
Spycam Spycam is an Intel ability that Cypher has to equip before casting. Once equipped, his crosshair will be replaced with an indicator for placing a spycam. This will turn blue if it is placed on a viable position to be cast in, and will turn red for unviable positions. A viable position must be a wall with enough verticality and Cypher must be within a certain distance of the target location to cast the ability. Upon casting, the spycam will travel to the location and briefly deploy, turning invisible once this process is complete. The camera can be recalled but will go on a short cooldown before it can be redeployed.
Once deployed, Cypher can use the ability to take control of the camera, causing it to reveal itself. His body will remain still in a channeling position whilst using the camera, leaving himself vulnerable to enemy gunfire and utility. The camera provides vision of anything in front of it and can be rotated within the range of a hemisphere. Whenever re-used, the camera will always be looking the direction Cypher was previously looking in when he unequipped the ability. If Cypher's body takes damage whilst he is in control of Spycam, the ability will be unequipped.
Whilst using Spycam, Cypher can aim at enemy agents and fire to shoot marking darts at them. If a dart hits an enemy it will embed itself into them, periodically revealing their location with flashes of yellow outlines. To end this effect, the victim must channel for a few seconds to remove the dart.
Enemies can destroy the camera by dealing any damage to it with weapons or some damaging abilities. Enemies do not have to have sight of the camera for it to be destroyed by damage. Cypher will be alerted if his camera destroyed.
If Cypher is killed during the round, the spycam will deactivate and reveal its position.
Cyber Cage Cyber Cage is a Vision Blocker ability that Cypher instantly tosses forward on activation. This places a cyber cage as soon as it touches the ground, turning invisible. The cage remains indefinitely until Cypher activates it. Upon doing so, a white, hollow, open-ended cylinder will form at the cage's location. If an enemy passes through the cylinder's edges, it will play an audio cue.
The cylinder's open ends are aligned vertically and the cylinder's center is positioned at the location where the cage was activated. This means the cylinder's edges deploy both above and below ground. Whilst this effect won't be seen when deployed on completely solid, horizontal ground, this becomes applicable when the cage is activated near an area where the map's elevation changes and gets lower, be it a gradual slope or a steep vertical drop.

Trapwire Trapwire is primarily an Intel ability that Cypher has to equip before casting. Once equipped, his crosshair will be replaced with an indicator for placing a trapwire. This will turn blue if it is placed on a viable position to be cast in, and will turn red for unviable positions. A viable position must have two pieces of terrain opposite each other (this can be wall-to-wall or floor-to-roof). The distance between these locations cannot exceed a maximum distance and Cypher must be within a certain distance of the target location to cast the ability. Upon casting, the wire will travel to the location and briefly deploy, creating a trap that spans the distance between the two points, then turns invisible. The wire can be recalled.
Once deployed, the wire remains indefinitely. Enemies who approach it can detect its presence just before they get close enough to trigger it. It will appear red and the enemy will hear it humming. Enemies can destroy the wire by dealing any damage to it with weapons or some damaging abilities. Enemies do not have to have sight of the wire for it to be destroyed by damage. Cypher will be alerted if any of his wires are destroyed.
If the wire is triggered instead by enemies or some utility getting into closer proximity it reveals itself and starts to wind up, tethering the victim and permanently revealing them to Cypher's team for the duration. Whilst tethered, the victim is unable to move too far from the wire's location and they will be pulled back if they attempt to do so. The enemy team can destroy the wire to end these effects.
If the triggered wire is not destroyed when it completes its windup it will activate, dealing a small amount of damage to the entity that triggered it and stunning them.
If Cypher is killed during the round, any placed wires will deactivate and reveal their positions.