Cyborg: Guns and Wrenches
Danger 5Mediumfor v1.1 + Paws & Claws · updated 2026-11-01
Cyborg gets triple value from Ranged Damage and converts all of it into Engineering halfway through each wave. Half guns for the first half, half Wrenches for the second.
Stat priority
Weapons
| Weapon | Copies | Role | Note |
|---|---|---|---|
| Minigun | 1 | starter | Your starting gun. Keep it for the first half of each wave. |
| SMG | 2 | core | The strongest gun for Cyborg according to experienced players. |
| Wrench | 3 | core | Turrets that inherit your converted Engineering in the second half of each wave. |
Items
| Item | Priority | Note |
|---|---|---|
| Turret | must | Structures carry the second half of every wave. |
| Landmines | must | Cheap area damage after the switch. |
| Nail | must | Engineering that also boosts weapon damage. |
| Pocket Factory | should | Extra turrets from trees. |
| Honey | should | Ranged Damage, which is also Engineering later. |
| Clockwork Wasp | should | Faster structures. |
| Bandana | should | Piercing for the guns. |
Avoid
- Strange Book — Cyborg's Elemental Damage counts for nothing.
- Pile of Books — Its Engineering is reduced on Cyborg and the crit rarely pays off.
Run plan
Early (waves 1–6)
Harvesting and Luck, plus one engineering weapon.
Mid (waves 7–14)
Kill elites with guns before the halfway switch.
Late (waves 15–20)
More guns before the boss wave so it dies fast.
Why it works
- Ranged Damage is both stats on Cyborg, so there's never a wasted level-up.
- Engineering items count less on Cyborg. Raise it through Ranged Damage instead.
- Players split on how many guns versus Wrenches. Three and three is the safe middle.
See the Cyborg page for the full stat line and unlocks.