Snare

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Snare effects are a form of crowd control that reduce a victim's movement speed, preventing them from effectively maneuvering in combat. There are 2 types of snares: area-based snares, such as [Ice Trap] or [Earthbind Totem], and debuff-based snares (also called Slows), such as [Crippling Poison] or [Piercing Howl].

Snares can be most useful to ranged classes when fighting opponents who only possess melee attacks, allowing them to kite the opponent. Conversely, snares can be very useful for melee classes seeking to prevent ranged opponents from escaping beyond reach of their attacks. Snares are also useful to prevent enemies from fleeing to safety or running for help (in instances especially).

Spells and abilities with a snare effect usually have a percentage listed (i.e. Daze is a "50% snare"). The target's full movement speed is reduced by this percentage.

Mechanics

Snare debuffs do not stack. Instead, the debuff that gives the most movement speed reduction takes precedence. If any lesser snare is applied while a greater snare is active, it will not be applied, even if the greater snare will expire sooner.

Abilities

Class Ability Movement Speed Slow Dispel Type
Death knight [Chains of Ice] 60% Magic
Druid [Infected Wounds] 50% Disease
Hunter [Concussive Shot] 50% None
[Ice Trap] 50% None
Mage [Frostbolt] 50% Magic
[Slow] 50% Magic
[Cone of Cold] 60% Magic
[Frostfire Bolt] 40% Magic
Priest [Mind Flay] 50% None
Rogue [Deadly Throw] 50% None
[Crippling Poison] 50% (70%) Poison
Shaman [Frost Shock] 50% Magic
[Frostbrand Weapon] 50% Magic
[Earthbind Totem] 50% Magic
Warlock [Curse of Exhaustion] 30% Curse
[Demonic Breath] 50% None
Warrior [Piercing Howl] 50% None
[Hamstring] 50% None

Counters

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Notes