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Snare effects are a form of crowd control that reduce a victim's movement speed, preventing him from effectively maneuvering in combat. There are 2 types of snares: area-based snares, such as Frost Trap or Earthbind Totem, and debuff-based snares (also called Slows), such as Crippling Poison or Piercing Howl. It is most useful to ranged classes when fighting opponents who only possess melee attacks, allowing them to kite the opponent. 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 creature's full movement speed is reduced by this percentage.

Examples of abilities that cause a snare effect:

Class Abilities
Death Knight Chains of Ice
Frost Fever (with Chillblains)
Druid Feral Charge (Cat form)
Hunter Wing Clip
Frost Trap
Concussive Shot
Mage Frostbolt
Cone of Cold
Blast Wave
Slow
Paladin Judgement of Justice (Rank 2) (though not technically classified as a snare in game mechanics)
Priest Mind Flay
Rogue Crippling Poison
Deadly Throw
Shaman Frost Shock
Earthbind Totem
Warlock

Curse of Exhaustion

Shadow Flame (from Hand of Gul'dan)

Chaos Wave

Conflagrate (Glyphed or applied on Immolate target)

Warrior Hamstring
Piercing Howl

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.


Counters[]

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