Ankle Snare: Difference between revisions
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Latest revision as of 09:45, 23 July 2026
| Job | Hunter |
|---|---|
| Type | Active |
| Target | Ground |
| Max level | 1 |
| SP cost | 12 |
| Range | 3 cells |
| Duration | 50s armed / 20s hold |
| Catalyst | 1 Trap |
Ankle Snare is a control trap of the Hunter class that immobilizes the first enemy to step on it.
Overview
Ankle Snare is the Hunter's signature snare. It catches an enemy in place, preventing movement for a set time, while the Hunter kites or burns the target down. It deals no damage.
Mechanics
The trap stays armed for up to 50 seconds. When an enemy enters its cell it is rooted in place for up to 20 seconds. Against boss-class (status-immune) monsters in pre-renewal the hold time is cut to one fifth. While a target is snared the trap is occupied and will not catch anyone else.
A rooted target cannot walk but can still attack and cast. The snare does not knock back. Because a single trap holds only one target at a time, Hunters typically lay several to control an area. Each cast consumes one Trap.
Requirements
Consumes 1 Trap per cast.
Notes
Ankle Snare is the cornerstone of Hunter kiting in both PvE and PvP, locking a target in range of Blitz Beat and the damage traps. An occupied Ankle Snare cannot be detonated by Spring Trap; use Remove Trap to clear it instead.