Main
▾
Traits
Current



Best-in-Slot



Alt Build 1



Alt Build 2



Alt Build 3



Alt Build 4



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 (
When to Play
Artifacts
Cypher Opener
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.
- 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.
Openers
Cypher





Strong Conditions
Items







Augments


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.
No comments found for this patch.