Snare doesn't shoot bullets. It throws traps that roll to a stop and sit there for ten seconds, damaging any enemy that touches them. It's an area-control class: you decide where the fight is allowed to happen.
At 0 stat points. Trap numbers come from the live trap settings.
| Tier | 3 |
| Unlock level | 30 (12,205 score) |
| Upgrades from | Vantage |
| Upgrades into | Level 45: Megasnare, Snarelord, Trisnare, Autosnare, Volleysnare |
| Barrels | 1 short, flared trap launcher |
| Reload | 1.20 s between traps (0.83 per second) |
| Trap launch speed | 350 px/s, slowing to a stop over 1.2 s |
| Trap throw distance | About 210 px from the barrel (+31.5 px per Bullet Speed point) |
| Trap damage | 14.4 per hit, at most one hit every 0.4 s (+4.5 per Bullet Damage point) |
| Trap health | 40, whatever your stats |
| Trap lifetime | 10 s |
| Trap size | Radius 23.8, a bit bigger than a tank |
| Traps out at once | About 8 at 0 Reload (10 s lifetime ÷ 1.2 s reload) |
| Recoil | None. Laying a trap doesn't kick you |
| View | 1.125× view multiplier |
| Body | All body multipliers 1.0. Top speed 168 px/s at level 30, 108 max HP at level 30 |
Every 1.2 seconds you throw a trap. It leaves the barrel at 350 px/s, slows down over 1.2 seconds, and stops about 210 px away. Then it sits there, spinning, for ten seconds. Any enemy tank that touches it takes 14.4 damage, and it keeps hitting every 0.4 seconds for as long as they stay on it. Your own traps never hurt you or your teammates, and your own bullets pass through them.
Because traps last so long, they pile up. At 0 Reload you'll have about eight out at a time. Snare's real weapon is that field of eight traps, not any single one. A player who has to cross it takes hits from several traps on the way through. A player who doesn't want to cross it has to go around, and now you've decided where they go.
That makes Snare a defensive, positional class. You don't chase. You pick a spot, a narrow gap between shape clusters, the edge of a busy area, the approach to where you're farming, and you lay a field in front of it. Then you farm behind your field. Traps also block shapes physically, so a trap field keeps drifting shapes where you left them.
Throwing a trap at a moving enemy works too, because a trap in flight is still a trap. Up close, lay traps straight at a chaser and back off: they have to cross them to reach you, and every trap they touch hits them.
Snare beats anything that has to come to it. Bastion and Vector rely on touching you, and a Snare's front is covered in things that hurt to touch. Close-range guns like Buckshot want to be within about 130 px of you, which puts them right in the middle of your field.
It loses to anything that can hit it from outside the field. A Nightfall at 700 px ignores your traps completely. Traps have 40 health and bullets break them, so a Volley can clear a path by shooting through them, and a Sledge breaks one with two shells. Drones trade damage with traps too, so a Shepherd can spend drones to open a gap. Your body has no gun, so once something is past your traps, you're in trouble.
Bullet stats work differently on a trapper, so read this before spending.
Snare has five level-45 options, and each one fixes a different weakness.