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The Cyborg, played

Skill order
Skill1234567891011121314151617181920
Cluster Rockets1
Suppressive Fire1234
Strength123
Perception
Agility123
Agility ×3, Suppressive Fire ×4, Strength ×3, Cluster Rockets ×1 · the mark is the rank the point brings the skill to

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

ModeLevel 1Level 2Level 3Only while it is on
Strength+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 rangeRifle 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.
Agility+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 tripleCharge once the skill is at 3.
PerceptionSight and a detection arc, as the tooltip listsField Camera Cyborg from level 1, Cyborg - Flare Gun from level 2. It does not cloak you and costs nothing to hold: the cloak is a separate button.

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

AbilityNeedsCostsCooldownWhat it does
Cluster Rockets1 point75/70/67/6530/27/22/18 s3/5/7/9 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.
Suppressive Fire1 point40/35/32/30, then 3 a second8.5 s8 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.
StealthPerception 16 a secondThe 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.
Field Camera CyborgPerception mode on55180 sPlants a Field Camera at your feet: 80 life, sight 15, permanently cloaked, and it expires after 300 s.
Cyborg - Flare GunPerception mode on, level 24075 sThe Flare Gun's flare without the item, at range 24: 45 s of vision and detection in 15, a slow within 6, and the enemy sees by it too.
ChargeAgility mode on, level 36020 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.
Cyborg - Stonewall ProtocolStrength 3 and Perception 315 to turn on, then 15 a second1 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.
Cyborg - Meltdown1 point each in Strength, Perception and AgilityA 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 SISecond SIThe page's reason
EnergeticHawk Eye, Twinkle Toes or Quick ThinkingSuppressive 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.
VeteranEnergeticA Veteran build should still lean on Suppressive Fire, and that needs the energy.
VeteranQuick ThinkingMore damage, with Energy Cells or a Kinetic Integrator paying for the Suppressive Fire.

Items

The wiki's list, every item of it on the Gear tab.

Skill orders

LevelSuppressivePMC, as a tank
1Agility 1Strength 1
2Agility 2Strength 2
3Suppressive Fire 1Strength 3
4Agility 3Perception 1
5Suppressive Fire 2Perception 2
6Suppressive Fire 3Perception 3
7Suppressive Fire 4Suppressive Fire 1
8Strength 1Suppressive Fire 2
9Strength 2Suppressive Fire 3
10Cluster Rockets 1Suppressive Fire 4
11Strength 3Cluster 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.

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