Snarelord lays traps from the front and keeps two drones from the back. It's reachable from both Shepherd and Snare, and it plays like a trapper with a pair of bodyguards.
| Tier | 4 |
| Unlock level | 45 |
| Upgrades from | Shepherd or Snare |
| Barrels | 1 trap launcher at the front, 2 drone launchers at 120° and 240° |
| Trap reload (0 points) | one trap every 1.5 s |
| Traps | radius 23.8, 12 damage per touch (fixed), 40 HP, last 10 s |
| Trap throw | 350 px/s, slowing to a stop over 1.2 s (about 210 px out) |
| Drones | up to 2, one respawning every 2.25 s at 0 points |
| Drone stats (0 points) | 25 HP, 8 contact damage, 220 px/s, penetration 1 |
| Stat labels | Drone Speed / Drone Penetration / Drone Damage replace the bullet stats |
| Health / movement | ×0.98 / ×1 |
| Body damage | 20 (×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.
Holding fire does two things at once on Snarelord: your front launcher throws a trap every 1.5 seconds, and your two drones fly to your cursor. Let go and the traps stop while the drones hunt anything within 400 px of themselves. You can't lay traps without also sending the drones to your cursor, so point where you'd want both.
Your traps work like every trapper's. Each one flies out at 350 px/s, slows to a stop over 1.2 seconds about 210 px in front of you, and then sits for 10 seconds. It's solid to enemy tanks, drones and shapes, it hits for 12 per touch at most once every 0.4 seconds, and it has 40 HP, so enemy fire can clear it. You can have about seven out at once at 0 Reload.
Here's the part that catches people. Snarelord is a drone class for stats, so the three bullet stats show as Drone Speed, Drone Penetration and Drone Damage, and they only improve the drones. Trap damage stays 12 and trap throw speed stays 350 px/s no matter what you do. Only Reload improves the traps, by laying them faster.
Snarelord is good at holding ground. Traps stop rammers like Caltrop and Ambush cold, since they're solid. Enemy drone swarms get blocked and chipped by the trap field while your own two drones pick at them. In team modes it's a strong defender of a lane or a base entrance.
Its damage is low. Two drones and 12-damage traps won't kill a healthy tank quickly. Long-range classes (Horizon, Cascade, the missile classes) shoot you from outside your trap field, and heavy guns clear traps fast. A mobile target simply walks around a field of seven traps.
A 33-point build: Reload 7, Drone Damage 6, Drone Penetration 6, Max Health 5, Movement Speed 5, Drone Speed 4.
From Shepherd, Snarelord is the trapper option. You give up six drones compared with Hivelord or Steward and get a trap launcher instead. Take it if you liked defending space more than chasing things.
From Snare, the siblings are Megasnare, Trisnare, Autosnare and Volleysnare. Snarelord's traps are the weakest of the group, since Bullet Damage can't raise them, and it lays them slower than Snare did. What you get is two drones that can go where your traps can't. Trisnare lays three traps at once and Megasnare lays the biggest, hardest-hitting traps. Take Snarelord if you want some reach beyond the trap field; take Trisnare or Megasnare if you want the field itself to be stronger.