
Cyclops
Chasing mage with single-target ult. His ult throws a slow-tracking orb that locks onto a specific enemy — guaranteed hit if no purify.
Win Rate
51.2%
Pick Rate
0.7%
Ban Rate
0.3%
Pro Presence
0.0%
⚡TL;DR
- ▸Cyclops is a spam-cast poke mage who wins long fights.
- ▸Spikes at level 4 with ultimate, peaks at 2 core items.
- ▸Killer mistake: firing ultimate from too far — enemies walk out.
- ▸Win by chaining slows and stunning one target to death.
- ▸Squishy with no dash — assassins delete you.
🎯Identity
Cyclops exists to out-cast everyone: every hit shaves his cooldowns so he never stops throwing damage.
His passive turns skill hits into faster cooldowns, so pressure snowballs.
He locks one target with slow, then stun, then repeats until they die.
He is a sustained poke mage, not a one-shot burst mage.
⚙️How the kit actually works
Turns every skill hit into faster cooldowns — the engine of his spam.
Missing skills stalls the whole kit; landing them keeps abilities always ready.
Basic attacks between casts also feed the loop — most players forget this.
Long-range poke and slow to open every trade.
Two orbs mean two chances to hit and proc cooldown reduction.
The 2s slow sets up your ultimate and Planets Attack chase.
Orbiting damage plus a lock-on slow for chasing and peeling.
Planets auto-damage nearby enemies while orbiting — free passive procs.
Launch them as a homing slow to stick to fleeing or diving targets.
Global homing stun that traps one enemy hero for your combo.
The 2s stun buys the full time to land Stardust Shock and planets.
It stuns the FIRST hero hit — aim at their feet so they cannot walk out.
Slow with Stardust Shock first so the target cannot dodge your ultimate.
Ultimate stun freezes them while Skill 1 and orbiting planets stack damage.
Every landed hit shortens cooldowns, so the combo cycles back faster.
📈Power curve
Weak and mana-starved early, dangerous once ultimate and two items arrive.
No ultimate and 70-80 mana costs drain him fast.
Level 4 ultimate plus 2 core items enable full stun combos.
Sustained poke stays relevant but squishiness and no escape cap him.
🏆Win condition
Chain-slow one target and land your ultimate up close to lock the kill.
- 1Poke with Stardust Shock to apply slow and reduce cooldowns.
- 2Fire the ultimate at their feet, not their body, to guarantee the stun.
- 3Dump Skill 1 and Planets Attack during the stun, then repeat.
⚠️Common mistakes and the fix
🧭Decision rules
Basics also trigger cooldown reduction
They walk out of the sphere
Slow guarantees the stun connects
Free damage while they cannot move
Homing lock keeps them in range
You have no escape mechanism
Spam cooldowns grind down high HP