| Flasher [HT_FLASHER 120] |
| Max Lv Max Lv Max Lv defines the skill max level. | 5 | |||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| SP Cost SP Cost SP Cost defines the skill SP cost. | 12 | |||||||||||||||||||||||||
| Cast Time Cast Time Cast Time defines the base time the player must channel the skill. | - | |||||||||||||||||||||||||
| Cast Delay Cast Delay Cast Delay defines the base time before the player may cast another skill. | - | |||||||||||||||||||||||||
| Duration Duration Duration defines how long the skill will remain active. | 30.00 ~ 150.00 s | |||||||||||||||||||||||||
| Range Range Range defines the applicable range NPCs and (Players) may select a target before casting the skill. | 3 (4) cells | |||||||||||||||||||||||||
| AoE Area of Effect AoEdefines the area of effect for modifying additional objects beyond the initial target. |
1x1 square1 | |||||||||||||||||||||||||
| AoEsplash Area of Effect Splash AoEsplash defines the area of effect splash radius or the number of cells affected outside the initial AoE zone. | 1 | |||||||||||||||||||||||||
| Target Target Method Target defines the skill targeting method, e.g. self [no target], position [cell], or object [monster or player]. | position |

| Skills | ||
|---|---|---|
|
Skid Trap Set a Skid Trap (trap). When an enemy touches the trap, it triggers inflicting knockback. |
Skid Trap | 1 |
| Items | ||
|---|---|---|
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Trap | 1 |
Require Unoccupied Skill fails when the target location, inclusive of the AoE splash radius, includes an occupied cell on cast and on cast channel completion. |
Req. Unoccupied |
| Skills |
Prevent PSkill is prevented by the following skills marked with a ✓. This must occur before the skill is cast. |
Dispel DSkill is dispelled by the following skills marked with a ✓. This must occur after the skill is cast. | |
|---|---|---|---|
| Ankle Snare | ✓*
May not be cast onto a position occupied by this skill, but both skills may occupy the
same position through other means, e.g. knockback. | ✘ | |
| Blast Mine | ✓*
May not be cast onto a position occupied by this skill, but both skills may occupy the
same position through other means, e.g. knockback. | ✘ | |
| Claymore Trap | ✓*
May not be cast onto a position occupied by this skill, but both skills may occupy the
same position through other means, e.g. knockback. | ✘ | |
Flasher Set a Flasher (trap). When an enemy touches the trap, it triggers inflicting blind by chance. |
Flasher | ✓*
May not be cast onto a position occupied by this skill, but both skills may occupy the
same position through other means, e.g. knockback. | ✘ |
Freeze Trap Set a Freeze Trap (trap). When an enemy touches the trap, it triggers inflicting water physical damage and freeze to nearby enemies. |
Freeze Trap | ✓*
May not be cast onto a position occupied by this skill, but both skills may occupy the
same position through other means, e.g. knockback. | ✘ |
Land Mine Set a Land Mine (trap). When an enemy touches the trap, it triggers inflicting earth physical damage and stun by chance. Ignores DEF and FLEE. |
Land Mine | ✓*
May not be cast onto a position occupied by this skill, but both skills may occupy the
same position through other means, e.g. knockback. | ✘ |
Sandman Set a Sandman (trap). When an enemy touches the trap, it triggers inflicting sleep by chance to nearby enemies. |
Sandman | ✓*
May not be cast onto a position occupied by this skill, but both skills may occupy the
same position through other means, e.g. knockback. | ✘ |
| Shockwave Trap | ✓*
May not be cast onto a position occupied by this skill, but both skills may occupy the
same position through other means, e.g. knockback. | ✘ | |
| Skid Trap | ✓*
May not be cast onto a position occupied by this skill, but both skills may occupy the
same position through other means, e.g. knockback. | ✘ | |
| Talkie Box | ✓*
May not be cast onto a position occupied by this skill, but both skills may occupy the
same position through other means, e.g. knockback. | ✘ | |
| Skills |
Prevent PSkill is prevented by the following skills marked with a ✓. This must occur before the skill is cast. |
Dispel DSkill is dispelled by the following skills marked with a ✓. This must occur after the skill is cast. | |
|---|---|---|---|
| Ganbantein | - | ✓ | |
| Ankle Snare | ✓*
May not be cast onto a position occupied by this skill, but both skills may occupy the
same position through other means, e.g. knockback. | ✘ | |
| Blast Mine | ✓*
May not be cast onto a position occupied by this skill, but both skills may occupy the
same position through other means, e.g. knockback. | ✘ | |
| Claymore Trap | ✓*
May not be cast onto a position occupied by this skill, but both skills may occupy the
same position through other means, e.g. knockback. | ✘ | |
Flasher Set a Flasher (trap). When an enemy touches the trap, it triggers inflicting blind by chance. |
Flasher | ✓*
May not be cast onto a position occupied by this skill, but both skills may occupy the
same position through other means, e.g. knockback. | ✘ |
Freeze Trap Set a Freeze Trap (trap). When an enemy touches the trap, it triggers inflicting water physical damage and freeze to nearby enemies. |
Freeze Trap | ✓*
May not be cast onto a position occupied by this skill, but both skills may occupy the
same position through other means, e.g. knockback. | ✘ |
Land Mine Set a Land Mine (trap). When an enemy touches the trap, it triggers inflicting earth physical damage and stun by chance. Ignores DEF and FLEE. |
Land Mine | ✓*
May not be cast onto a position occupied by this skill, but both skills may occupy the
same position through other means, e.g. knockback. | ✘ |
Sandman Set a Sandman (trap). When an enemy touches the trap, it triggers inflicting sleep by chance to nearby enemies. |
Sandman | ✓*
May not be cast onto a position occupied by this skill, but both skills may occupy the
same position through other means, e.g. knockback. | ✘ |
| Shockwave Trap | ✓*
May not be cast onto a position occupied by this skill, but both skills may occupy the
same position through other means, e.g. knockback. | ✘ | |
| Skid Trap | ✓*
May not be cast onto a position occupied by this skill, but both skills may occupy the
same position through other means, e.g. knockback. | ✘ | |
| Talkie Box | ✓*
May not be cast onto a position occupied by this skill, but both skills may occupy the
same position through other means, e.g. knockback. | ✘ | |
| Remove Trap | - | ✓*
May only dispel instances owned by the user. | |
| Spring Trap | - | ✓*
May only dispel instances owned by the user. | |
Set a Flasher (trap). When an enemy touches the trap, it triggers inflicting blind by chance.
| Lv | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Duration | 150.00 s | 120.00 s | 90.00 s | 60.00 s | 30.00 s |
| Blind | 100% chance | ||||
| Trap HP | 3,500 | ||||
Hunter traps produce a temporary trap object with a 1x1 AoE and a 1 cell splash radius. When an enemy enters the AoE, the trap triggers, producing a secondary effect and is then dispelled. This secondary effect is produced once, regardless of how many enemies simultaneously trigger a trap. A trap is triggered whenever its AoE collides with an enemy, regardless of its position relative to the user, and may be considered to have infinite range. However, regardless of the distance between the user and the enemy, Hunter player traps inflict "melee" damage (e.g. damage is prevented by Safety Wall).
However, the trap placement range restriction is solely imposed by the client. If the player is able to desync their client and server character positions, it is possible for the player to place traps based on the client's assumed character position. Colloquially, this desync is known as a "position bug". Notably, the client (and server) enforce the unoccupied cell placement restriction.
A procedure to reproduce this technique is detailed below.
1. Player desyncs position
| P2 | ||||||||||
| ↗ | ||||||||||
| ↗ | ||||||||||
| ↗ | ||||||||||
| ↗ | ||||||||||
| P1 | ||||||||||
2. Player places trap at P2
| P2 | ||||||||||
| P1 | ||||||||||
3. Player resyncs position
| P1 | ||||||||||
If Flasher is not triggered before its duration expires, the trap is dispelled and replaced by a Trap item. Unlike Traps produced by shops or monster drops, this trap is unidentified. However, this is only a cosmetic difference, and it may be rectified by stacking the item with other Traps either within a player's inventory, cart, or Kafra storage. Only one Trap is produced this way, regardless of how many Traps were consumed by the skill catalyst.
Flasher cannot be targeted but be attacked by most physical skills with area of effects, e.g. Arrow Shower. When attacked this way, Flasher can be damaged and knocked back. If Flasher receives damage in excess of its remaining HP, it triggers.
When triggered, Flasher inflicts blind by chance to the enemy. Due to a presumed bug, Flasher is not triggered by boss plant monsters. It is expected that the original intent was to avoid triggers by boss or plant monsters. As trap duration is the only scaling component, and decreases with level, higher levels of Flasher are arguably less effective than lower levels.
On WoE maps, duration is increased by 4x. On GvG maps, affects allies.
| Lv | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Duration | 600.00 s | 480.00 s | 360.00 s | 240.00 s | 120.00 s |
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Cecil Damon
Lv 5 |
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Magnolia
Lv 5 |
msql | 30.9 ms |
|---|---|
html | 1.1 ms |
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