Tier List

Piggy Traps Tier List

Opinion rankings for Piggy and Traitor trap loadouts by energy and impact.

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Traps Tier List

Traps are how Piggy and Traitor control space in MiniToon’s Piggy. You equip up to three at once, spend energy to place them, and watch the yellow lifespan bar tick down if survivors never step in. This Traps Tier List ranks the core kit—Default, Small, Big, Slow, Alarm, Egg, Black Hole, Mouse, Teleporter, and Crawling—by energy efficiency and real-round utility. It is an opinion guide: swap picks for the chapter in front of you. Learn placement inputs on Controls, then return here to build a loadout. Skin flex belongs on the Skins Tier List.

Energy snapshot

TrapApprox. energyRole
Slow3Cheap pressure / peel
Default4Starter stun
Small4Hidden doorway stun
Egg4Vision denial + slow
Teleporter5Piggy relocation (pair)
Alarm6Stun + ping
Mouse7Scout / reveal
Big8Wide stun gate
Black Hole8Pull + stun zone
Crawling9Chasing NPC pressure

Exact shop prices and patch numbers can drift; treat energy as the decision axis. Lifespan means unused traps eventually despawn—do not carpet an empty wing and leave.

S tier

Slow Trap (3 energy)

Best energy deal in the game. It does not hard-stun, but crouch-speed survivors are free kills if you are nearby. Spam Slow on stair chokes, vent exits, and objective doors. Pair with one heavy trap so you still have a true stop button. Every serious loadout should consider Slow as slot one.

Black Hole Trap (8 energy)

Expensive, but the pull zone converts almost-misses into stuns and yanks campers out of awkward geometry. Excellent on wide Plant, Mall, and Lab rooms where Small traps look obvious. Save Black Hole for high-traffic tiles; refill with Slow and Alarm between spends.

Alarm Trap (6 energy)

Stun plus a location ping teaches you where survivors still are. Mid energy, high information. On multi-floor maps (School, Hospital, Ship), Alarm turns a missed chase into a new route. Weaker only when you already have Mouse for scouting—and Mouse costs more.

A tier

Small Trap (4 energy)

Same energy band as Default with a sneakier footprint and slightly sharper stun profile. Place on the far side of doors and behind prop clutter. Loses value in open courtyards where survivors see it early—swap to Big or Black Hole there.

Egg Trap (4 energy)

Blocks vision and slows. Perfect when survivors need to read a keypad or grab a precise item. Egg shines on puzzle chapters (Temple, Camp, Lab phases) more than pure chase maps. Keep it if your lobby solves quickly; drop it if nobody looks at panels.

Crawling Trap (9 energy)

Quest reward (Docks-related) that spawns a crawling pursuer. Highest energy here, but it creates pressure while you rotate elsewhere—rare among traps. S-tier on sprawling chapters when you can afford the cost; A-tier overall because empty energy bars punish spam. Do not equip Mouse and Crawling together unless you enjoy zero stun coverage.

B tier

Big Trap (8 energy)

Huge stun plate that is hard to jump. Great on single doorways and bridge tiles. Competes directly with Black Hole at 8 energy; Big is simpler and more guaranteed on the tile itself, while Black Hole controls a radius. Prefer Big on narrow maps, Black Hole on open ones.

Mouse Trap (7 energy)

Sends a mouse to tag survivors with a reveal. Outstanding when you lose everyone on City, Mall, or Port. Poor when survivors are already stacked on the objective in front of you—those rounds want Slow and stun gates instead. Situational A play, average B in a random queue.

Default Trap (4 energy)

Free starter. Perfectly serviceable until Small or Egg is bought. Stays in B because upgrades are cheap in token terms and clearer in clutter. New hunters should still learn Default placement before spending.

C tier

Teleporter (5 energy each, needs two)

Places a pair you step on to relocate, then stuns you. Powerful for creative Plant/Lab phase hops and meme plays; dangerous when survivors bait the landing. Energy looks low per pad until you realize you need two pads and a recovery window. Keep Teleporter for experienced hunters and Build Mode experiments, not as a default public-lobby crutch.

Example loadouts

  • Beginner: Slow + Default/Small + Alarm
  • Objective lockdown: Slow + Egg + Big
  • Open map hunter: Slow + Alarm + Black Hole
  • Lost the lobby: Slow + Mouse + Small
  • Pressure bot fantasy: Slow + Alarm + Crawling

Always leave at least one low-cost trap equipped so a dry energy bar does not delete your presence for thirty seconds.

Placement habits that beat tier labels

  1. Trap the exit side of a door, not the center of an empty hallway.
  2. Place after you hear item pickups—anticipating routes beats decorating spawn.
  3. Refresh Slow on the same choke rather than inventing new bad spots.
  4. Remember Traitor uses the same energy rules; do not blow your kit announcing yourself.
  5. Hard Mode and Swarm change survivor pathing—reassess Big versus Black Hole per chapter.

Practice inputs and energy feel via Controls. Earn tokens for shop traps through the methods in How to Get Skins (escapes, kills, Swarm, gamepasses). When MiniToon adjusts costs, re-check this page against the in-game shop rather than memorizing a screenshot forever.

Traps win rounds; skins win screenshots. Rank your kit for the chapter, spend energy like a budget, and let Slow Trap do honest work while flashier tools wait for the right doorway.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

How many traps can I equip in Piggy?

Up to three trap types at once. Choose a mix of cheap pressure and one heavier control tool.

Which trap has the best energy efficiency?

Slow Trap at roughly 3 energy is the best spam tool. Pair it with a real stun trap for kills.

Is Teleporter good for beginners?

Usually not. It relocates Piggy but stuns you on arrival and needs two pads. Learn Slow, Small, and Alarm first.

How do I unlock the Crawling Trap?

Complete the Docks-related crawling trap quest. It is not a standard token shop purchase like Default or Slow.

Do traps despawn if nobody triggers them?

Yes. Most player-placed traps have a lifespan bar and disappear if ignored, so place with intent.

Where can I learn placement controls?

Use the Controls guide for input and HUD basics, then practice loadouts from this traps tier list in private servers.