Play

Autosnare

Wiki › Classes › Tier 4

Autosnare is Snare with an auto turret added: the same traps from the same launcher, plus a gun on top that shoots on its own while you set up.

Stats

Tier4
Unlock level45
Upgrades fromSnare or Triad Sentry
Barrels1 trap launcher facing forward
Trap reload (0 points)one trap every 1.2 s
Trapsradius 23.8, 14.4 damage per touch, 40 HP, last 10 s
Auto turret1 top turret, firing at twice the trap rate: one shot every 0.6 s
Turret bullets9.6 damage, 368 px/s, about 331 px, penetration 2
Turret targetingonly what its bullets can reach; tanks first, then drones, then shapes
Health / movement×1 / ×1
Body damage20 (×1)

Every number here is at 0 stat points, before the per-level health bonus and the per-level speed penalty that every tank gets. The automatic balancer can nudge a class's damage and health over time, so treat these as the roster's base values.

How it plays

Hold fire and the launcher throws a trap every 1.2 seconds. Every trap flies out at 350 px/s, slows to a stop over 1.2 seconds about 210 px from you, and then sits for 10 seconds. It's solid to enemy tanks, drones and shapes, so it physically blocks them, and it hits the first enemy that touches it at most once every 0.4 seconds. It has 40 HP, and enemy bullets chip it down. Your own traps are solid to you too once you've stepped off them, and you can have at most 40 out at once. Each of Autosnare's traps hits for 14.4 at 0 points.

The turret on top runs on its own at twice the trap rate, one shot every 0.6 seconds, 9.6 damage each. That's about 16 damage per second going into the nearest enemy tank or bot it can reach, then enemy drones, then shapes. It fires whether you're holding fire or not, which covers the big weakness of a trapper: while you're walking to a spot or waiting for something to come to you, you still have a gun working.

The plan is the usual trapper plan. Build a field where enemies have to come to you, stay behind it, and let the traps stop anything that charges. The turret picks off whatever gets stuck.

What it beats and what beats it

Autosnare beats rammers and drone classes. Caltrop and Ambush can't push through solid traps, and drones get blocked and chipped by them while the turret shoots the survivors. Bullets deal double damage to drones, which makes the turret especially good at that job. In team modes it's a strong defender of a lane or base entrance.

It loses to range. Snipers and missile classes sit outside both your traps and your turret's 331 px reach, and heavy guns clear traps quickly, since traps only have 40 HP. A cloaked Nightveil or Steward is invisible to the turret. A mobile target simply goes around a small field.

Building your stats

A 33-point build: Bullet Damage 7, Reload 7, Max Health 6, Bullet Penetration 5, Movement Speed 4, Health Regen 4.

Picking it over the other tier 4 options from the same parent

From Snare, the choices are Autosnare, Megasnare, Trisnare, Snarelord and Volleysnare. Autosnare's traps are exactly Snare's; what it adds is the turret. Megasnare lays bigger, harder-hitting traps more slowly. Trisnare lays three at a time in three directions. Snarelord adds two drones but can't raise trap damage. Volleysnare fights forward and traps backwards. Take Autosnare if you liked Snare and want a gun that works while you wait.

From Triad Sentry, Autosnare is the trapper option alongside Penta Sentry, Autovolley, Sentry and Aegis. It's the most defensive of them.

Common mistakes