Spatial Snare

Spatial Snare

ArcaneSummonCombatTier 410 manaScales with Spell Power

Spatial Snare is a tier 4 Arcane combat spell. Its numbers below are read from the current game build at each of its four levels.

Generated from the game files · build 25672315 ·

Cost to learn

8 Gems8 Crystals8 Mercury

Cost to upgrade

Alchemical Dust, spent at the Magic Observatory — it raises each spell one level, once
Levels 2–4,25 Alchemical Dusteach

At your Spell Power

The game states the formula and never the result — drag to see the numbers
15
050
Duration
[ 1 + 1 per every 7 hero’s Spell Power ] · next at 21 Spell Power
3rounds

What each level gives you

Every value is one the game itself prints in its level-up notes
PropertyLevel 1Level 2Level 3Level 4
Traps2234
Mana cost10555

Levels

Level 1Base10 mana

Place up to 2 invisible trap(s) on free hexes. Traps trigger when a ground creature moves through them, halting its movement, ending its current turn, and canceling its next turn. After triggering, the trap disappears. If the trap is on the last hex of a route, it does not trigger.

However, the trap on the last hex will always trigger if any creature flies, jumps, or teleports onto it, or is forcefully moved there.

Level 2Base mana cost 10→55 mana

Place up to 2 invisible trap(s) on free hexes. Traps trigger when a ground creature moves through them, halting its movement, ending its current turn, and canceling its next turn. After triggering, the trap disappears. If the trap is on the last hex of a route, it does not trigger.

However, the trap on the last hex will always trigger if any creature flies, jumps, or teleports onto it, or is forcefully moved there.

Level 3Traps 2→35 mana

Place up to 3 invisible trap(s) on free hexes. Traps trigger when a ground creature moves through them, halting its movement, ending its current turn, and canceling its next turn. After triggering, the trap disappears. If the trap is on the last hex of a route, it does not trigger.

However, the trap on the last hex will always trigger if any creature flies, jumps, or teleports onto it, or is forcefully moved there.

Level 4Traps 3→45 mana

Place up to 4 invisible trap(s) on free hexes. Traps trigger when a ground creature moves through them, halting its movement, ending its current turn, and canceling its next turn. After triggering, the trap disappears. If the trap is on the last hex of a route, it does not trigger.

However, the trap on the last hex will always trigger if any creature flies, jumps, or teleports onto it, or is forcefully moved there.

Other Arcane spells