Cyborg Race
The Cyborg Race is an uncommon tier race based on the abilities used by Franky. Cyborg abilities blend mechanical enhancements with raw firepower, granting the player access to flamethrowers, detachable limb weapons, compressed air cannons, and energy beam technology. This page lists all of the abilities associated with the Cyborg Race.
Requirements
This race is unlocked once you reach the max level for at least one common tier race. Some abilities may have specific requirements or situations they can be used in listed below.
Level 0: Fresh Fire
Fresh Fire is the first automatically unlocked ability for the Cyborg Race. The player vents fuel from their internal systems and ignites it, projecting a continuous stream of fire forward in a cone. The flame deals instant damage on contact and also applies a lingering fire DoT that ticks once per second for 5 seconds. The fire DoT cannot stack so if the target is already burning, a new application refreshes the duration rather than adding a second instance. The flame cone hits all enemies within its area simultaneously.
| Level | Instant Damage | Fire DoT (per tick) | DoT Duration | Cooldown | Range |
|---|---|---|---|---|---|
| 1 | 20 | 2 | 5 Seconds | 40 Seconds | 10 Blocks |
| 2 | 22 | 2 | 5 Seconds | 39 Seconds | 11 Blocks |
| 3 | 26 | 3 | 5 Seconds | 37 Seconds | 13 Blocks |
| 4 | 32 | 3 | 5 Seconds | 34 Seconds | 16 Blocks |
| 5 | 40 | 4 | 5 Seconds | 30 Seconds | 20 Blocks |
Level 0: Hoshi Shield
Hoshi Shield is the second automatically unlocked ability for the Cyborg Race. The player deploys a star-shaped mechanical shield from their body, entering a defensive stance that reduces all incoming damage by the listed percentage. While Hoshi Shield is active the player cannot use any other abilities and their movement speed is reduced by the listed amount. The stance can be manually deactivated early by the player. Cooldown begins when the stance ends, whether by expiry or manual deactivation.
| Level | Damage Reduction | Speed Reduction | Time Active | Cooldown |
|---|---|---|---|---|
| 1 | 40% | 60% | 10 Seconds | 60 Seconds |
| 2 | 41% | 59% | 11 Seconds | 59 Seconds |
| 3 | 43% | 57% | 13 Seconds | 57 Seconds |
| 4 | 46% | 54% | 16 Seconds | 54 Seconds |
| 5 | 50% | 50% | 20 Seconds | 50 Seconds |
Level 2: Coup de Boo
Coup de Boo is unlocked at Cyborg Level 2. The player fires their internal rocket boosters, launching themselves at high speed in the direction they are currently aiming. The dash travels in a straight line and cannot be redirected mid-use. Unlike a standard dash, Coup de Boo propels the player with a burst of exhaust that leaves a brief trail of smoke behind, though the trail is cosmetic only. The ability can be used in any direction including diagonally and while airborne. It does not deal contact damage.
| Level | Cooldown | Dash Distance |
|---|---|---|
| 1 | 30 Seconds | 10 Blocks |
| 2 | 29 Seconds | 11 Blocks |
| 3 | 27 Seconds | 13 Blocks |
| 4 | 24 Seconds | 16 Blocks |
| 5 | 20 Seconds | 20 Blocks |
Level 4: Strong Right
Strong Right is unlocked at Cyborg Level 4. The player detaches and launches their mechanical forearm forward on an extending chain, delivering a heavy punch at range. The fist travels in a straight line and deals damage on impact with the first enemy it contacts. After striking, the arm is retracted automatically. If the fist misses all targets within its maximum range, it retracts without dealing damage and the cooldown still triggers. The ability cannot be used while the arm is in mid-flight.
| Level | Damage | Cooldown | Range |
|---|---|---|---|
| 1 | 20 | 30 Seconds | 10 Blocks |
| 2 | 22 | 29 Seconds | 11 Blocks |
| 3 | 26 | 27 Seconds | 13 Blocks |
| 4 | 32 | 24 Seconds | 16 Blocks |
| 5 | 40 | 20 Seconds | 20 Blocks |
Level 6: Coup de Vent
Coup de Vent is unlocked at Cyborg Level 6. The player opens the large air cannon built into their chest and charges a massive burst of compressed air before firing it forward as a powerful projectile blast. The charge cannot be cancelled once started. Releasing before the charge is complete fires a weaker version dealing 50% damage. At full charge, the projectile deals full listed damage and applies a significant knockback to the target, pushing them away from the player. The projectile dissipates after hitting the first enemy in its path.
| Level | Damage | Charge Time | Cooldown | Range |
|---|---|---|---|---|
| 1 | 30 | 7 Seconds | 40 Seconds | 10 Blocks |
| 2 | 33 | 6 Seconds | 39 Seconds | 11 Blocks |
| 3 | 39 | 5 Seconds | 37 Seconds | 13 Blocks |
| 4 | 48 | 4 Seconds | 34 Seconds | 16 Blocks |
| 5 | 60 | 3 Seconds | 30 Seconds | 20 Blocks |
Level 8: Radical Beam
Radical Beam is unlocked at Cyborg Level 8. The player charges energy into the laser cannon integrated into their body before firing a concentrated beam of energy at high velocity. The charge cannot be cancelled once started. The beam travels in a straight line at extreme speed and deals full listed damage to the first enemy it contacts. Unlike Coup de Vent, Radical Beam does not apply knockback but deals its damage more precisely and at a faster projectile speed.
| Level | Damage | Charge Time | Cooldown | Range |
|---|---|---|---|---|
| 1 | 30 | 7 Seconds | 30 Seconds | 10 Blocks |
| 2 | 33 | 6 Seconds | 29 Seconds | 11 Blocks |
| 3 | 39 | 5 Seconds | 27 Seconds | 13 Blocks |
| 4 | 48 | 4 Seconds | 24 Seconds | 16 Blocks |
| 5 | 60 | 3 Seconds | 20 Seconds | 20 Blocks |
Level 10: General Cannon
General Cannon is unlocked at Cyborg Level 10. The player charges a massive energy payload before firing an enormous cannon blast forward. The projectile travels in a straight line and deals direct damage to the first enemy it strikes. Upon impact it detonates into a shockwave that radiates outward, dealing the same listed damage to all enemies within the shockwave radius. Enemies caught only in the shockwave, not the direct hit, still receive full damage. The charge cannot be cancelled once started.
| Level | Damage | Charge Time | Cooldown | Shockwave Radius |
|---|---|---|---|---|
| 1 | 40 | 7 Seconds | 40 Seconds | 5 Blocks |
| 2 | 44 | 6 Seconds | 39 Seconds | 5 Blocks |
| 3 | 52 | 5 Seconds | 37 Seconds | 6 Blocks |
| 4 | 64 | 4 Seconds | 34 Seconds | 7 Blocks |
| 5 | 80 | 3 Seconds | 30 Seconds | 7 Blocks |