Cypher Trapwire Setups on Split (Defense) in Valorant

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Split’s narrow entryways and alleys are a godsend for Cypher’s Tripwire setups.

Cypher Trapwire Setups on Split (Defense) in Valorant

Out of all of the maps in VALORANT, Split is where Cypher is arguably at his most powerful. Split’s narrow alleys and entryways help accentuate the strengths of Cypher’s entire kit, especially his Trapwire Ability.

In most cases, just knowing that a Cypher is on the other team automatically makes the entire game a tad slower. On a map like Split, a good Cypher player can have so much control over the enemy team’s site entry and can often deter or even stop most Attacker team rushes singlehandedly.

Thankfully, you don’t have to be a top Cypher player to be an effective contributor to your team. Take a look at some of the best Cypher Tripwire setups that you can use for Split.

The Creepy Morrocan Stalker

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Cypher is a Sentinel-class Agent who loves to spy on other Agents as they make their way slowly into his bomb site.

The Moroccan Agent is quite creepy when you realize that he uses his cages (Cyber Cage) to encase enemies in his reflections while his tripwires (Trapwire) make sure that enemies have no choice but to stare at his face for as long as possible.

He even tags them with his camera (Spycam) to make sure he can track his targets wherever they go.

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Cypher reaches peak Creepy-dude levels whenever he uses custom-made technology (Ultimate: Neural Theft) to tap into a dead Agent’s brain and locate other Agents. Yikes!

All jokes aside, Cypher is a master of surveillance and distraction. His skill set revolves around making sure that his enemies forget about the real threat within bombsites (Cypher himself) and allowing Cypher to claim kills one after the other easily. He can do this all while his enemies are distracted by his traps.

Trapwire

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Trapwire is Cypher’s bread and butter ability. A well-placed Trapwire can easily deter or even stop an entire bomb site push by the Attacking team.

Trapwire puts all enemies caught in it in a brief moment of confusion that Cypher can use to net easy kills. He can also pick up the wires and relocate them as needed.

Agents caught in his trap will be placed in a tethered state. They will not be able to move more than the allowed range but can shoot and use their abilities while in this state. They will also be revealed to Cypher and his team via an outline similar to Sova’s Owl Drone when an enemy gets pinged.

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After a five-second wind-up, enemies caught in the Trapwire will be placed in a dazed (concussed) state for three seconds.

Cypher’s wires are generally invisible up to a certain distance. However, it can be destroyed by enemy fire, abilities, and knife damage. Cypher can carry a maximum of two charges for 200 credits each.

Split A-Site: A-Main/Hell Trapwire

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Upon site entry, the natural reaction for entry-fraggers is to look for effective cover while they wait for the rest of the team to clear out or smoke-off key Defender sightlines.

For Split’s A-Site, Hell is naturally where most entry-fraggers run to once they get past the A-Short area. Players do this since Hell is a quick and effective safe-haven (ironic) against Defenders from A-Elbow, A-Screens, A-Tower, and A-Site itself.

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This is the reason why most ability setups are focused around the Hell area. Agents such as Killjoy have staple Nanoswarm traps around here as well.

With that in mind, this Cypher Trapwire setup will be focused on the A-Short/Hell area as well.

  1. For the first Trap Wire, simply align the puck with the gray area at A-Hell:
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2. For the second Trapwire, align the puck with the brown area of the A-Hell plant box:

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Together they should look like this:

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Attackers taking cover at A-Hell will get caught by the first Trapwire. Enemies that attempt to swing you to cover their teammate will also be punished by the second one.

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You may place a simple Cyber Cage that acts as a cover for when you’re shooting down enemies caught on your wires. Playing with the Phantom conceals your location, so that’s a plus. 

Split A-Site: A-Ramps/A-Tower Trap Wire

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A-Tower is an essential space that Attackers need to gain control of to gain full entry to the A-Site.

The shortest route to A-Tower – A-Ramps – is one of the usual routes Agents such as Jett, Raze, and now Neon can quickly take control of. Having control of A-Tower is a must to gain access to A-Site and cut off rotations from Ropes and Spawn.

Knowing this, setting up a simple Trapwire-and-Spycam combo can help Cypher defend A-Tower/A-Ramps from Attackers.

  1. For the first Trapwire setup, look for this small box at A-Ramps:
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2. There are three stripes on the side of the small box. Aim for the right side of the middle stripe:

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When done properly, the Trapwire should stick diagonally onto the adjacent wall:

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3. For the second Trapwire setup, get inside of A-Tower and look for this slanted wall by the entrance:

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4. Stick the Trapwire so that it connects diagonally with the A-Ropes entryway:

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As for Cypher’s Spycam, look for this wooden platform at A-Ramps:

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