medium damage and releasing low-damage fragments that are equivalent to bullets.
- Dart Traps. Fires VERY high speed traps to a long range (about as far as a bullet with 0 speed). Medium damage.
- Protection. Both Launchers do a 360, releasing dozens of traps.
- Magnetic Traps. Standard traps that draw tanks toward them, slowly but irresistibly. Trapasitis will often intersperse them with other traps.
- Wall-Builder I. Trapasitis turns both Launchers toward the same direction and fires Mega Traps at a very high rate with low accuracy. This can create a thick wall of traps in seconds.
- Wall-Builder II. Like the above, except that it's made entirely of Magnetic and Frag Traps.
- Wall-Builder III. Like Wall-Builder I, except that it includes all varieties of normal-speed/range traps.
- Seeking Traps. Fires high speed/range traps that spin continuously, seeking targets.
- Bot Traps. Like the above, except all stats except penetration are reduced. Also, instead of relying on AI, the traps are directly controlled by Trapasitis. These traps are VERY dangerous as tanks can engage with Trapasitis, not knowing that a wall of traps is slowly moving to surround them.
- Mini Traps. The Launcher fires tiny and very low damage traps that last 6 seconds at an insanely high rate (faster than two Triplets firing together).
- TeleTrap. The Launcher releases small, weak traps at a low rate; the plus side is that instead of being fired, they are teleported to their destination. Their range is equal to that of a Sniper's FoV. Note that the traps cannot be teleported directly to a target—only very close to the target.
- Sticky Traps. The Launcher fires high-speed traps that, if touched, do 10 damage and stick to the target. They then do 10 damage every five seconds and reduce move speed by 50%. Until removed (by any other player destroying it), the Sticky Traps will continue to deal damage in this way.
- Boomeranger. The Launcher fires VERY high speed and long range traps that travel a fairly long distance before curving around and heading halfway back to Trapasitis. Each does rather low damage.
- Jump to Hypertrap. Trapasitis jumps, vanishes for one second, then reappears next to where he was before, which is now totally covered by hundreds of traps.
- Run to Hypertrap. Trapasitis moves with twice as much speed, leaving behind a corridor of traps.
- Channeling Traps. Standard traps that slowly remove health (1 HP a second) from tanks in their vicinity and add it to their own. Very dangerous in large numbers.
- Trap Slash. The Launchers quickly travel 180°, spraying high-speed traps.
- Cannon Traps. The Launcher fires standard Mega Traps that fire bullets any tanks nearby. Equivalent to a stationary Factory drone.
- Bullet Traps. The Launcher fires standard Mega Traps that explode, releasing sixteen maxed Octo Tank bullets whenever tanks approach.
- Drone Traps. The Launcher fires standard Mega Traps that explode, releasing two maxed Drones whenever tanks approach.
- Lance Chase. The Launchers temporarily retract into Trapasitis' arm and are replaced with long Lances. Trapasitis then uses his high speed to chase tanks and slash them with his Lances, doing heavy damage. This lasts for 20 seconds.
- Direct Strike. Trapasitis aims both Launchers behind him and starts firing weak traps at an INSANELY high rate, propelling him quickly forward until he almost touches an opponent, at which point he slaughters them with traps. A very rare attack.
After Trapasitis's hands lose all of their health, he enters Phase 3, after broadcasting the message, "I'm not dead yet." During this phase, his hands are withered and black. They no longer absorb damage, but still fire traps. His body has scars and cracks down it.
In Phase 3, Trapasitis uses all his previous attacks, but tends to be more conservative, hiding behind huge mounds of traps and painstakingly killing one player after another. He also starts use a repitoire of a few new attacks. As if that wasn't enough, he starts summoning bosses and AI-controlled tanks to aid him. Both are controlled directly by Trapasitis, further increasing both their lethality and the potency of his schemes.
This is the order in which Trapasitis summons bosses and AI-controlled tanks.
- Every 2,000 health lost, Trapasitis summons two AI-controlled tanks. If he has enough health, the list repeats.
- Every 4,000 health lost, Trapasitis summons one boss.
- There is no particular order to this. The bosses spawn randomly. However, the three following conditions always apply.
- First, any standard boss can be spawned, but nothing more powerful.
- Second, any boss that uses traps is three times as likely to spawn.
- Third, each type of boss spawns just twice.
- Trapper Corrupter. Trapasitis attempts to corrupt a Trapper tank arrayed against him. This can only be attempted once per tank and if it succeeds (50% chance of doing so), the tank joins Trapasitis's team.
- Smasher Corrupter. Same as above, but with a Smasher tank instead.
- Trapper Resurrector. After Trapasitis kills a Trapper tank, there is a 50% chance that it will resurrect and join him.
- Smasher Resurrector. Same as above, but with a Smasher tank instead.
- Haywire. Trapasitis takes control of any Auto Turrets in his immediate vicinity.
- Overwhelm. Trapasitis moves twice as fast for a few seconds and overwhelms enemies with clouds of traps.
- Time Bomb. The Launcher releases a giant trap (as big as an Alpha Pentagon) with a timer on it, counting down from 10. Once it reaches 0, the Bomb explodes, doing 30 damage to all tanks within a Sniper's FoV.
- Stat Bomb. Like the above, except that instead of taking away health, it reduces one randomly-selected stat by 50% for one minute.
- Pulse Bomb. Like the above, except that instead of taking away health, it releases a massive pulse wave that quickly covers the FoV of a Ranger, dealing 30 damage.
- Energy Traps. The Launcher fires traps glowing with pale energy that do insane damage.
- Laser Traps. The Launcher fires traps the same as those above, except that they sometimes fire a low damage laser.
- Hook Traps. The Launcher fires traps the same as those above, except that the laser does even less damage but gradually pulls the target toward the traps.
- Whip Traps. The Launcher fires traps the same as Laser Traps, except that instead of a laser, the energy forms a glowing whip which cracks on targets, dealing medium damage.
- Sword Traps. The Launcher fires traps the same as Laser Traps, except that instead of a laser, the energy forms a short, glowing sword which deals heavy damage to targets.
- Javelin Traps. The same as the above except that it forms a javelin, which has medium range and speed and deals less damage.
- Booster Traps. The Launcher fires medium damage traps that have four barrels firing behind them (like the rear barrels of a Booster), allowing them to chase targets.
- Hidden Booster Traps. Like the above, except that the barrels are hidden until the trap decides to attack.
- Trap Steal. Trapasitis converts all existing traps on the map that are not his to become his.
- Defense. Trapasitis points both Launchers in one direction. They begin heavily shuddering before suddenly releasing a thick wall of Mega Traps.
- Defense II. Like the above, except that the wall is thinner, the traps do less damage, and traps are twice as tough.
- Leapfrog Traps. The Launcher fires traps that occasionally teleport to a new, nearby location. Very dangerous to unaware players.
- Separation. Trapasitis launches twenty traps from each Launcher, pauses for a second, and then teleports them in a circle around a player, cutting him off from his teammates. The traps, however, are very weak.
- Mega Trap Slam. Trapasitis starts shuddering and raises both arms, holding them up for a second, and then slamming them back to the ground in the same direction, covering the entire screen in weak-ish traps.
- Concentrated Trap Slam. Like the above, except that instead of covering the whole screen, the traps occupy narrow but long-ranged belts.
- Bacteria Traps. The Launcher fires one or two standard traps that, every two seconds, replicate each other, sometimes moving toward something. If the traps reach a significant number, they can produce hundreds of traps in seconds.
- Streamtrapper. The Launcher fires very weak high-speed traps at a VERY fast rate, about as fast as a Streamliner fires bullets.
- KO. The Launcher fires Mega Traps with skulls on them that are equal in every way to Mega Traps, except that they instantly kill any player who touches them. Any player.
- Grinder. The Launcher fires many, many spinning Traps with Lances attached to their points. These traps never stop moving and move around like spinning tops.
- Omega Charge. Trapasitis aims his arms back like in Direct Strike. 2 extremely long Lances then come out of his shoulders, facing forward and reaching the end of his feet in length. He then does the same as Direct Strike, but he doesn't stop to attack with Traps, instead impaling them on his lances. Trapasitis takes 90% less damage during this extremely rare attack. Lasts for 30 seconds.
- Omega Charge II. Same as above, but instead, his arms temporarily detach and chase tanks on their own. Trapasitis himself sits immobile for the duration of the attack.
The End of Trapasitis
Once Trapasitis loses all his health, he starts shuddering and cracks start to form all along his body. Traps randomly appear near him as the shuddering and cracking intensifies. At last, he explodes in a massive cloud of traps as the message "You shall pay for this..." is broadcasted to all tanks in the server.
These quotes will occasionally be broadcasted to all tanks in the server. They start appearing after Phase 1 ends, but before Trapasitis begins his death throes. Many thanks to Zathsu for adding lots more.
- The best offense is a good defense.
- Traps are tougher and stronger than both bullets and drones. Therefore, traps are better than bullets and drones.
- Tanks never upgrade to Trapper classes... They neglect them like they're nothing! So be it! At their own peril!
- I may be the last of the Elementals, but that by no means makes me the weakest.
- I hate both Bulletron and bullets the same! My traps are obviously superior to them any day!
- If you are a Trapper, join with your LORD!
- Traps may not be able to move, but neither will you once you're six feet under!
- I have a plan to kill each and every one of you filthy mortals.
- Brains beat brawn.
- I have faced many a-tank, but I'm still astounded by how stupid you are.
- At this point, death is your closest friend. Literally. Ah ha ha ha!
- The more health you have, the more satisfying it'll be to kill you.
- I may not have a ton of health, but who needs health when you've got traps?
- What's better than one trap? Thousands and thousands of 'em.
- Thought you were all safe? Heheh. Let the slaughterhouse begin.
- Not all traps stand still.
- I'm getting rather bored.
- I was there, now I'm here, and soon... I'll be everywhere.
- There isn't a shadow of doubt I could imprison you all in seconds if I was trying!
- No one has ever escaped my treacherous schemes before... and you won't be the first!
- I'm not feared... And that's because no one comes back alive to tell their tales... ah ha ha ha...
- Slow, steady, and durable like the tortoise. And so I win this race!
- I can hide away while you run in and die...
- You shoot at me and intend to destroy. And for what? To kill that which can't be killed?
- I put the "you" in afterlife!
- It is my duty to prove the assertion that Traps are bad is wrong!
- Its almost like a MASSACRE! AH HA HA HA!
- I hope you like traps, because that's all I have to offer...
- I'm more efficient than Dronavin!
- I am as immovable and invincible as the traps I use.
- The very first Elemental to be made! It also laid the groundwork for the other Elementals in many ways: format, content, images, attacks, etc.
- Quotes were added by Zathsu and TheGoldenPatrik1.
- Its image uses the "first-gen" Elemental art scheme.
- This was subsequently updated to "2.5-gen" art.
- And that was subsequently updated to... uh... I guess this is "fourth-gen" art?
- This was subsequently updated to "2.5-gen" art.
- Trapasitis has recently been given power over melee damage. This was due to an initial lack of Elemental who had power over them, and Trapasitis was deemed the most appropriate to wield this power.