Interactions involving Cypher, from either side — what their abilities do to other agents’ utility, and what other agents can do to theirs.
KAY/O ZERO/point suppresses Cypher Trapwire
The knife suppresses agents in its radius, and suppression also disables deployed utility belonging to them for the duration — trips in range stop functioning rather than being destroyed.
Raze Blast Pack destroys Cypher Trapwire
A satchel's explosion breaks trips in range. Cheaper than walking into one, and it clears the entrance without announcing exactly where you are the way triggering the trip does.
Cypher Trapwire reveals Yoru Dimensional Drift
This is the question people search most and the answer is counterintuitive: a Yoru in his ultimate is intangible and does not trigger trips. Cypher's trips catch his CLONE, which is a separate ability and does set them off.
Jett Tailwind passes through Cypher Trapwire
Dashing does not avoid trips — the wire triggers on contact regardless of speed. The common belief that a dash beats a trip is simply false.
KAY/O FRAG/ment destroys Cypher Trapwire
The molly's repeated damage pulses break trips caught in its area. Slower than shooting the wire, but it clears without exposing you to the angle the trip is watching.
Yoru Gatecrash passes through Cypher Trapwire
Teleport arrival does not touch the wire mid-room the way a walking body does — Yoru can appear PAST a trip line without triggering it if the tether sits beyond the wire. The trap catches travel, not arrival.
Neon High Gear reveals Cypher Trapwire
Sprinting and sliding still trigger trips on contact — the same speed-does-not-matter rule as Jett's dash. No movement ability in the game passes through a wire.