Minecraft Trap Planner

sets up: gives a state the next step needs covers: closes an escape while the finisher works thicker = used by more combos boxes = parts of the chain, in order

A combo is a chain of mechanics, each one setting up the next, that ends in a kill. Each combo here is measured against the established best trap for the same job, called the incumbent. Its edge is how far it beats that trap on lethality, on which escapes it closes (totem, pearl, water bucket…), on stealth and on cost. Novelty alone doesn't count. A combo the incumbent already matches is dropped.

Best challenger per job Rows: automatic (no attacker present) and operated (needs a second player). Click a combo to open it.

How to read a combo

Group by

Every mechanic in the catalogue, grouped by the job it does in a combo, then by family. Click one to see what can set it up and what it can feed into.

sets it up (upstream) it feeds into (downstream) ✓ tested run on the lab server 1.21+ new tech faded = in no kept combo

Which panic button each combo takes away, shown under the incumbent it has to beat. A strong trap is a row of ✓. This table follows the filters on the Combos tab.

✓escape denied ✕escape still works ·not relevant to this combo

How the community traps are built Click a bar to filter the trap list below

All coded traps