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Huntraps, despite being released for over a year, have always been underutilised compared to the other parts of
Hunting. A well-placed set of 5
Astral Huntraps could provide as much value as a trip to the Matriarch's Lair, yet many choose to neglect them after their first few catches provide nothing but worthless
Verdants or
Zealots. Knowing where and when to place these simple traps could increase the profit gained from them by 20x or more, especially as the meta on where to place them has changed so much in the past few updates.
From analysing the intrinsic value of each shard and where they can be hunted, as well as how easy or difficult they are to obtain without using huntraps, here are the viable zones for huntrap placement:
Jerry's Workshop, where
Snowfin Shards can be captured when placed underwater. They are annoying to grind manually, requiring
Wooden Bait, and even with huntraps are still timelocked. Place here when they are available.
Backwater Bayou, which recently received a huge buff. There is an 83% chance to get
Alligator Shard and 17% chance for
Titanoboa Shard, both of which are highly valuable as high-rarity Reptile shards useful for fusing
Tiamat Shard or
Blizzard Shard. This also saves a large amount of coins for Ironman players, as they won't need to buy as many
Crocodile Shards from
Kiara.
Dwarven Mines (Underwater) guarantees
Abyssal Lanternfish Shard to be the shard captured, which is another shard that requires
Wooden Bait. Places with water include the Abandoned Quarry and the lake behind Upper Mines.
Squid Cave contains
Lumisquid, a mob that can be hunted for
Lumisquid Shards. As they are rather difficult to capture before having high Pressure Resistance, it is recommended to simply capture them via huntraps.
Crimson Isle has two spots that are excellent for huntrap placement, that being the Smoldering Tomb and just outside the Matriarch's Lair. The former gives
Cinderbat Shards, while the latter gives
Hellwisp Shards. Both can be hunted manually, though they are rather annoying to hunt for earlygame and midgame players, and they also grant high
Hunting experience due to them both being LEGENDARY shards. This also makes them easy to max out, as they both only require 24 to hit level 10, which could be reached in only two placements with good RNG and Hunting Fortune.
Of the areas listed, the recommended trap placements for normal profiles are the two Crimson Isle locations before
Hunting XXV (25), and the Backwater Bayou afterwards, while placing in the Jerry's Workshop whenever it is open. For ironman players, huntraps should be used for any of the locations listed above while the corresponding shard isn't maxed, but once all the listed are, then switching over to exclusively
Hellwisp Shard is likely the best option as they are needed for many fusions and placing huntraps is far easier than doing Kuudra for
Kraken Shards.
There are many other locations which may seem good for huntraps. The Mist is one, with
Ghost being difficult to hunt earlygame and the shard being very useful. Another is Crystal Hollows, where the chance to obtain
Silentdepth Shard for large profit seems alluring. However, locations such as the ones listed suffers from either inconsistency (for Crystal Hollows, usually the huntrap will capture something useless, like
Yog Shard or
Thyst Shard) or the shards in question being rather easy to hunt in large numbers, with
Ghost Shard in particular being one of the easiest shards to hunt in mass numbers even in midgame. Meanwhile, shards such as
Snowfin Shard would otherwise require you to go out of your way to
Wooden Bait fish for hours,
Cinderbat Shard requiring you to spot the
Cinderbat and hunt it numerous times, and
Titanoboa Shard relying on
Oceandy salt procs or a long fusion line. Placing the right huntraps could save millions of coins or hours of grinding.
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