Teen Titans Cyborg
Rarity Base Stats Price Unlock
Gold 700/1000 165,000 Available in Store, Gold Booster Pack
Passive Reconstruction: Cyborg quickly regenerates health while tagged out.


Basic combo Damage pattern (% of damage stat) Total (including Combo Ender)
Light (Combo Ender) 2% - 2% - 2% - (3%) 9%
Heavy 4% - 4% - 4% 12%

Cyborg Teen Titans is a enduring character to have on the team, especially with his gear. His passive can allow you to let Cyborg go out and deal a few hits and take hits, then switch him out for someone else. On the chance you're unlucky, Cyborg comes back with near full health, ready to demolish.

His passive heals him for 1% of his maximum health every second, unaffected by Killer Frost/Regime's healing reduction.

Teen Titans Cyborg has the lowest damage out of all gold cards, tied with Superman/Prison, that don't have damage boosts (Bane/Prime, Solomon Grundy/Boss, Harley Quinn/Animated, Batman/Prime, Doomsday/Containment all have 700 or lower damage, but they all have passives that increase their damage in some way).


The best gear to go with Cyborg/Teen Titans is the Fourth World Set. His passive not only generates health on tag-out, but the powerful Fourth World Gear can help him heal faster and give him some damage boost on his Special 2.

The League Of Assasins set is another thing that can boost Cyborg's damage to basic attacks and Special 1. Which will make him a decent card.


Please note that battles are highly situational: this section only mentions cards that have mechanics that, for any reason, are particularly effective with/against, or particularly ineffective against Cyborg. Having a card that "counters" Cyborg does not mean it is always a good choice.

Good WithEdit

  • Raven/Prime: While Cyborg is tagged out and he is recovering, Raven can fight for you and if the opponents are gullible enough they will trigger her ablity.
  • Doomsday/Containment: Also while Cyborg is tagged out and is recovering, Containment Doomsday can step right in and soak up a lot of damage.
  • Hawkgirl/Prime: Her passive will allow Cyborg to tag in and out more often so as to increase his healing factor.

Good Against Edit

Countered ByEdit

  • Catwoman/Arkham Knight: Her DOT cannot be rinsed by tagging out which could be a problem to his healing when he is tagged out.


Here are Cyborg's abilities.

Ability Classification Description Usage
Sonic Disruptor First Special Cyborg launches a powerful sonic blast at his opponent. CHANCE TO STUN. Rapid tap
Touchdown Second Special A deadly celebration. Rapid Swipe (x2)
Target Lock Super Move Technology's vast destructive arsenal is unleashed by Cyborg. UNBLOCKABLE. Tap

Support Cards and GearEdit

Here are Cyborg's support cards and gear.

Card Classification Description Cost
Molybdenum Limbs Health 10% HEALTH BOOST. 3,000
Targeting System Damage 10% DAMAGE BOOST. 4,000
S.T.A.R. Labs Energy 10% ENERGY REGENERATION. 5,000

Cybernetic Implants (Cybernetic Exoskeleton)


X% HEALTH increase

[Cyborg] X% POWER DRAIN chance on Special 1

[EVOLVED] Heal X% chance on Special 2

25,000 - 1,000,000 (upgrading)


These stats are the final damage and health levels at level 50, per Elite rank, with ALL support cards, and without any augmentations. With the 2.13 update, Elite 8, 9, and 10 have been added. The Elite 10 damage and health levels are for level 60 characters. (The numbers below may in fact, be subject to the effects of a few augmentations at best. Allow some wiggle room.)

Tier Damage Health
Normal 5,950 14,580
Elite I 8,225 21,226
Elite II 10,962 29,153
Elite III 16,450 43,745
Elite IV 19,183 52,458
Elite V 21,924 58,323
Elite VI 24,668 63,665
Elite VII 27,405 72,900