





NEUTRALIZE THREAT
ActiveDeals [275/300/350/425/550]% damage to 2 random enemies and removes all buffs from them. If an enemy has higher HP than Cyborg, he deals an additional [75/100/125/175/250]% damage. This attack ignores Armor.
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Mode Rankings
Neutralize Threat only hits 2 random targets, offering no sustained single-target DPS against a boss. The buff removal is irrelevant since mech bosses rarely buff themselves, and the bonus damage condition (enemy has more HP) is trivially met but still insufficient output.
Built Up requires Cyborg to be CC'd to gain damage bonuses, which is an unreliable and self-destructive scaling path. Cybernetic Infusion's Energy and Crit on enemy death never triggers in a single-boss fight. He has no team buffs, no sustain, and no meaningful boss damage.
Neutralize Threat's buff strip on 2 targets has niche value against buff-heavy team compositions, and the Armor-ignore ensures consistent damage. However, 550% to only 2 targets is underwhelming for a Finisher in team PvP.
Built Up's CC-reactive damage bonuses are a double-edged sword — he needs to be Stunned, Frozen, or Petrified to gain power, meaning he is offline while accumulating stacks. Cybernetic Infusion's Energy refund on kills is strong in theory but requires him to secure kills he often cannot. Lacks team utility and survivability.
Buff removal from Neutralize Threat can strip shields and stat boosts from enemy carries, and Armor-ignore ensures the damage lands. The +250% bonus against higher-HP targets lets him punch up against tanks. Speed 1266 is decent for early action.
However, Built Up's requirement to be CC'd before gaining damage makes his ramp unreliable and costly. Control Resist 50% means he resists half the CC he needs to trigger his own passive. Bleed and Poison immunity are narrow. He lacks burst ceiling, CC, and survivability compared to top PvP Finishers.
Cybernetic Infusion shines in Hard Mode's minion waves — each enemy death grants 120 Energy and 75% Crit Chance, allowing Cyborg to chain Neutralize Threat repeatedly during wave phases. The buff strip removes dangerous minion buffs, and Armor-ignore bypasses armored targets.
Built Up can trigger naturally against CC-heavy Hard Mode encounters, granting substantial damage boosts. However, Neutralize Threat only hits 2 targets, limiting his wave clear speed. He functions as a cleanup Finisher rather than a primary AoE carry, which keeps him below the top Hard Mode picks.
Cybernetic Infusion's Energy refund on kills theoretically chains well across Sewer waves, but Cyborg lacks the AoE to efficiently clear waves and trigger those kills in the first place. Neutralize Threat's 2-target limit is a significant bottleneck for wave-based content.
He has no self-healing, no team buffs, and no faction synergies that benefit Sewer attrition. Built Up's CC-reactive bonuses are unreliable and require him to take hits while disabled. Bleed and Poison immunity is useful but insufficient to make up for his lack of sustain and utility.
Neutralize Threat's buff removal and Armor-ignore have situational value in campaign stages with heavily buffed enemies, and the +250% bonus against higher-HP targets helps against tanky PvE units. Cybernetic Infusion provides Energy refunds on kills for skill chaining.
However, hitting only 2 targets per skill severely limits his wave clear in a mode that demands AoE. He has no self-sustain, no team healing, and no scaling mechanics for multi-stage survival. Built Up's CC-reactive design is too unreliable for consistent PvE progression. Outclassed by nearly every dedicated campaign carry.


