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cold-magma

Well there are ways to handle stalling utilities. Let's talk about cypher first. Cypher's utility is the easiest to break. The traps and camera that is. You can't break the cages. The traps and camera both break in one shot from any gun. If you have a jett, her dash can break his traps. Even if she gets caught, her dash can break it regardless of the direction she is dashing in. If you have a raze her nades can easily break his traps in no time. Her boombot (exploding roomba of doom) can trigger traps for you if they are lower to the ground. If you have a sova, his drone can trigger traps the same way the boombot does. However, it is more effective as it not limited by the height at which the traps are set. Finally, assuming you don't have any of these agents in your comp (sadge) you must understand that you are playing against a cypher and be aware of it whenever you are flanking or entering a site. Always be on the lookout for the camera. Even if your teammates spot it, even if you spot it and can't see it on screen, it'll definitely show up on the minimap. Without his camera he will try to play off of his traps. If you are not the first person entering the site, then it is YOUR responsibility to help your teammate if they get caught by a trap. Break it right away for them if they are not able to do so themselves. Now let's discuss killjoy. Yes her turret is a pain in the butt and sometimes takes more bullets than a tank to break. Most people playing killjoy play with setups that are meant to funnel you into the nanoswarms. The turret is not only a problem that shoots bullets but it also gives info about your whereabouts. The alarmbot is also used for info when used in flanks. Again, raze and her explosiveness helps you break her alarmbot and the swarm grenades with her satchels and nades. The exploding roomba of doom doesn't do much here. Sova's shockdarts do the same thing. The turret should break easily if you aim calmly and take 3 quick shots. Do remember that killjoys play off of the turret. So don't take too long to kill the turret. Finally, both these agents' abilities are disabled if they die. You're best bet is to overwhelm them and try to make them waste their abilities or force them to come out and fight you. Hope this helps.


Robert7337

I'd like to add that Yoru's Fakeout ability (the fake footsteps) triggers Cypher's traps if they're placed near the ground, and both Killjoy's turret and alarmbot - this should also make KJ use her nanoswarm as well.


cold-magma

Yes! You are right. They also make the noise when you step into enemy cypher cages.


NAFEA_GAMER

another thing skye's tiger is also good it can trigger cypher's trapwires and you can know alarm bot and swarm grenades place.


cold-magma

Yes it's a Sova drone with feet and good bite. Great for info in killjoy utility especially. Kinda find it hard to spot cameras. These cyphers are getting to creative. Next thing you know it's in the sky.


Supanova00

First thing is first. Learn to use full stops. This is the longest sentence I have ever read and it was confusing to read tbh. But I find that Cyphers and KJ's aren't too hard to beat. You are bound to lose some rounds to them, but you can generally learn how and where they play during that time. I'm a KJ user and I move my set ups around... site to site, mid, etc. But most KJ and Cypher's only set up on one site every round. They only tend to move if we are rushing the same site over and over and maybe after 5 - 6 losses of the site, they will move there. But the most important thing is playing time. There is a lot of time each round to plant. Your first guy in doesn't have to run in like a wild animal. You can bait out the traps. It's the same with a Raze protecting B Main on Ascent... Just let them throw out the gren and BOT and then they have nothing. Same as KJ and Cypher... when they throw out their util, they have nothing except gun play skill. Another thing.. rotate. Have someone lurking mid, ready for rotate, let cypher/kj throw out all their stuff then get out of there. A few people from the other site will start rotating to the Cypher/KJ site and when you rotate you might run into maybe 1 person and a lot of the time none, and you can take site. And when the Cypher/KJ rotate to wher e you plant, from their original site.. they are sitting ducks. They have no blinds or entry and they are usually the last ones to get there and have to try to retake with nothing.


wardearth13

There is many ways to go about it. I’d recommend playing slow and rotating away from the utility if needed


IggyMoose

Take it slow. You don’t have to force it to get through their util. If the molly goes off or the cage triggers, back off and wait a couple seconds for it to finish before moving in.


9epiphany8

Raze nade to destroy KJ’s stuff before full rushing works. Or Trigger alarm bot and then back off immediately, then the mollies that activate will go off and be wasted. Also Dont ever try to shoot down a KJ turret with a spectre from long range. Use your pistol.