Trapwire is a basic ability for Cypher.
Description[]
“ | EQUIP a trapwire. FIRE to place a destructible and covert trapwire at the targeted location, creating a line that spans between the placed location and the wall opposite. Enemy players who cross a trapwire will be Tethered, Revealed, and Concussed after a short period if they do not destroy the device in time. This ability can be picked up to be REDEPLOYED.
— In-game description
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Trapwire is primarily an Intel ability that Cypher has to equip before casting. While equipped, his crosshair will be replaced with an indicator to place a trapwire on terrain. The crosshair will turn blue if it is placed on a viable position to be cast in and will turn red for unviable positions. A viable position must have two pieces of terrain opposite each other (this can be wall-to-wall or floor-to-roof). The distance between these locations cannot exceed a maximum distance and Cypher must be within a certain distance of the target location to cast the ability. On cast, the wire will travel to the location and briefly deploy, creating a trap that spans the distance between two attachment points, then turns invisible. Deployed wires can be picked up to regain the charge with no cooldown.
Once deployed, the wire remains indefinitely. Enemies who approach it can detect its presence just before they get close enough to trigger it. It will appear red and the enemy will hear it humming. Enemies can deal damage to either of the attachment points and destroy them to deactivate the wire, though Cypher and his team will be alerted if the wire is destroyed.
If the wire is triggered instead by enemies or some utility getting into closer proximity, it reveals itself and starts to wind up, instantly slowing and tethering the victim and permanently revealing them with a real-time silhouette for the duration. The enemy team can destroy the wire to end these effects.
If neither of the wire's attachment points are destroyed when it completes its windup, it will afflict a concussing effect onto its target and deal a small amount of damage to them. If the wire's attachment points still remain shortly after this, the wire will then re-arm itself.
If Cypher is killed or suppressed, any placed wires will deactivate and reveal the positions of their attachment points.
Stats[]
Stat | Value | Confirmed value? |
---|---|---|
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0.8 seconds | ![]() |
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20 meters | ![]() |
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15 meters | ![]() |
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0.7 seconds | ![]() |
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1.5 seconds | ![]() |
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3 meters | ![]() |
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0.5 seconds | ![]() |
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1.25 seconds | ![]() |
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1.5 seconds | ![]() |
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4.3 meters | ![]() |
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5 | ![]() |
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3 seconds | ![]() |
Re-arm time | 2 seconds | ![]() |
- Values shown are only accurate to PC platform. Other gaming platforms may have different values from the above information presented.
- Values marked with
are estimated values due to them not being provided explicitly in game or from patch notes. While they may not be the true value, they have been manually tested to be very accurate.
Quotes[]
Destroyed[]
Triggered[]
Place during buy phase[]
Previews[]
In Game[]
In Cinematics[]
Update History[]
Fixed an issue where opponents who teleported out of the Trapwire after being hit could run through the same reactivated wire without getting tethered.
Now has a .5 second windup before the full wallhack reveal applies and fades in.
Trapwire now has updated minimap icon treatment to better display what the trap wire is connected to.
Fixed an issue where Trapwire did not take damage from certain abilities.
Re-arm time increased 1 >>> 2s
Slow reduced 2 >>> 1.25s
Fixed a bug where Trapwire showed on the map even when disabled.
Decreased the time until the trap concusses a captured enemy 3 >>> 1.5 seconds.
After concussing an enemy or an enemy in the trap was killed, the Trapwire no longer destroys itself but instead re-arms after 0.5 seconds, allowing it to ensnare another enemy.
Duration of tag slow when hit by the trap increased 0.75 >>> 2 seconds.
Fixed a bug where Cypher’s Trapwire would sometimes fail to activate when placed on stairs.
Can no longer be placed through Sage's
Barrier Orb
Health increased 1 HP >>> 20 HP
No longer prevented from being placed on the glass panels by the yellow crate on Icebox
Can no longer be triggered by an enemy
Spycam or
Turret
No longer destroyed by allies' AOE damage
Maximum length increased 10 m >>> 15 m
Voice lines relating to Trapwire will now be heard globally by allies
Fixed an exploit
Fixed an issue where enemies wouldn't trigger trapwires in rare situations
Fixed a bug where picking up trapwires during the Buy phase would prevent you from purchasing a second charge
Disabled and revealed upon death
Fixed a bug where traps that were placed such that they were on the inside of a doorway, would not trigger when someone walked through them
Fixed an issue where players could place a
Cyber Cage on trapwires
Can no longer pick up the trap after an enemy has triggered it
Types | Passive (list) • Basic • Signature • Ultimate | |||
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Functions | Barrier • Blind (Flash • Nearsight) • Cripple • Crowd Control (Banish • Concuss • Detain • Displacement • Slow • Tether) • Decoy • Deterrent (Molotov) • Empowerment (Weapon Equip) • Intel (Autonomous Deployable • Controlled Deployable) • Limiter • Mobility (Dash • Intangibility • Teleport) • Resource Bar • Setup • Sustain (Heal • Invulnerability • Revive) • Vision Blocker (Smoke • Wall) • Niche | |||
Deployment types | Beam • Emission (Aura) • Grounded: (Grounded AoE • Grounded Object) • Hitscan • Placement • Possession • Projectile (Missile) • Self-targeted • Targeted |