Piggy Trap & Ability Reference
Energy costs and roles for Piggy traps and survivor abilities.
Energy is the quiet rulebook behind every Piggy round. Whether you place a Slow Trap as the hunter or pop Flare as a survivor, you are spending from a shared bar that refills gradually toward a small visible cap (commonly treated as 10). This reference lists energy costs, quick role notes, and how to turn the table into better loadouts. For ranked opinions, continue to the trap tier list. For binds and UI, use Controls.
Return to the Tools Hub for the chapter checklist when you are planning which map to take those loadouts into.
Energy basics
- Energy regenerates over time during a round (roughly on the order of one point every several seconds).
- Hunters and traitors spend energy on traps.
- Survivors spend energy on abilities (up to three equipped).
- Hard Mode, Tag, and some extra / event chapters can disable abilities—confirm mode rules before blaming your loadout.
- Traps generally have a lifespan; if nobody trips them, they eventually despawn.
Regular traps (shop staples)
| Trap | Energy | Role notes |
|---|---|---|
| Default Trap | 4 | Free starter; basic stun coverage |
| Small Trap | 4 | Slightly improved basic option |
| Big Trap | 8 | Larger footprint; heavier spend |
| Slow Trap | 3 | Cheap slow; excellent value for zoning |
| Alarm Trap | 6 | Alerts you when triggered; info tool |
| Egg Trap | 4 | Budget special-effect trap |
| Black Hole Trap | 8 | Pull / lockdown fantasy; costly |
| Mouse Trap | 7 | Strong coverage; mid-high energy |
| Teleporter | 5 | Relocation tool (unique usage pattern) |
| Concoction Trap | 8 | Situational high-cost effect trap |
Hunter tip: a low-cost Slow Trap plus an information or lockdown trap often beats three expensive placements you cannot refill in time. Practice door funnels on House and Alleys before inventing fancy Lab setups.
Alternate / reskin traps
These usually mirror a base trap’s energy while changing the look (season or quest unlocks):
| Trap | Energy | Typically mirrors |
|---|---|---|
| Teleportation Chamber | 5 | Teleporter |
| Spider Trap | 7 | Mouse Trap |
| Slow Storm Trap | 3 | Slow Trap |
| Tornado Trap | 8 | Black Hole |
| Bones Trap | 4 | Egg Trap |
| Toy Robot Trap | 6 | Alarm Trap |
| Mr. Bliss Trap | 9 | High-cost special |
| Loan Shark Trap | 9 | Crawling-style special |
Own the gameplay pattern first; cosmetics do not change the math.
Event and limited traps
| Trap | Energy | Notes |
|---|---|---|
| Tombstone Trap | 10 | Halloween / hunt lineage; very expensive |
| Snowpiggy Trap | 9 | Winter event reward pattern |
| Inflatable Trap | 5 | Anniversary-style unlock |
| Crawling Trap | 9 | Chapter / event reward pattern |
| Slippery Trap | 7 | Advent / holiday style unlock |
| Lovestruck Trap | 7 | Love-event style unlock |
If a trap is missing from your shop, it may be unobtainable after its event. Do not buy accounts or scripts to “recover” it—see the Scripts Hub warning.
Survivor abilities
| Ability | Energy | Role notes |
|---|---|---|
| Sprint | 6 | Default-style speed burst for chases |
| Magnifying Glass | 4 | Shows item locations to you |
| Scanner | 4 | Helps reveal nearby threats |
| Radar | 5 | Places a dish that marks infected |
| Flare | 6 | Blind / pressure tool against Piggy |
| Camouflage | 7 | Temporary low-visibility |
| Decoy | 8 | Fake player that can eat attention (and traps) |
| Team Magnifying Glass | 9 | Shares item vision with teammates |
| Warp | 9 | High-cost reposition (plan the second point) |
| Team Energy Boost | 10 | Donates energy to allies; you pay dearly |
| Invest | 5 | Supports faster personal energy economy |
| Crafty | 10 | High-cost specialty tool |
Survivor tip: Magnifying Glass + Sprint + Flare is a readable beginner trio. Swap in Decoy or team tools when your squad already knows item spawns. Abilities need blueprints and Piggy Tokens—farm them fairly through play, not executors.
Example loadouts (starting points, not law)
New hunter: Slow Trap (3) + Alarm Trap (6) + Default/Small (4).
Aggressive hunter: Mouse Trap (7) + Slow Trap (3) + Teleporter (5).
Support survivor: Team Magnifying Glass (9) + Flare (6) + Sprint (6).
Solo survivor: Magnifying Glass (4) + Sprint (6) + Camouflage or Decoy (7–8).
Validate these ideas against the live trap tier list after balance patches, and confirm you can actually activate them with your device layout on Controls.
Map-aware spending
- Narrow maps (Sewers, Metro cars): cheaper slows and alarms punish forced paths.
- Wide maps (City, Camp): information tools and mobility matter more than one giant trap.
- Event collab maps: read the lobby modifiers first—some chapters mute abilities entirely (Events).
- Ending hunt nights: bring survivor utility that finds items faster so you can tick the chapter checklist without ten failed timers.
Fair-play reminder
This reference will not place traps for you. ESP “item see” scripts and godmode hubs try to skip the energy game entirely and risk bans. When frustration spikes, switch chapters, change loadouts, or open a Guide—do not open an executor.
Keep this tab beside the Tools Hub, spend tokens on traps you understand, and let energy math—not panic—decide the next placement.
Frequently Asked Questions
Quick answers to the most common questions.
What is the cheapest regular trap by energy?
Slow Trap costs 3 energy, making it one of the best zoning tools for the price.
How much energy does Magnifying Glass use?
Magnifying Glass costs 4 energy and reveals item locations for you for a short window.
Where should I go for trap rankings?
Use the trap tier-list page for preference rankings after you understand energy costs here.
Do abilities always work on every chapter?
No. Tag, Hard Mode, and some extra or event chapters can disable abilities—check mode rules.
Are event traps still obtainable?
Many are limited. If they are missing from your shop after their event, they may be unobtainable.
Where do I rebind trap and ability controls?
See the Controls guide on this wiki for device-specific binding and UI tips.