| Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | ||||||||||||||||||||
| 1 | 2 | 3 | 4 | |||||||||||||||||
| 1 | 2 | 3 | ||||||||||||||||||
| 1 | 2 | 3 |
The Cyborg's game, top to bottom. One class is a machine gunner with a 150-round drum and three bodies to switch between. Most of playing it is being in the right body when it matters, and paying for everything else out of 205 energy.
first
Pick a body
Strength,
Agility and
Perception are toggles on the command card, one at a time: switching one on orders the other two off. No cost, no cooldown. The wiki's builds open with Agility to shoot and with Strength to tank.
then
Suppressive Fire when the wave is on you
Suppressive Fire holds you in place and fires 1.5 to 3 times faster for 8 s. It costs 40 to 30 energy up front and 3 a second after, which is why the community's page calls
Energetic non-negotiable.
always
Count the energy
205 energy pays for everything: rockets at 65 to 75, the cloak at 6 a second,
Cyborg - Stonewall Protocol at 15 a second. An
Energy Cell or a
Kinetic Integrator is what keeps a Veteran build shooting, by the wiki.
Three bodies
| Mode | Level 1 | Level 2 | Level 3 | Only while it is on |
|---|---|---|---|---|
| +96 life, +0.14 life a second | +192 life, +0.28 a second. Jumps go twice as far and land with a rifle butt. | +288 life, +0.42 a second and another 0.45 on top, +5 weapon range | Rifle Butt, no button: every 1.5 s the light enemies within 2.5 of you are shoved back and hurt. At level 3 it runs every 1.4 s and takes armored too, massive not. | |
| +0.09 move speed, attack speed ×1.1 | +0.18, ×1.15, and a quarter of your shots do double | +0.27, ×1.15, and those shots do triple | ||
| Sight and a detection arc, as the tooltip lists |
Fitness is the stat behind Strength: 8 life and 0.0117 life a second per point, 12 points a level, so the mode's life shows up as maximum life. At 453 base life, Strength 3 is 741. Switching has no cooldown: the wiki's page says so and the ability data has none.
The kit
| Ability | Needs | Costs | Cooldown | What it does |
|---|---|---|---|---|
| 1 point | 75/70/67/65 | 30/27/22/18 s | 3/5/7/9 rockets at range 25/30/36/42, one every 0.1 s or so, each landing up to 2 off the point either way, and the tooltip warns they drift outside the circle. Full damage within 2 of an impact, a fifth out to 3.5, and 1.2 s of stun within 2. Allies and items are hit. | |
| 1 point | 40/35/32/30, then 3 a second | 8.5 s | 8 s at ×1.5/2/2.5/3 fire rate. It opens with a hold position order and caps your speed at 1.1/1.2/1.3/1.4 while you walk at 3. A toggle: switch it off early to move. It has an autocast setting. | |
| Perception 1 | 6 a second | The cloak. A shot drops it. The ability has three levels in the data, but the script only ever sets it to 1, so the tooltip's level 2 shooting while cloaked never comes and the drain stays at 6. It is not one of the three bodies: switching them leaves it on. | ||
| Perception mode on | 55 | 180 s | Plants a | |
| Perception mode on, level 2 | 40 | 75 s | The | |
| Agility mode on, level 3 | 60 | 20 s | ×1.5 move speed for 3 s. With 3 points in Strength the rifle butt runs every 0.4 s for those 3 s, armored included: you ram through. | |
| Strength 3 and Perception 3 | 15 to turn on, then 15 a second | 1 s | +40 armor and only 37 % of each hit lands. It ends when the energy does. While it is up the ailment rolls skip you, the curse and the mutated venom hits too. | |
| 1 point each in Strength, Perception and Agility | A toggle. When you die you explode: 8,000 damage, full within 4, half out to 7, a quarter out to 10, allies included. |
Costs and cooldowns are the map's ability data, the requirements its requirement data. Strength 3 and Perception 3 mean skill points, not the body you are in; the camera, the flare gun and the charge do ask for the body.
The gun
The drum
- 48 to 56 a shot every 0.5 s at range 19, 150 rounds a drum, 4.9 s to change it where the default is 4.
Quick Thinking cuts that by 30 %, each Firmware stack by 0.1 s.
Recoil Suppressor fits two classes, the
AutomaticRifleman and you: every hit slows its target 10 % for 1 s, 15 % once an engineer has
crafted it. Armored and massive shrug it off.- With the
M135 Minigun on, your rounds slow 20 % for 0.45 s on top. - No Sprint on the card. The wiki's answer is Agility for the speed and Strength 2 for the doubled jump, switched as you go.
Three guns, two classes
M41 SAW · +10 % attack speed and +0.08 move speed by its tooltip, and a better burst.
M241 MMG · +25 % damage, +2 range, attack speed ×1.1, move speed ×0.96.
M135 Minigun · +15 % damage, faster fire, move speed ×0.92, and the slow above.
Only the Automatic Rifleman and the Cyborg can hold them, and no two of them go together.
What the script does around it
Firmware Updates
Firmware Updates is the Cyborg's own SI. Its loop runs every 10 minutes of game time from 10:00: each tick takes 0.1 s off your reload and adds a stack, 7 at most, so the last one lands at 70:00.- A stack is worth what the SI page lists, and it follows the body you are in: attack and move speed in Agility, life regeneration in Strength, detection depth in Perception, and a cheaper cloak.
- It unlocks with a win in Nightmare or Apocalypse as a Cyborg. The same win hands Ghosts, Cyborgs and Prototypes the Nano camo.
- The SI screen refuses
Self-Sufficient to a Cyborg. The wiki's SI page adds that
Barbaric does nothing for it: its rifle butt comes from Strength.
Biological and mechanical
- Both at once. It rolls the soldiers' ailments, not the vehicles' malfunctions: the malfunction trigger skips it by name.
- An
Assault Engineer's
Craft on you is +25 life, +1 energy a second and +0.1 move speed, and the engineer's page says it is lost when you die. That page also lists
Armor Upgrade and
Battery Upgrade as working on you. - The
Corroder's corrosion sticks to mechanical units, and the wiki's undead page names the Cyborg among them.
What the community recommends
| First SI | Second SI | The page's reason |
|---|---|---|
| Suppressive builds. Energetic because Suppressive Fire drains energy fast once the shooting starts. Hawk Eye for the range, since moving while suppressing is hard, and for the invisible. Twinkle Toes to get in position first. Quick Thinking for the reload. | ||
| A Veteran build should still lean on Suppressive Fire, and that needs the energy. | ||
| More damage, with |
Items
- Damage:
M41 SAW,
M241 MMG or
M135 Minigun,
Aim Assist,
AP Rounds,
DU Rounds, an
Ammo Case,
Muscle Relaxant. - Utility:
Recoil Suppressor,
Flashlight. - Healing:
Quik Clot.
The wiki's list, every item of it on the Gear tab.
Skill orders
| Level | Suppressive | PMC, as a tank |
|---|---|---|
| 1 | Agility 1 | Strength 1 |
| 2 | Agility 2 | Strength 2 |
| 3 | Suppressive Fire 1 | Strength 3 |
| 4 | Agility 3 | Perception 1 |
| 5 | Suppressive Fire 2 | Perception 2 |
| 6 | Suppressive Fire 3 | Perception 3 |
| 7 | Suppressive Fire 4 | Suppressive Fire 1 |
| 8 | Strength 1 | Suppressive Fire 2 |
| 9 | Strength 2 | Suppressive Fire 3 |
| 10 | Cluster Rockets 1 | Suppressive Fire 4 |
| 11 | Strength 3 | Cluster Rockets 1 |
The Suppressive column is the order loaded in this guide. The page stops at 11; the PMC column reaches Stonewall at 6.
Numbers are read from the map file: its ability, behaviour, effect and requirement data and its trigger script. The advice is the wiki's Cyborg page, checked against them.