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Snare

Wiki › Classes › Tier 3

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.

Stats

At 0 stat points. Trap numbers come from the live trap settings.

Tier3
Unlock level30 (12,205 score)
Upgrades fromVantage
Upgrades intoLevel 45: Megasnare, Snarelord, Trisnare, Autosnare, Volleysnare
Barrels1 short, flared trap launcher
Reload1.20 s between traps (0.83 per second)
Trap launch speed350 px/s, slowing to a stop over 1.2 s
Trap throw distanceAbout 210 px from the barrel (+31.5 px per Bullet Speed point)
Trap damage14.4 per hit, at most one hit every 0.4 s (+4.5 per Bullet Damage point)
Trap health40, whatever your stats
Trap lifetime10 s
Trap sizeRadius 23.8, a bit bigger than a tank
Traps out at onceAbout 8 at 0 Reload (10 s lifetime ÷ 1.2 s reload)
RecoilNone. Laying a trap doesn't kick you
View1.125× view multiplier
BodyAll body multipliers 1.0. Top speed 168 px/s at level 30, 108 max HP at level 30

How it plays

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.

What it beats and what beats it

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.

Building your stats

Bullet stats work differently on a trapper, so read this before spending.

Where it leads

Snare has five level-45 options, and each one fixes a different weakness.

Common mistakes