Main
▾
Traits
Current



Best-in-Slot



Alt Build 1



Alt Build 2



Alt Build 3



Alt Build 4



Alt Build 5



Dash to a nearby location so quickly an untargetable echo lingers. The echo Attacks (
) as if it were Zeri, but deals 40/40/200% damage.
Echoes last 5/5/10 (
) seconds, and disappear when Zeri dies.
Echoes last 5/5/10 (
Current



Alt Build 1


Passive: Gain 30% more Armor and Magic Resist from all sources.
Active: Throw an EMP at the current target that explodes after 2 seconds. It deals 120/180/1800 (
) magic damage to enemies within 3 hexes and Stun them for 2/2/8 seconds.
Active: Throw an EMP at the current target that explodes after 2 seconds. It deals 120/180/1800 (
Current



Hurl two massive axes at the most enemies in a line, dealing 226/339/545 (
) physical damage before returning. Damage is reduced by 20% for each enemy hit.
Current



Deal 398/597/1945 (
) physical damage to enemies within 2 hexes and Burn, and Wound them for 5 seconds. Gain 300/400/3000 max Health.
First Cast: Enter frenzy mode where attacks strike twice, dealing 116/173/1485 (
) total physical damage and can dash to new targets.
Second Cast: Frenzy mode now strikes thrice, dealing 178/267/2970 (
) total physical damage. Cannot cast again.
Burn: Deal 1% of the target’s max Health as true damage every second
Wound: Reduce healing received by 33%
First Cast: Enter frenzy mode where attacks strike twice, dealing 116/173/1485 (
Second Cast: Frenzy mode now strikes thrice, dealing 178/267/2970 (
Burn: Deal 1% of the target’s max Health as true damage every second
Wound: Reduce healing received by 33%
When to Play
Cypher Opener
Artifacts
Strategy
Tips & Tricks
- Bastion Zeri is the easiest transition from Cypher cashouts. Try and gain as much Intel by lose-streaking before Stage 4 while killing units with Kog’Maw or Draven. Hold bastions and aim to cashout on 3-7 or 4-3.
- Hall of Mirrors on Sejuani is broken.
- Can choose to keep Cypher with Draven + Galio + Zed if you have solid cashout and items for Draven. This allows you to play higher quality units and cap out higher for win.
- Generally only angle toward this if you have a good Exotech item for Zeri.
Openers
Cypher





Strong Conditions
Items







Augments




Item Priority

Guinsoo’s Rageblade

Hextech Gunblade
Economy Strategy
- Level to 4 if you have upgrades and a good item to place on one of those upgrades.
- Level to 5, unless on 3 loss streak.
- Level to 6 if on 4+ win streak (scout to see if necessary in high elo) or can stay above 40g.
- Level to 6, unless you would go below 30g. If you have to stay level 5 due to low gold (rare), then level to 6 on 3-5.
- Level to 7 if you can stay above 30g, otherwise stay level 6.
- Level to 7.
- Level to 8. Roll for desired comp until stable. “Stable” changes depending on rank, items, augments, composition, and patch. Melee carries and tanks get the biggest spike for 2-stars. Usually stable involves 2-star tank or carry and some other supporting 2-stars. Try not to roll below 10g.
- If you are weak (e.g., have no 2-star 4-costs), consider rolling again to 10g here. If you are stable, save gold to go 9.
- If you are low HP and haven’t 2-starred your carry and tank, roll to 0g. If you have medium to high HP with an upgraded + itemized 4-cost unit and some other upgrades, save gold to go 9.
- If high HP, consider waiting until 5-5 to go level 9. If medium HP, consider going level 9 if you can roll 20g or wait until 5-5. If low HP and can afford to go 9, do so even if you have almost no gold to roll on 9. If you can’t afford to go 9 this game, roll every turn for upgrades.
- Level to 9 if possible. From this point onward, look to level to 9. Acknowledge games where level 9 is not possible and roll every turn on 8 to preserve placements.
- For max cap games, you can either roll on 9 or level to 10. If you are itemizing a 5-cost carry and it is 1-starred, roll on 9. If you have all your main itemized units upgraded, level to 10.