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| criterion | cannon | mace | snare | arccoil | ward | lance |
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The Snare is to the Cannon as fire is to water. Essentially a supercharged vacuum, the Snare can draw in the ball, and even other players, from a great distance so powerful is its ability to pull. Perfect for goal defence, but even more suited to a skilled Ruck looking for interceptions or uncontested ball-ups. Also, at the expense of push capability, the Snare is lighter than every other GDG, and players report feeling totally unencumbered while using it, and capable of their usually top speed whilst running. Be careful pointing this GDG at another GDG, however - if both GDG's are pulling toward each other, the wielders will rapidly and involuntarily accelerate into each other, usually knocking each other out in a sickening but crowd pleasing collision. One last warning - because of the extreme amount of air that passes through the Snare, rapid freezing is a common problem that robs careless Snare users of their body temperature if you hold on to it for too long.









