Play

Trisnare

Wiki › Classes › Tier 4

Trisnare lays three traps at a time, spaced a third of a circle apart. It fills space faster than any other trapper and turns wherever it stands into a fortress.

Stats

Tier4
Unlock level45
Upgrades fromSnare
Barrels3 trap launchers at 0°, 120° and 240°, fired together
Trap reload (0 points)3 traps every 1.09 s (2.75 traps/s)
Trapsradius 23.8, 12 damage per touch, 40 HP, last 10 s
Traps out at onceabout 27 at 0 Reload; the per-player cap of 40 is reached from about 5 Reload points
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.

Trisnare throws three traps at once, one from each launcher, every 1.09 seconds. They land about 210 px out in three directions, so standing still and holding fire builds a triangle of traps around you. At 0 points that's about 27 traps on the field at once. Each hits for 12, a little less than a Snare trap, but there are far more of them.

Because the launchers are spread around the hull, you aim by rotating. Point one launcher at the lane you care about and the other two cover your flanks. Traps also collide with each other and push apart, so a dense field spreads itself out into a wall.

The 40-trap cap matters here more than on any other class. At 0 Reload you sit around 27. With about five Reload points you're laying traps faster than they expire and you'll hit 40, after which extra Reload doesn't grow the field.

What it beats and what beats it

Trisnare beats anything that has to come to it: rammers (Caltrop, Ambush, Aegis), drone swarms, which get blocked and chipped from every side, and bots. A Trisnare that has been sitting in one place for a while is one of the hardest things in the game to reach.

It loses to range and to anyone who won't come in. Snipers and missile classes shoot you over the field. Heavy guns and spread guns clear 40 HP traps. It has no gun, so a Trisnare caught in the open, away from its field, is nearly defenceless.

Building your stats

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

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

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

Trisnare is the volume trapper. Megasnare lays about four big traps that hit for 30 each; you lay dozens that hit for 12. Autosnare keeps Snare's single launcher and adds a turret. Snarelord adds two drones. Volleysnare traps behind itself while shooting forward.

Take Trisnare if you like holding one place and making it impossible to approach. Take Megasnare if you need to block specific gaps, or Autosnare if you want a gun while you wait.

Common mistakes