Tools

Piggy Trap & Ability Reference

Energy costs and roles for Piggy traps and survivor abilities.

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Trap & Ability Reference

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)

TrapEnergyRole notes
Default Trap4Free starter; basic stun coverage
Small Trap4Slightly improved basic option
Big Trap8Larger footprint; heavier spend
Slow Trap3Cheap slow; excellent value for zoning
Alarm Trap6Alerts you when triggered; info tool
Egg Trap4Budget special-effect trap
Black Hole Trap8Pull / lockdown fantasy; costly
Mouse Trap7Strong coverage; mid-high energy
Teleporter5Relocation tool (unique usage pattern)
Concoction Trap8Situational 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):

TrapEnergyTypically mirrors
Teleportation Chamber5Teleporter
Spider Trap7Mouse Trap
Slow Storm Trap3Slow Trap
Tornado Trap8Black Hole
Bones Trap4Egg Trap
Toy Robot Trap6Alarm Trap
Mr. Bliss Trap9High-cost special
Loan Shark Trap9Crawling-style special

Own the gameplay pattern first; cosmetics do not change the math.

Event and limited traps

TrapEnergyNotes
Tombstone Trap10Halloween / hunt lineage; very expensive
Snowpiggy Trap9Winter event reward pattern
Inflatable Trap5Anniversary-style unlock
Crawling Trap9Chapter / event reward pattern
Slippery Trap7Advent / holiday style unlock
Lovestruck Trap7Love-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

AbilityEnergyRole notes
Sprint6Default-style speed burst for chases
Magnifying Glass4Shows item locations to you
Scanner4Helps reveal nearby threats
Radar5Places a dish that marks infected
Flare6Blind / pressure tool against Piggy
Camouflage7Temporary low-visibility
Decoy8Fake player that can eat attention (and traps)
Team Magnifying Glass9Shares item vision with teammates
Warp9High-cost reposition (plan the second point)
Team Energy Boost10Donates energy to allies; you pay dearly
Invest5Supports faster personal energy economy
Crafty10High-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.

FAQ

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.