Claptrap is a heavier-than-average character, similarly to Link. He has an average walk speed, dash speed, and jump height. Claptrap is somewhat floaty and features great air speed, though his air acceleration is slightly below average. This lets him recover from semi-spike moves more effectively, though his resistance to upward-hitting attacks is less than his peers.
Neutral Attack: Claptrap equips 2 boxing gloves and punches ahead of himself. Similar to Marth and Villager, Claptrap’s jab is made up of 2 attacks, but can be spammed, making it a pseudo infinite
Origin: In the "New Claptrap's Robot Revolution" DLC, enemies known as "Stabby Claptraps" come in 3 varieties, including a Boxer version. One of the Stabby Claptrap's attacks is a rapid amount of stabs (or in this case, punches).Forward Tilt: Claptrap strikes ahead of himself with a palm strike. Quick, but somewhat short-ranged.
Origin: Claptrap's melee attack in Borderlands Pre SequelUp Tilt: Claptrap performs a jumping uppercut. Decent range, but has trouble connecting with grounded foes.
Origin: Claptrap is known to jump up with his arm extended, though in a joyful way. Stabby Claptraps did have an uppercut attack.Down Tilt: Claptrap jabs a bayoneted rifle forward along the ground. Good range, with a decently-powered tipper.
Origin: When it is generated with a bayonet, Assault Rifles, Snipers, and Rocket Launchers have a bayonet jab has their melee attack.Dash Attack: Claptrap grabs out a Buzz Axe and swings it in a wide arc in front of himself, which causes him to fall over.
Origin: One of the VaultHunter.EXE actions is known as Meat Unicycle, which equips Claptrap with a Buzz Axe and a constant Fire Nova, giving him outstanding close range damage. Claptrap is also pretty clumbsy...Forward Smash: Claptrap balances a Shotgun on his head and shoots it ahead of himself. Somewhat slow, but has high power and decent range.
Origin: One of the Claptrap enemies in "Claptrap's New Robo Revolution" is the Claptrap Partisan, which is a Claptrap with either an Assault Rifle or a Shotgun mounted on their head.Up Smash: Hyperion Punch: Claptrap raises his fist in the air, before releasing a flaming boxing glove upward. Upon getting close to an opponent, it will home onto him/her. When it hits an opponent (or after a set time), the fist explodes, releasing a fiery blast. Somewhat slow to start, but has little end lag and good power. Only one “Hyperion Punch” can be out at a time; attempting the move again will cause it to fail
Origin: Hyperion Punch is one of Claptrap's unlockable abilities. It overrides the Melee attack after dealing explosive damage to enemies 5 times.Down Smash: Start off with a Bang: Claptrap shoots a laser rifle into the ground, which releases an explosion around Claptrap. Has good range, power, and speed, but it also hurts Claptrap a little.
Origin: Start off with a Bang is one of Claptrap's unlockable abilities. When Claptrap fires a fully-loaded gun, he releases an explosive nova blast, which deals a small amount of damage to himself.Neutral Aerial: Claptrap’s hands become knives and he spins in the air. Similar to Bowser Jr’s Smash 4 Nair.
Origin: One of the Stabby Claptraps is armed with knives, and the circular attack is one that they perform normallyForward Aerial: Claptrap’s hands become mallets as he swings them down in front of himself. Slow, but can meteor smash opponents.
Origin: One of the Stabby Claptraps is armed with large Mallets and has a Strongman theme. This attack, however, is completely new.Back Aerial: Torgue Fiesta: Claptrap throws a bundle of Grenades behind himself. The spread and number are random, but the attack has great power, even if it has small hitboxes. These grenades explode on contact with a platform or character, and these explosions can hurt Claptrap.
Origin: A VaultHunter.EXE ability known as Torgue Fiesta. It pretty much the same here, minus the health regen and (generally less) amount of grenades.Up Aerial: Tediore Reload: Claptrap throws a Tediore SMG above himself. Hitting an opponent with it will cause it to explode, dealing decent amount of damage and knockback. Decent start-up and range, but noticeable ending and landing lag.
Origin: Since Borderlands 2, Tediore weapons have a unique ability where they reload by throwing the original weapon before it gets replaced by a copy of it. The thrown weapon later explodes, dealing damage based on how much ammo is left in the weapon, the weapon's base damage, and the elemental type.Down Aerial: Gravity Slam: Claptrap rockets towards the ground, landing with a long-ranged shockwave. It can meteor smash airborne enemies if it connects early, though it is risky to use offstage due to its “Stall and Fall” nature. The power and range of the landing shockwave depends on the distance traveled before impacting the ground.
Origin: In Pre-Sequel, Crouching while in the air will cause your character to quickly fall. The Damage that it would do would be partly based on fall distance.Grab: A simple grab. Nothing special
Pummel: Punches the opponent in the Face. Fast, but lacks power
Forward Throw: Grabs out a Revolver and fires it at the opponent, launching them forward. Claptrap gets launched backwards.
Origin: VaultHunter.EXE has an unlockable ability called "One Shot Wonder." It releases every round in a weapon in one shot, and launches Claptrap backwards with every shot.Back Throw: Claptrap throws the opponent backwards. Shortly after the opponent is in the air, Claptrap shoots a few rounds from a Vladov pistol at the opponent.
Up Throw: Claptrap hits the opponent with a Tediore Rocket Launcher. Afterwards, the Rocket Launcher carries the opponent up a small distance before exploding.
Down Throw: Claptrap jumps into the air (while holding the opponent) and Gravity Slams them into the ground
Neutral Special: Subroutines: Claptrap will activate a random subroutine. It works somewhat similarly to Shulk’s Monado Arts, though with notable differences; you cannot manually turn off the Subroutines and you can’t choose which one you get. The various Subroutines are…
- Air Fight: Improved Air Mobility and Air Attack Power, but Ground Attacks and Ground Speed are Reduced
- Ground Fight: Improved Ground Mobility and Ground Attack Power, but Air Mobility and Air Attack Power are reduced.
- Mobile Fight: Increased Mobility (Both Air and Ground) but Weakened Attacks
- Power Fight: Greater Attack Power in all attacks, but less Launch Resistance
- Survival Fight: Increased Launch Resistance, but worse Mobility
Origin: Subroutines is a set of abilities that Claptrap can unlock through leveling up. In Borderlands, one will always be active, though they are selected randomly. Each one provides bonuses to the selected type (Either damage, Rate-of-Fire, and Reload Speed or boosted limits and Regen) while reducing the damage of everything that isn't chosen (except the Grenade Subroutine) They include all weapon types, Element types, Grenade, Melee, Shield, and HealthSide Special: Hyperion Stability: Claptrap starts to shoot a Hyperion Laser ahead of himself. It starts out highly inaccurate, though it gets more accurate the longer the special button is held. The laser will contain some accuracy when the move is stopped; The Final Smash and Down Smash both increase the base accuracy for a short time.
Origin: Hyperion weapons have had a "Reverse Recoil" ability, where they start off highly inaccurate and gain accuracy while firing, ever since Borderlands 2. Hyperion also makes Laser weapons in Borderlands Pre-Sequel.Up Special: Fast Travel: Claptrap uses a Fast Travel Station to teleport a large distance. The destination can be altered by the player. Unlike some “Teleport” recoveries, this one does no damage, but the “destination” point has invincibility frames to make up for the somewhat long time it takes to “appear.” It also doesn’t leave Claptrap helpless, though he cannot use any specials until he lands, and he has greatly increased landing lag.
Origin: Fast Travel systems are the main way to travel far distances. Fast Travel can only be done at certain New-U stations.Down Special: Mini-Trap: Claptrap throws down a Mini-Trap, which will be one of four different types (Blight-Bot, Punk-Bot, Turret-Trap, and Explode-Trap). Similar to Duck Hunt Duo’s “Wild Gunmen,” the order is random, but each one will takes its turn. They only last a short time, can be destroyed, and have a delay between when one can exist and when the next one can be activated.
- Blight-Bot will fly around an opponent, dealing damage over time.
- Punk-Bot will attack opponents with Melee Attacks with decent damage and knockback.
- Turret-Trap is a stationary turret that will pelt opponents with machinegun fire (no knockback) and missiles (moderate knockback).
- Explode-Trap charges at an opponent and explodes.
Origin: Three of the starting VaultHunter.EXE abilities create mini Claptrap units known as Minitraps. They are Blight Bot (of the same named ability), Punk Bot (Mechromagicion) and Turret-Trap (Miniontrap). The Explode-Trap is from the ability Second Wind (By Tediore), which makes Claptrap deploy a miniature Claptrap that will charge into an opponent and explode if Claptrap gets put into Fight for your LifeFinal Smash: Pirate Ship Mode: Claptrap activates Vaulthunter.EXE, which then chooses the Pirate Ship mode, arming Claptrap with 4 powerful cannons while he dawns a Pirate hat and Pirate Ship-like body. The cannons fire to the song Tchaikovsky's “1812 Overture“, with the fire-rate depending on the tempo. The player can shoot a laser with the attack button and can aim the cannons simply by moving around and holding different directions (hold up to fire up etc.). Claptrap can take damage as normal, but is immune to knockback.
Origin: Exactly the same as the Pirate Ship Mode from Pre-Sequel, an unlockable ability for VaultHunter.EXE, though it may have a lessened length (it lasts 35 seconds in Borderlands Pre-Sequel)