SN1P-SN4P (2026) by SMILE

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SN1P-SN4P (2026)

By: SMILE
Last Updated: Feb 6, 2026
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SN1P-SN4P (2026)

Clawed Clunker

Like "many" other successful Boom Labs creations, the crab mech "SN1P-SN4P" was one of a kind. Originally created to get rid of "fish" creatures, its design was refined to become capable of not only destruction but also reconstruction. It began to be used in some of the more... crazy experiments, one of which involved interdimensional teleportation. The said test "unexpectedly" went wrong, causing the mech to disappear and never be seen again... in that universe. It turned out that SN1P-SN4P had been transferred to the Nexus itself. Furthermore, it appeared to no longer require fuel or energy to keep going.

SN1P-SN4P is a Support that uses its detachable claws to protect allies and crush enemies.

Note
This concept has been overhauled as of 06/02/2026. The old version can be seen here: https://imgchest.com/p/ne7bnn9eg75

Stats
Health: 2040
Health Regen: 4.25
Attack Range: 2
Attack Speed: 1
Attack Damage: 60
Unit Radius: 0.9375

Combat Trait

1
Snip and Blast (Basic Attacks)

SN1P-SN4P attacks with claws in a quick succession, each dealing full Attack Damage.
While both claws are missing, SN1P-SN4P uses a backup blaster instead, which deals 40 damage from range.

Total Claw Attack Damage: 120
Blaster Attack Range: 5
Blaster Attack Speed: 1
Blaster Attack Damage: 40
Blaster Missile Speed: 20

There is a 0.15 second delay before the second claw attacks.
SN1P-SN4P can only attack with claws that are attached to its body.
Each claw has its own indicator above the Health HUD that shows its current status.
2
Microbot Module (Trait)

When SN1P-SN4P dies, each of its claws deactivates and releases a Microbot that will try to reach its Hall of Storms as quickly as possible. Each microbot that reaches the Hall of Storms reduces SN1P-SN4P's death timer by 50% of the remaining duration.

Health: 504
Movement Speed: 150%
Unit Radius: 0.375
Sight Radius: 6

Claws disappear and return to SN1P-SN4P when it respawns.
Microbot is released even if the claw was already inactive.
Microbot disappears upon reaching the Hall of Storms.
Microbot has no effect if it reaches the Hall of Storms after SN1P-SN4P has respawned.

Primary Abilities

1
Launch Left Claw (Q)

Mana: 30
Cooldown: 3 seconds
Launch the Left Claw in the target direction, dealing 80 damage to enemies in its path. If the claw hits an allied Hero, they gain a 240 point Shield for 3 seconds and the claw attaches to them. Otherwise, the claw teleports back to SN1P-SN4P upon reaching the end location.

Cooldown starts once the claw returns to SN1P-SN4P. Reactive to return the claw after a 0.5 second delay. If a Hero dies with the claw attached, the claw deactivates and falls on the ground, and can only be retrieved by walking close to it.

Range: 9
Hitbox: 1x1.5
Missile Speed: 18
Retrieval Radius: 2

Can be reactivated immediately after the cast.
Disabled while the respective claw is inactive.
Claw takes up 25 degrees of the hitbox circle.
Claw attaches to the hitbox circle at the angle where it touched it.
Claw moves with and around the hitbox circle when the target moves and turns around.
Both claws can be attached to the same Hero, but the Shield will only be refreshed.
If the Hero dies while above terrain, the claw will drop on the closest available area.
If the claw attaches at the same spot as the other claw, they move away from each other to create a gap of 25 degrees.
2
Snap (W)

Mana: 60
Cooldown: 6 seconds
Target a direction, then cast for 0.5 seconds to snap with each active claw, dealing 120 damage to enemies in an arc in front of them. Can hit the same target twice.

SN1P-SN4P cannot attack or turn during the cast, but can still move.
Can be self-cast to start the cast without turning.

Radius: 4
Arc: 80 degrees

Disabled while both claws are inactive.
Interrupting the cast starts the full cooldown.
Claws are active while they are attached to a unit, including SN1P-SN4P.
If both claws are attached to SN1P-SN4P, their separate activations are combined into one with double damage.
3
Launch Right Claw (E)

Mana: 30
Cooldown: 3 seconds
Launch the Right Claw in the target direction, dealing 80 damage to enemies in its path. If the claw hits an allied Hero, they gain a 240 point Shield for 3 seconds and the claw attaches to them. Otherwise, the claw teleports back to SN1P-SN4P upon reaching the end location.

Cooldown starts once the claw returns to SN1P-SN4P. Reactive to return the claw after a 0.5 second delay. If an ally dies with the claw attached, the claw deactivates and falls on the ground, and can only be retrieved by walking close to it.

Range: 9
Hitbox: 1x1.5
Missile Speed: 18
Retrieval Radius: 2

Can be reactivated immediately after the cast.
Disabled while the respective claw is inactive.
Claw takes up 25 degrees of the hitbox circle.
Claw attaches to the hitbox circle at the angle where it touched it.
Claw moves with and around the hitbox circle when the target moves and turns around.
Both claws can be attached to the same Hero, but the Shield will only be refreshed.
If the Hero dies while above terrain, the claw will drop on the closest available area.
If the claw attaches at the same spot as the other claw, they move away from each other to create a gap of 25 degrees.

Secondary Abilities

1
Smoke Stream (1)

Cooldown: 20 seconds
For the next 5 seconds, emit smoke into the surrounding area. While active, moving will leave a continuous smoke trail behind. Non-Structure enemies within the smoke are Slowed by 20% and take 40 damage per second. The smoke lingers for 3 seconds after being released.

Smoke Radius: 2.5
Trail Width: 2.5
Trail Height: 1.75

Available baseline.
Actually deals 10 damage every 0.25 seconds.
Smoke trail consists of separate smoke clouds that are created every 0.15 seconds of moving.
Enemies can only take damage from one smoke cloud at a time.
Smoke Radius refers to the size of smoke clouds.

Heroic Abilities

1
Claw Back (R1)

Mana: 90
Cooldown: 90 seconds
Engage a protocol that causes each claw to activate after 1 second, then travel to SN1P-SN4P's current location from any distance, dealing 180 damage to enemies on the way. If a claw was attached to a Hero, that Hero is put into Stasis and pulled with the claw. After reaching the designated location, the claws return to SN1P-SN4P, or release microbots if it is dead.

Activates inactive claws upon cast.
Claws have the same hitbox and speed as when they are normally launched.
2
Electrical Link (R2)

Mana: 10 per second
Cooldown: 1 second
Create and maintain an electrical link between SN1P-SN4P and each of its claws, which deals 30 damage per second to nearby enemies. Enemies that come too close to the link are Stunned for 1 second. Can only Stun the same target once every 10 seconds.

Can be toggled on and off. Drains 10 Mana per second while active.

Stun Width: 1
Damage Width: 2

Actually deals 7.5 damage every 0.25 seconds.
Drains 1 Mana every 0.1 second of being active.
Links do not provide vision.
Links pass through terrain and all units.
Links are created with both active and inactive claws.
If a claw is attached to a Hero, the link will be connected to that Hero instead.
If both claws are connected to the same Hero, only one link will be created.
Indicates the Stun cooldown on enemy Heroes around their hitbox circle.

Special Mount

1
Crab Mech (Z)

Activate to prevent SN1P-SN4P from turning its body and attacking targets that are not in front of it. Reactivate or use another Ability to disable this effect.

Passive: SN1P-SN4P cannot mount, but gains 20% Movement Speed that stacks with other bonuses while moving sideways.

SN1P-SN4P starts the game with this effect active.
SN1P-SN4P can only attack targets in an arc of 160 degrees in front of it.
The hitbox circle is divided into four arcs: two of 120 degrees (North and South) and two of 60 degrees (East and West).
These arcs radiate from the hitbox center and are visible to SN1P-SN4P only.
North includes the hitbox arrow that points to where it is facing.
East and West indicate the directions that will grant the Movement Speed bonus.

LEVEL 1

Miasma
Enemies take 10% more damage from the smoke for every 0.5 seconds they remain within.
This effect lasts for 3 seconds and stacks up to 100%.

Weapon Calibration
Increase Blaster Attack Range by 1.
❢Quest: Basic Attack enemy Heroes 80 times. Basic Attacks with Blaster count as 4.
❢Reward: Blaster is now always active, firing at the closest enemy, prioritizing the last target attacked by SN1P-SN4P.

Plasma Shield
Cooldown: 15 seconds
Activate to gain a 240 point Shield for 6 seconds.
Attaching a claw reduces this cooldown by 3 seconds.

LEVEL 4

Snip and Snap
Damaging enemies with claws in any way increases the next damage they take from Snap by 15% for 3 seconds, up to 75%.
Enemy Heroes who take the maximum bonus damage lose 15 Armor for 3 seconds.

Engine Boost
Activating Smoke Stream removes all Slows and Roots from SN1P-SN4P.
While Smoke Stream is active, SN1P-SN4P's Movement Speed cannot be reduced below 110%.

Minion Muncher
Basic Attacks with claws deal 100% more damage to Minions.
Passive: Killing Minions within 1.5 seconds of damaging them restores 30 Health.

LEVEL 7

Barging and Charging
Every enemy hit by a launched claw increases the Shield it will grant upon being attached by 5%, up to 50%.
If the launched claw fails to attach to a Hero, half of the accumulated bonus is preserved for the next launched claw.

Claws on Wheels
Microbots have 50% more Health and cannot be Slowed.
Passive: Deactivated claws now slowly move towards SN1P-SN4P.
Movement Speed: 50%

Boom Blaster
Blaster attacks deal damage to all enemies around the target.
Radius: 3

LEVEL 13

Fiddler Claw
Increase the size, travel damage, and Basic Attack damage of the Left Claw by 100%.
The Left Claw now drops on the ground if it fails to attach to a Hero after being launched.

Shell Plates
Claws grant 10 Armor to Heroes they are attached to.
This Armor stacks with itself and other sources of Armor.

Whirling Parts
Snap now causes each active claw to spin around their Hero once, dealing damage to all nearby enemies.
This effect includes claws attached to SN1P-SN4P, which will now deal damage separately.

LEVEL 16

Cleansing Overload
Attaching a second claw to a Hero now deactivates both claws and makes that Hero Unstoppable for 1 second.

Shield Surge
Hitting at least 2 Heroes with a single Snap restores and refreshes the Shield granted by the currently attached claws.
SN1P-SN4P will also gain this Shield if a claw is attached to its body.

Mass Pollution
Smoke Stream causes attached claws to emit smoke of half the size.

LEVEL 20

Portal Module
Reduce the cooldown of Claw Back to 60 seconds and remove its Mana cost.
Instead of traveling, the claws are now immediately teleported to SN1P-SN4P with Heroes they were attached to.

Restricted Perimeter
Electrical Link is now also created between the claws.
Enemy Heroes who are surrounded by all 3 links take 60 damage per second and cannot use Movement Abilities.

Immortality Protocol
Attaching a Claw makes the target Unkillable for 1 second.
Passive: When an allied Hero dies, SN1P-SN4P becomes Unkillable for 1 second.

Spider Crab
SN1P-SN4P can now walk over terrain and units.

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