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Cypher · Sentinel

Cypher abilities explained

Habilidades e combosBaseado em dadosMédiaPatch 13.06
3,2 milAtualizado

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Introdução

Cypher is a sentinel in Valorant. The Moroccan information broker, Cypher is a one-man surveillance network who keeps tabs on the enemy's every move. No secret is safe. No maneuver goes unseen. Cypher is always watching. Buy order in the round: C > E > Q. The ultimate, Neural Theft, is charged with ultimate points.

Pontos fortes

  • Brings traps and set-ups: Trapwire (C).
  • Brings slows: Trapwire (C).
  • Brings information (reveals enemies): Trapwire (C), Spycam (E) and Neural Theft (X).
  • Brings walls: Trapwire (C).

Builds

Cypher standard buys

EquilibradoRecomendada
Abrir build

Quando usar

The usual economy for a sentinel: Classic on the pistol round, Bucky on an eco or bonus and Vandal with heavy armor on a full buy (3,900 credits before abilities). Buy Trapwire (C) first: it is the ability that covers what a sentinel needs most.

Rodada de pistolas

ClassicThe free pistol, with its three-pellet alternate fire for close corners; the credits go to your set-up. Free. 78 head / 26 body up to 30 m (66 / 22 beyond 30 m); 6.75 shots/s, 12-round magazine, low wall penetration.Armadura Leve400 credits: absorbs 66% of the damage, up to 25.

Eco ou rodada bônus

BuckyCheap and lethal up close: perfect for holding a tight corner behind your traps. 850 credits. 34 head / 17 body up to 8 m (18 / 9 beyond 12 m) per pellet, 15 pellets; 1.1 shots/s, 5-round magazine, low wall penetration.Armadura Leve400 credits: absorbs 66% of the damage, up to 25.

Compra completa

  1. 1VandalHolds the site's long angles from far away: one headshot at any distance. 2,900 credits. 160 head / 40 body up to 50 m; 9.75 shots/s, 25-round magazine, medium wall penetration.
  2. 2Armadura Pesada1,000 credits: absorbs 66% of the damage, up to 50.

Alternativas

PhantomFor sites held up close. 2,900 credits. 156 head / 39 body up to 20 m (140 / 35 beyond 20 m); 11 shots/s, 30-round magazine, medium wall penetration, silenced.OperatorA sentinel who anchors a long site can hold it alone with the sniper. 4,700 credits. 255 head / 150 body up to 50 m; 0.6 shots/s, 5-round magazine, high wall penetration.JudgeTo hold the tight corners of a site on a half buy. 1,850 credits. 34 head / 17 body up to 10 m (14 / 7 beyond 15 m) per pellet, 12 pellets; 3.5 shots/s, 5-round magazine, low wall penetration.

Ordem de habilidades

Habilidade123
CC··
Q··Q
E·E·

Habilidades

  • CFio-armadilhaEQUIPE um fio-armadilha. DISPARE para instalar um fio-armadilha oculto e destrutível no local-alvo, criando uma linha entre o local e a parede oposta. Jogadores inimigos que passarem pelo fio sofrerão Lentidão e ficarão Revelados depois de um curto período se não destruírem o dispositivo a tempo. A habilidade pode ser recolhida e REPOSICIONADA.Buy it first in the round. Use it at the start of a push or a retake and call what it shows.
  • QJaula CibernéticaINSTANTANEAMENTE joga a jaula cibernética diante de Cypher. ATIVE para criar uma Zona que bloqueia a visão e reproduz um sinal de áudio quando inimigos passam por ela.Buy it third in the round. Cut the line of sight the enemy is holding right when your team moves.
  • ECâmera de VigilânciaEQUIPE uma Câmera de Vigilância. DISPARE para colocar a câmera no local-alvo. REPITA a habilidade para controlar a visão da câmera. Enquanto controla a câmera, DISPARE para lançar um dardo marcador. O dardo revelará a localização de qualquer jogador atingido. A câmera pode ser recuperada e REPOSICIONADA.Buy it second in the round. Use it at the start of a push or a retake and call what it shows.
  • XAssalto NeuralSupremaUse INSTANTANEAMENTE num jogador inimigo morto alvejado para baixar informações sobre a equipe dele. Depois de um breve intervalo, a localização de todos os jogadores inimigos ainda vivos será Revelada duas vezes.Ultimate (X): charged with ultimate points, not bought. Use it at the start of a push or a retake and call what it shows.

Estratégia

1C · Trapwire

EQUIP a trapwire. FIRE to place a destructible and covert trapwire at the targeted location, creating a line that spans between the placed location and the wall opposite. Enemy players who cross a trapwire will be Slowed and Revealed after a short period if they do not destroy the device in time. This ability can be picked up to be REDEPLOYED.

  • Use it at the start of a push or a retake and call what it shows.
  • Set it where the enemy walks without looking, and change the spot every few rounds.
  • Block a path to split the enemy or to plant and defuse safely.
  • Slow a push or a defuse: slow enemies are easy to hit.

2Q · Cyber Cage

INSTANTLY toss the cyber cage in front of Cypher. ACTIVATE to create a zone that blocks vision and plays an audio cue when enemies pass through it.

  • Cut the line of sight the enemy is holding right when your team moves.

3E · Spycam

EQUIP a spycam. FIRE to place the spycam at the targeted location. RE-USE this ability to take control of the camera's view. While in control of the camera, FIRE to shoot a marking dart. This dart will Reveal the location of any player struck by the dart. This ability can be picked up to be REDEPLOYED.

  • Use it at the start of a push or a retake and call what it shows.

4X · Neural Theft

INSTANTLY use on a targeted dead enemy to download information on their team. After a brief delay, the location of all living enemy players will be Revealed twice.

  • Use it at the start of a push or a retake and call what it shows.

Dicas

  • Change your set-up every few rounds: a predictable trap gets destroyed before it does anything.
  • Hide your traps in places the enemy does not look while clearing the site.

Confrontos

Combina bem com

  • Brings blind with Flashpoint (Q), which Cypher's kit does not have.

  • Brings healing with M-pulse (C), which Cypher's kit does not have.

  • Brings crowd control (concuss, detain) with Nova Pulse (Q), which Cypher's kit does not have.

Mudanças

  1. Guide created for patch 13.06.

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