Snare Bolt
Pin the front enemy with a buried line and slow the whole approach.
Isekai VanguardHeroes · Earth
The ground remembers every footstep.

Base values before level scaling and combat bonuses. Actual battle attributes can differ.
A patient trapper who turns the battlefield into marked earth, punishing enemies that commit too far forward.
Orion survived in a giant's preserve, a world where hunters were the prey and every meadow was bait. He stopped chasing beasts and started teaching the land to catch them for him: root snares, pit-lines, shale triggers, silent marks cut into stone. The veil pulled him out from under a titan's shadow. He landed, touched the soil, and began setting traps.
Game guide
Pin the front enemy with a buried line and slow the whole approach.
Every footprint tells him where the next shot belongs.
Marked wounded prey takes the full weight of the trap.
Spring a hidden line across the enemy pack.
Better fieldcraft turns kills into supplies.
Let the enemy commit, then spring the trap — the ground snaps shut and holds the lead pair fast, stunned until they tear loose.
The hunter who survives the preserve learns every unfair rule.
A single stone-snap shot for priority targets caught in the mark.
A preserve-grade trap built for things much larger than this army.
The capstone: every larger foe is just a better target.
Small stakes set before the fight make every later trap bite deeper.
Kick the trail marker open and slow the front pack under a choking dust cloud.
A better cache means fewer wasted routes and more salvage after the snap.
A barbed shot that keeps tearing after the trap closes.
Stay upwind, stay patient, and the shot arrives first.
Narrow the enemy's path into the one place every ally can punish.
The stone keeps better records than any hunter.
Spring the whole hillside into a net that crushes the packed approach.
The preserve tried to teach him fear. He learned management instead.
The first hit on each enemy deals up to +20% damage (+10%/level).
Hit the selected foe for 4.4× ATK (+12% at rank 2). Cooldown 22s.
The owner's first hit on each foe deals 10% more damage per rank (up to 20%). Later hits do not repeat it; each new foe has its own opening.
Deal 20% more damage to foes at 35% HP or less.
Hit the front foe for 3.5× ATK (+12% at rank 2) and up to 3 nearby foes for 55% of that hit. Cooldown 20s.
At 55% HP or less, deal 8% more damage per rank (up to 16%). The bonus ends above that threshold.
After the owner gets a kill, gain 20% attack speed for 3s. Further kills refresh the duration; the bonus does not stack.
Stun the 1 front foes for 3s (+8% duration at rank 2). Deals no damage. Cooldown 19s.
At 40% HP or less, take 8% less damage per rank (up to 16%). The reduction ends above that threshold.
Once per fight, survive a lethal hit at 1 HP and restore 15% max HP. Personal death saves share one trigger; the strongest learned recovery is used.