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Megasnare

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Megasnare lays the hardest-hitting traps of any class, as big as any trap gets, and fewer of them. Each one is a wall on its own.

Stats

Tier4
Unlock level45
Upgrades fromSnare
Barrels1 wide trap launcher facing forward
Trap reload (0 points)one trap every 2.4 s
Trapsradius 30.8, 30 damage per touch, 40 HP, last 10 s
Traps out at onceabout 4 at 0 Reload
Trap throw350 px/s, slowing to a stop over 1.2 s (about 210 px out)
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

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.

Megasnare's traps are the big version. Each has a radius of 30.8 px, about 30% wider than a normal trap, and hits for 30 at 0 points, twice what a Snare trap does. The launcher is slow, one trap every 2.4 seconds, so you only have about four out at once. Every trap is a large solid obstacle, so four of them close a gap that a normal trapper would need six or seven for.

The one thing the size doesn't change is HP. A Megasnare trap has the same 40 HP as every other trap, and it's a bigger target for enemy fire. Big traps are for blocking and punishing contact, not for soaking gunfire.

What it beats and what beats it

Megasnare beats anything that has to touch you. Rammers like Caltrop, Ambush and Aegis stop dead against a trap that hits for 30 every 0.4 seconds of contact. Drone swarms get blocked and hurt. Bots that path straight at you run into walls. In team modes, a few big traps can close a base entrance.

It loses to anything that shoots from range and to anything patient. Snipers and missile classes ignore the field. Heavy guns clear 40 HP traps quickly. With only four traps and a 2.4 second reload, a fast tank that goes around the field reaches you before you can rebuild it, and you have no gun.

Building your stats

A 33-point build: Bullet Damage 7, Reload 7, Max Health 6, Movement Speed 5, Health Regen 5, Bullet Speed 3.

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

Snare leads to Megasnare, Trisnare, Snarelord, Autosnare and Volleysnare.

Megasnare is quality over quantity. Trisnare is the opposite: three normal traps at once, many more in the field, each hitting for 12. Autosnare keeps Snare's traps and adds a turret. Snarelord and Volleysnare mix traps with drones or guns.

Take Megasnare if you fight where a few big blockers matter, like base entrances and narrow gaps, or if rammers are your main problem. Take Trisnare if you want to flood space with traps.

Common mistakes