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  • Infinite Crisis has shut down.

    With its departure, Dawnbase will be going into permanent read-only mode and will remain as both an archive of information about Infinite Crisis, and a reminder of the times we all had with the game.

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    Infinite Crisis builds for Cyborg

    Cyborg Goes OP

    A Cyborg guide by Qel-Droma
    Last updated: May 25th, 2015
    Link to guide: www.dawnbase.com/guides/2667-Cyborg-Cyborg-Goes-OP
    3,097 0


    Ability levelling order
    01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19
    Starter items
    Core items
    Offensive items
    Defensive items
    Stolen Powers
    My personal preference with Cyborg, is to max out his attack speed. Hence my four core items are attack speed.

    My starter artifacts are the mandatory Modular Health Vial (3) and Nil Weapon. I like to get third tier Health Vial because the extra health is handy to have and it'll save you a lot of time having to go back to your Power Core to heal. I also use Nil Weapon because as a Marskman you'll be killing many drones, so the extra health will be a handy investment.

    Usually I start out with Zeiss Goggles (3) early game. I don't max it yet, mainly because I like the other features of the abilities so I purchase them earlier.
    Secondly I like Huntress' Crossbow (3). The +40 attack damage is key early game, and the third tier buffs your basic attack which is optimal for Cyborg, as his basic attack is his main focus.
    Thirdly, I get Velocity 9 Implants (4). This one I find key, I absolutely love this artifact. Every basic attack slows the enemy, so when you have the upper hand in a battle and they decide to run away, they have no chance. Combining this with Cascade usually means you'll be able to chase down any target (when in combat).
    Lastly, Shade's Cane (3). This fourth core ability completes the pack. It has OP damage, stacking it up to +63 attack damage, and gaining more attack speed.

    For my Offensive abilities, it's variant on the state of the game. I prefer to purchase these two abilities at a later stage of the game. If the opposition have a lot of attack armour, I recommend Atomic Axe (2). The attack penetration will by ideal to get you through the thick of their armour.
    However, if you're completely obliterating and the enemy is weak, go for Joe Chill's Revolver (3). The extra crit and attack damage is so OP, especially at the rate you're firing, the chances of you hitting critical will be high.

    As well as the offensive abilities, the defensive abilities are variant on the game style. If the opposition is ploughing through you, by all means purchase some health.
    If the opposition have a lot of power, purchase the Kryptonian War Armor.
    If the opposition have a lot of attack damage, puchase the Booster Gold's Power Suit.
    If you keep dying, and need that extra buff, I like Ra's Al Ghul's Robe. This is so beneficial if you're fighting within radius of your team mates, as the extra health after death will throw off attacking your team mates, and you still have the chance of reviving.

    First I level Tracer Shot to max.

    Work In Progress - Bare With Team!
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