Cybersword

From Cyber Knights: Flashpoint Wiki

Cybersword Class[edit | edit source]

Named for the armaments they’re skilled at wielding, their blade is no simple slice of metal, but a high-tech weapon with capabilities that can only be fully utilized by these skilled combatants. A Cybersword with the right Talents can cleave through multiple Enemies, take down drones with EMP bursts, or block enemy fire.

Cyberswords are primarily Combat-focused as most of their Talents are concerned with dealing increased Damage, gaining additional Action Points, and reducing incoming Damage.

Many of their Talents are reliant on the IO Battery charges stored in their melee Weapons and have very few Talents that are usable without a melee Weapon equipped.

Talent List[edit | edit source]

Icon Name Charges Recharge Turns Action Point Cost Description
Slashslide 1 5 2 Charge up to 5m in a straight line, melee attacking any enemy within 3m to either side of that line, without generating Recoil or triggering Overwatch. Targets must be in line of sight to be targeted.
Shielded Rush 1 4 3 Engage Shielded Rush to become invulnerable to ALL Damage (up to 2 hits) including Overwatch reaction shots while moving up to 3 AP (Sprinting speed).
Lightfoot 1 4 3 Engage Lightfoot to make no sound while moving up to 3 AP (Sprinting speed) without generating Recoil. Does not avoid visual detection.
EMP 1 4 1 Discharge melee weapon EMP, all drones within 6m are damaged with 100 Pure Dmg and debuffed with -25% ALL Accuracy, -1 Action Point and -1 Move Points until end of next Turn.
Preempt 1 5 0 Until your next Turn, make up to 1 reaction attack against any enemy attempting to move or attack within up to 6m and inside your melee weapon's Overwatch Arc. Your Initiative for the next Turn is set at your current Initiative - 2.
Improved Power Slice 1 4 0 If Melee attack hits, unleash melee weapon's Power Slice Damage and if weapon has Power Slice Debuff, it lasts until end of next Turn.
Deflection Field 1 4 1 Discharge melee weapon to stabilize a 6m long energy barrier (blocks movement and attack but not sight) within 4m until end of next Turn.
Aegis 1 4 0 While carrying Melee weapon, buff yourself with Invulnerability to ALL Damage (up to 2 hits) until end of next Turn.
Adaptive Restruct 1 4 1 Immediately Patch 1 Armor and gain Shred-Immune Armor until end of next Turn. Requires a Melee weapon.
Choppa 1 4 0 When a Melee attack kills a target, gain +2 Action Points for remainder of the Turn. At max, activates once per Turn.
Power Cycle 1 4 0 When a Melee attack kills a drone, immediately recover 1 melee weapon Ion Batt Ammo and gain +10% Crit Chance for remainder of the Turn.
Arc Field 1 5 0 When using a melee weapon Ion Batt Ammo, gain Invulnerability to ALL Damage (up to 1 hit) and +10% Evasion for remainder of the Turn.
Sure Parry 1 5 0 When attacked by a melee weapon, immediately block the attack and gain +10% Melee Accuracy and +10% of Kinetic as extra Pure Dmg for remainder of the Turn.
File:Talent cybersword whisper.png Whisperkill 1 5 0 When a Melee attack kills an Unaware or Suspicious target, gain +2 Move Points for remainder of the Turn. At max, activates once per Turn.


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