Cynestra is a Green-red unit. It's a high powered, breach vulnerable attacker.
Panel[ | ]
Strategy[ | ]
Cynestra is one of the most cost-efficient attacking units in the game, providing with only 1 build time for just 12. This is like buying 3 Gauss Cannons where the first two cost 12, but the third only costs . However, Cynestra has some drawbacks. For one thing, it's big, so it can't be bought in small increments like a Tarsier can. Another is that since it costs so much but only one , you might have trouble spending the second on a turn where you buy Cynestra. Finally, the cost means that to buy one each turn requires three Conduits, and it will probably be hard to find a use for that much green once you can't buy Cynestras anymore. Therefore it is often advisable to open with a single Conduit and let the green store for a while in order to produce a Cynestra or two without committing to more green than you want.
In high-economy games, the cost-related drawbacks of Cynestra are mitigated, allowing its raw efficiency to truly shine. High-economy games are therefore Cynestra's ideal arena. In low-economy games, on the other hand, it tends to be very difficult to get more than one Cynestra, and even the first one might cause you to waste both and . Some units that help Cynestra get played in low-economy games are Flame Animus or Mobile Animus (since these get you the single you need without committing you to a second).
While Cynestra's low health makes it fairly vulnerable in the event of a breach, it is less so than other -based units such as Lucina Spinos and Shadowfangs.
Openings[ | ]
Player 1 has an opening from Fast Conduit. It commits to the line though.
- DD
- DC
- DA
- TT (TR vs Attack)
- Cynestra
Doomed Drone allows double econ gain on turns 2 and 3, and two more econ next.
Player 2 has a Turn 5 opening. It is better with granular cost units like Perforator or Doomed Drone.
- DD
- DDC
- DA
- TTDD (TTD for Tarsier next turn)
- Cynestra
Player 2 may also get it in turn 4, less convenient but good with green support.
- DD
- DDC
- CA
- Cynestra
Player 2 Rush (1 gold short)
- DD
- CA
- TT
- TT
- Cynestra
Enabled with Econ or Red support.
There's also a slow line for doubles for Player 1. It can work vs a passive opponent, having a Green sink such as Barrier.
- DD
- DD
- DCC
- DDA
- Cynestra
- Cynestra
Player 1 on a set with Centurion.
- DD
- DDE
- DDD
- DDDC
- DDDA
- TTDDDC
- Cynestra +RDE
- Cynestra +BB
Player 2 delayed line.
- DD
- DDE
- DDDC
- DDDB
- CAW (Enemy destroys your Soak with a T5 Rush)
- Cynestra +W (Hold a Drone against 6 Attack)
- Cynestra +W
Gets to 6 Attack quickly, opponent can't defend for long.
Player 2 has a Turn 4 Rush with Doomed Drone (1).
- DD
- DC1
- CA1
- Cynestra
- TT11 (TR1 if attacked)
- Cynestra (2 gold left)
Player 2 Fast Econ:
- DE1
- DDD
- DC11
- CA111
- Cynestra +R
Player 2 Fast Econ Defensive:
- DE1
- DDD
- DDC1 (C111 for econ tempo)
- BA11
- TTW11
- Cynestra +W
Not as efficient as setting a focused Attack, but hardly it could be pressured.
Player 1 has a Turn 4 Rush with Vivid Drone (1).
- C1
- DD
- A1
- Cynestra
- TT1
Player 2 may go doubles on Turn 4 with Doomed Drone (1), if opponent did not attack.
- DD
- CC1
- A11
- Cynestra
- Cynestra
If the Opponent set up for high Econ, this line may be executed to larger extent (TT11, Cynestra, Cynestra. Exactly enough Gold) Support to consume Red helps this.
Player 1 Vivid Drone (1) and Auric Impulse (0)
- C1
- D0
- A00
- Cynestra +T
- TT
Quick, efficient rush. Benefits from Perforator or Ossified Drone.
Player 1 Vivid Drone (1) and Galvani Drone (0)
- C1
- A0
- T0
- Cynestra
Efficient rush.
Player 1 Vivid Drone (1) and Doomed Drone (0)
- EE1
- D01
- C001
- AD00
- TTB1
- Cynestra +W
Econ rush.
Higher econ Cynestra for Player 2 (Doomed Wall: 2).
This allows a Cynestra, Doomed Wall and TE every turn, though it needs added Conduits to do so.
Player 2 Doomed Drone (1) rush in set with strong Defense and a Green sink.
- DE1
- DDD
- DDEE1
- DDDDD
- DDCC111
- CCA11111
- Cynestra x2 (5 left)
Player 1 Thorium Dynamo (1)
- DD
- D1
- DD
- DCA
- TTCD click 1
- Cynestra +R
Slow but efficient.
Player 1 Thorium Dynamo (1) rush
- DD
- D1
- A
- TCD
- Cynestra
Fast and efficient.
Player 2 Thorium Dynamo rush (1)
- DD
- C1
- A
- Cynestra
- TRE
- TRF...
Gains some efficient pressure.
Player 2 Thorium Dynamo (1) and Doomed Drone (0) rush.
- 01
- 1
- A
- Cynestra
- TT0
- Cynestra
A quick 3-unit combo.
Player 2 Thorium Dynamo (1) and Mobile Animus (2) rush.
- DD
- C1
- D2
- Cynestra
- RDEE
- Cynestra
- Cynestra (click 2)
Allows 3 Cynestra quickly, defends.
Player 1 line with Thorium Dynamo (1) and Auric Impulse (0).
- DD
- D1
- DD
- CD1
- A00
- 2x Cynestra
- Cynestra +T
For a high econ set with sustainable Soak.
Player 2 line with Thorium Dynamo (1) and Auric Impulse (0).
- DD
- 11
- D
- A01
- TT00
- 2x Cynestra
Might be ok for an otherwise very defensive set.
Player 2 Thorium Dynamo (1) and Galvani Drone (0).
- 01
- A
- TT0
- TTE
- Cynestra (1R left)
Strong back-up attack.
Player 2 Thorium Dynamo (1) and Feral Warden (2)
- DD
- 11
- D
- DDA (Likely DEA. Floats 2)
- Cynestra +2 (Defends against 4)
Player 1 Turn 4 Rush with Vivid Drone (1) and Mobile Animus (2).
- C1
- 12
- T1 (Float 3GG)
- Cynestra
- TD click 1
Floats a lot but has 4 Attack by Turn 4, no Drones. A simple RR rush can exploit this.
Player 2 rush with Vivid Drone (1)
- EE1
- CD1
- A11
- TTD
- Cynestra (2R left)
With Vivid and Galvani Drone (0)
- C1
- A00
- TT (Float 3)
- Cynestra
Player 2 Doomed Drone (1) and Electrovore (2) rush.
- E11
- C111
- A111
- R112
- Cynestra +2
- RTD
Player 2 Auric Impulse (1)
- 11
- CA11
- TT11
- TR11
- Cynestra +T
Efficient rush with fast ramp.
Player 1 Mobile Animus (1) and Auric Impulse (0) heavy rush.
- D0
- CC0
- 001
- Cynestra +0
- Cynestra
- 00 (May spend up to 3R for next Cynestra, but none for a double)
- Cynestra +0
- Cynestra
One of the strongest rushes. Needs little extra support. Faster version for Rush set:
- 00
- C001
- CT00
- Cynestra +click 1
Gains 5 Attack with immediate Absorb ability.
Player 2 counter Rush:
- CD
- 01
- TE00
- Cynestra +E click 1
- BFE...
Player 2 Gaussite Symbiote (1) and Auric Impulse (0)
- 00
- CA00
- 001
- Cynestra +T
Fast rush, combo into Burst attack.
Player 1 Flame Animus (1) and Urban Sentry (2) line
- DD
- DB
- D1
- CCD (Wastes B)
- R2
- Cynestra (Wastes B)
Gains strong Attack and Defense.
Player 2 Flame Animus (1) and Urban Sentry (2) rush
- DC
- DB
- D1
- DD2
- Cynestra (Waste B)
Gains the first strong Attack and Defense.
Player 2 Mobile Animus (1) and Mahar Rectifier (2) line.
- DD
- DDC
- DC1
- Cynestra
- 2
- 2 click 1
- 2
Player 2 Fission Turret (1) rush.
- DC
- D1
- DA
- TT
- Cynestra
Player 1 Chrono Filter (1) and Synthesizer (2) rush.
- DD
- D1
- T2
- (Float 9GG)
- Cynestra +W
Requires either Green or Blue synergy.
Player 2 Chrono Filter (1) and Synthesizer (2) rush.
- DD
- DD1
- T2
- DD (Float 6GG)
- Cynestra +W (2G left)
Needs some of either Green or Blue synergy.
Player 2 Ferritin Sac (1) and Synthetizer (2) slow line.
- DD
- DA
- TDD1
- TDD1
- DC112
- Cynestra +W
Needs some sink for Green.
Player 1 Ferritin Sac (1) rush.
- DD
- DC
- DA
- TDD1
- Cynestra
- TTW
Player 1 Blood Phage (1) line.
- DD
- A
- T1
- CT (Wastes R)
- CT click 1
- Cynestra click 1
Early attack rush, use if opponent would try Econ or Defence instead of immediate Pressure.
Player 1 Perforator (1) rush.
- DD
- A
- 11C
- C (Float 4)
- Cynestra
- RD
Needs some Econ or Defense for Green. Attack type combos help to threaten instead.
Player 1 Ossified Drone (1) rush
- DD
- A
- CT1
- TD click 1
- TD click 1
- Cynestra
Rush with great defense.
Player 1 Xaetron
- DD
- DD
- DCC
- DDC
- Xaetron +D
- DDA
- Cynestra +RF, etc
The Xaetron provides a huge defense.
Player 1 Xaetron and Mobile Animus (1)
- DD
- DD
- DCC
- DDC
- Xaetron +1
- Cynestra
- Cynestra
- Cynestra
The Xaetron provides defense for 3 quick Cynestra.
Player 2 Xaetron and Mobile Animus (1)
- DD
- DDC
- DC1
- Cynestra
- TC
- Xaetron +R
- Cynestra
- Cynestra
Puts the Pressure first, may Absorb normally, then enables some Cynestra.
Player 2 Xaetron and Doomed Drone (1)
- DE1
- DDD
- CC11
- CA11
- Xaetron +T
- Cynestra +T
- Cynestra +1
- Cynestra
Has strong Defense and Econ, enabling some rapid Cynestra.
Player 2 double with Thorium Dynamo (1)
- DD
- 11
- D
- ADD
- Cynestra (6GR left)
- Cynestra +R
If the opponent didn't rush, this line is great.
Player 1 Mobile Animus (1) float rush
- DD
- CC
- 1
- Cynestra
- T
- Cynestra
Requires some Green value sink.
Player 2 Mobile Animus (1) float rush
- DC
- D1
- TD (Float 3GG)
- Cynestra
- RC
- Cynestra
Requires some Green value sink.
Player 2 Mobile Animus (1) and Doomed Drone (0) all in.
- DD
- CC0
- DD1 (001 if rushed)
- Cynestra
- Cynestra
- RE11 (Can defend for 4)
- Cynestra
- Cynestra
Opponent should not go Econ in the set.
Player 1 Auric Impulse (1)
- 11
- CA1
- TT1
- T11
- Cynestra (2 left)
A rush with 6GGRR econ.
Player 1 Centrifuge (1) and Xeno Guardian (2)
- DD
- D1
- DC
- DD (Float 6)
- Cynestra +T2
Priority in Attack and Defense, no Tech wasted.
Wild Drone (1) Player 2 openings.
Low Econ:
- DE1
- DD1
- AC
- TTC
- Cynestra
High Econ:
- DE1
- DD1
- DC11
- D11A
- TT111E
- Cynestra +R
Higher Econ:
- DE1
- 111E
- D111
- D111C
- DDCA
- Cynestra +RE
Player 1 Wild Drone (1) rush.
- DD
- C11
- A1
- TT
- Cynestra
Efficient and has priority.
Player 1 Centrifuge (1).
- 1
- DD
- CD
- Cynestra (2BBR left)
Requires having Pixie or Auric Impulse.
Change log[ | ]
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