Cybran 1v1 Guide

From FA Forever Wiki
Revision as of 10:24, 27 September 2015 by Exotic Retard (talk | contribs)
Jump to navigation Jump to search

This page is intended to help you learn how to play Cybran in 1v1s. It is long, so it may be more useful to check specific sections that you are curious about and/or reading the Summary sections only, instead of reading it all at once. A lot of the content in this guide also applies to team games, where you can also mix your units with other factions' tech to create really interesting, hard to beat combinations.

Cybran is the most common faction among the top 100 1v1 ladder players due to it being strong in most situations, particularly inside the first 30 minutes when the vast majority of high level 1v1s are decided. There are very few stages of the game where Cybran is uncounterably strong, but aside from certain amphibious maps you should be very competitive in nearly all situations. As a general rule, you have more options available to you as Cybran, due to having unique units, such as the Jester and the Fire Beetle, and units with special abilities, such as stealth and splitting tactical missiles.

The aggressive, flexible play style is also quite a lot of fun.

List of Unit Names

Sooner you learn them the better for you, it might look there's too many names but they are frequently used by players. There is a list of those used in this tutorial.

Early Game


Cybran T1 Assault Bot.png
Cybran T1 Bomber.png
Cybran T1 Gunship.png
  • Raid early and often on land maps, the T1 Assault Bot Mantis has a massive speed advantage.
  • Don't depend on your bomber's success, or be really good at your bomber micro.
  • Getting a T1 Gunship Jester after securing very early air control can also win you the game if you keep it alive.
  • Click on the sections below for more information.

Cybran T1 Assault Bot.png Mantis

Air.png Air

A T1 Tank.PNG Auroras and Zthuees Sera T1 Arty.png

Small maps

A lot of games on small maps in particular are decided by the "basics" - better raiding, eco balance, unit micro and knowing when to attack, when to upgrade your ACU/land factory/eco or how to take advantage of it when your opponent does these things. You can't do this stuff worse than your opponent and expect to win often. Cybran is a bit under rated on small land maps due to the low hit points of their units. However Cybran offers you unique ways to win.


  • Use small groups of Mantis to continue to raid when possible.
  • The more stable the front lines appear, the more Medusa you make - doubly so once you get Rhinos.
  • Be aggressive with your Mantis armies, pressure your enemy when their army is out of position and retreat when your advantage disappears.
  • Use Jesters when you have enough of a lead in air to spare time for building them.
  • Don't let your enemy upgrade their ACU too heavily without punishing them for it.
  • Be as disruptive as possible against Aeon players – avoid letting them assemble a critical mass of units.
  • If you get behind, or into a turtley stalemate, start considering the options for sniping ACUs and T2 eco.
  • Click on the sections below for more information.

Ping attack.png Aggression

Cybran T1 Arty.png Medusa

T1 air.png Air

Upgrade Icon.png Upgrading

Aeon.png Aeon

Medium maps

Cybran T1 Assault Bot.png
Cybran T1 LAB.png

The theme of aggressive Mantis use in the early game and on small maps continues, and becomes most important, on 10x10 maps. The likelihood of getting early LABs to unguarded engineers that Mantis cannot reach is even lower on larger maps, and if the map is open then having units in more places, denying more expansions, is easier with Cybran. Remember to use your Mantis to defend enemy raids, it should be harder for enemy units to get in behind your forces and start killing expansions and expanding engineers. The period of raiding on a medium sized map will generally continue for longer, particularly if you get on top and use a Cybran style to get ahead.

Cybran T1 Arty.png

Larger maps may also delay the point at which large armies will start to face off, and therefore the time you should start making more artillery. This point often coincides with the point at which you get Tech 2 land, when your Tech 1 land production should switch to largely or wholly Medusa in any case.

Cybran T1 Gunship.png

The slow travel time of the Jester becomes more of a factor – it is easier to detect it before it gets to crucial engineers and mexes, and you may have to choose between having air units out of position to defend it, or having it picked off before it has paid for itself. It still provides you with the opportunity to have a gunship, and indeed possibly an air snipe, without upgrading your air factory and still has a place on medium sized maps to raid and exploit an air advantage.

A number of high-mass or particularly defensive maps will more often require some of the advice found in the Large Maps section.


  • T2 Cybran land needs a critical mass of Rhinos and Medusas to be effective.
  • Managing this transition can be easier if you cause disruption with the speed of the Mantis or a handful of other faster T2 units.
  • Cybran T2 air can be very strong while T1 land is still being used against you, and is more effective at sniping eco, flak and ACUs than other factions’ T2 Air.
  • Be prepared to use, and counter, T3 rushes in high eco games.
  • High eco maps also let you build early Monkeylords.
  • Disrupt UEF players transitioning to T3 land as much as possible.
  • The Revanant T3 bomber has stealth mode, which allows for ACU snipes with little warning.
  • Click on the sections below for more information.

T2 land.png Tech 2 Land

T2 air.png Tech 2 Air

T3 land.png Tech 3 Land

T3 air.png Experimentals and Tech 3 Air

UEF T3 Armored Assault Bot.png Percivals

Upgrade Icon.png Upgrading

Naval Maps

There are a number of medium sized maps that suit Cybran, not due to their openness but due to the large bodies of water. Cybran navy at the Tech 1 and Tech 2 level is arguably the strongest in the game due to Cybran's typical flexibility and use of stealth, and in most 1v1s Tech 1 and Tech 2 navy is enough to secure victory.


Cybran T1 Frigate.png
Cybran T2 Stealth Boat.png
  • The Trident frigate is mass efficient at killing other navy units, with great AA. Use it to get ahead or win at the T1 stage, then as intelligence and a meatshield support for T2.
  • Use stealth to greatly reduce the damage taken by your navy at range during the T2 phase.
  • Try and gain a decisive advantage before the T3 stage, particularly against the UEF.
  • Always consider upgrading your ACU for naval combat - for the cost of a destroyer, it could win you the game.
  • Click on the sections below for more information.

T1 navy.png Tech 1

T2 navy.png Tech 2

T3 navy.png Tech 3

Cybran ACU.png The ACU

Air.png Air on Naval Maps

Large Maps

Sera glaciers.png
Roanoke abyss.png
Crossfire canal.png
Point of reach.png
The bermuda locket.png
The ditch.small.png

Most large map 1v1s are an incredible drain on your multitasking. They often play like a number of simultaneous 10x10 maps. As a result they often have a similar play time as the more high-eco defensive medium-sized maps. The commonly played 1v1 20km maps all involve at least some element of naval play, as only Crossfire Canal has more land than water of the current common 20km 1v1 maps. T3 Air becomes much more common, and important - you probably won't win a 20x20 game if you lose a big ASF fight. There is generally less of an investment in land - drops and T2 amphibious raiding are more common than a full T3 land army.

The general strengths and play style of Cybran remain - you want to decide the game earlier rather than later with your aggressive, flexible T2 options. This aggression must be effective against good players, or the reclaim from the fights will simply feed the late game eco and tech that you will have more difficulty killing. You have a clear T3 naval disadvantage to the UEF. You have a possible air disadvantage due to your lack of an Advanced Resource Allocation System (ARAS) upgrade on your ACU, which slows the necessary increase in mid/late game ASF production compared to Seraphim and particularly Aeon, who are likely to have secured air superiority already during any T2 phase with their Swift Winds.


  • Getting an advantage, if not victory, before the late game is more important for Cybran. A strong T2 navy, stealthed drops and Corsairs help.
  • T3 air control is critical on most 20k maps, try and get there as early as you can afford to compensate for your lack of ARAS.
  • If you are not establishing an advantage and it is clear T3 air/navy will come, start thinking of your endgame early, just in case.
  • Cybran has unique and very dangerous snipe options - T3 stealth bombers and the ACU telemazer.
  • Click on the sections below for more information.

Cybran T1 Transport.pngEarly Game

Navy.png Naval Play

Cybran T2 Hover Tank.pngAmphibious Play

Air.png Early/Mid Game Air Play

T3 air.png T3 Air

Tech 4 Icon.png Experimentals

Cybran T4 Mobile Arty.png Game Enders