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Cypher
Sentinel

Cypher

The Moroccan information broker, Cypher is a one-man surveillance network who keeps tabs on the enemy's every move. No secret is safe. No maneuver goes unseen. Cypher is always watching.

Abilities

C

Trapwire

EQUIP a trapwire. FIRE to place a destructible and covert trapwire at the targeted location, creating a line that spans between the placed location and the wall opposite. Enemy players who cross a trapwire will be Slowed and Revealed after a short period if they do not destroy the device in time. This ability can be picked up to be REDEPLOYED.

Bought with credits at the start of a round, and lost when you die.

Q

Cyber Cage

INSTANTLY toss the cyber cage in front of Cypher. ACTIVATE to create a zone that blocks vision and plays an audio cue when enemies pass through it.

Bought with credits at the start of a round, and lost when you die.

E

Spycam

EQUIP a spycam. FIRE to place the spycam at the targeted location. RE-USE this ability to take control of the camera's view. While in control of the camera, FIRE to shoot a marking dart. This dart will Reveal the location of any player struck by the dart. This ability can be picked up to be REDEPLOYED.

The signature ability — free every round, and on some agents it recharges through play rather than being bought.

X

Neural Theft

INSTANTLY use on a targeted dead enemy to download information on their team. After a brief delay, the location of all living enemy players will be Revealed twice.

Charged by ultimate orbs, kills, deaths and planting or defusing the spike.

What a Sentinel does

Sentinels hold ground. Their kits watch flanks, lock down a site and buy the time the rest of the team needs to rotate.

Sentinels are defensive experts who can lock down areas and watch flanks, both on attacker and defender rounds.

How Cypher’s kit is bought

Two of Cypher’s abilities are bought with credits each round and lost on death. Spycam is the signature ability, so it’s free every round. Neural Theft is the ultimate and can’t be bought at all — it charges through play.

Cypher FAQ

What role is Cypher in VALORANT?

Cypher is a Sentinel. Sentinels hold ground. Their kits watch flanks, lock down a site and buy the time the rest of the team needs to rotate.

What is Cypher's ultimate?

Cypher's ultimate is Neural Theft, bound to X. INSTANTLY use on a targeted dead enemy to download information on their team. After a brief delay, the location of all living enemy players will be Revealed twice. Like every ultimate it charges from orbs, kills, deaths and spike plants or defuses rather than being bought.

What is Cypher's signature ability?

Spycam, bound to E. EQUIP a spycam. FIRE to place the spycam at the targeted location. RE-USE this ability to take control of the camera's view. While in control of the camera, FIRE to shoot a marking dart. This dart will Reveal the location of any player struck by the dart. This ability can be picked up to be REDEPLOYED.

How many abilities does Cypher have?

Cypher has 4 abilities in total: Trapwire, Cyber Cage, Spycam, Neural Theft.

Behind the scenes

Development codename
Gumshoe
Role
Sentinel
Abilities
4
Gameplay tags
Detection, Defensive Lockdown

Riot builds each agent under an internal codename before the character exists — Cypher was developed as “Gumshoe”. The codenames survive in the game files long after release.

Playing Cypher

Cypher has 4 usable abilities per round. Two are bought with credits and lost on death, which means an eco round genuinely changes what Cypher can do — not just what gun you hold.

The habit that separates good sentinels from bad ones is spending abilities rather than saving them. They don’t carry over between rounds, so an unused ability at the end of a round is credits you set on fire.

Set up a crosshair before you queue →

Other Sentinels