Cynestra is a Green-red unit. It's a high powered, breach vulnerable attacker.
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Strategy
Cynestra is one of the most cost-efficient attacking units in the game, providing with only 1 build time for just 12. This is like buying 3 Gauss Cannons where the first two cost 12, but the third only costs . However, Cynestra has some drawbacks. For one thing, it's big, so it can't be bought in small increments like a Tarsier can. Another is that since it costs so much but only one , you might have trouble spending the second on a turn where you buy Cynestra. Finally, the cost means that to buy one each turn requires three Conduits, and it will probably be hard to find a use for that much green once you can't buy Cynestras anymore. Therefore it is often advisable to open with a single Conduit and let the green store for a while in order to produce a Cynestra or two without committing to more green than you want.
In high-economy games, the cost-related drawbacks of Cynestra are mitigated, allowing its raw efficiency to truly shine. High-economy games are therefore Cynestra's ideal arena. In low-economy games, on the other hand, it tends to be very difficult to get more than one Cynestra, and even the first one might cause you to waste both and . Some units that help Cynestra get played in low-economy games are Flame Animus or Mobile Animus (since these get you the single you need without committing you to a second).
While Cynestra's low health makes it fairly vulnerable in the event of a breach, it is less so than other -based units such as Lucina Spinos and Shadowfangs.
Openings
Player 1 has an opening from Fast Conduit. It commits to the line though.
- DD
- DC
- DA
- TT (TR vs Attack)
- Cynestra
Player 2 has a Turn 5 opening. It is better with granular cost units like Perforator or Doomed Drone.
- DD
- DDC
- DA
- TTDD (TTD for Tarsier next turn)
- Cynestra
Player 2 may also get it in turn 4, less convenient but good with green support.
- DD
- DDC
- CA
- Cynestra
There's also a slow line for doubles for Player 1. It can work vs a passive opponent, having a Green sink such as Barrier.
- DD
- DD
- DCC
- DDA
- Cynestra
- Cynestra
Player 2 has a Turn 4 Rush with Doomed Drone (1).
- DD
- DC1
- CA1
- Cynestra
- TT11 (TR1 if attacked)
- Cynestra (2 gold left)
Player 1 has a Turn 4 Rush with Vivid Drone (1).
- C1
- DD
- A1
- Cynestra
- TT1
Player 2 may go doubles on Turn 4 with Doomed Drone (1), if opponent did not attack.
- DD
- CC1
- A11
- Cynestra
- Cynestra
Higher econ Cynestra for Player 2 (Doomed Wall: 2).
This allows a Cynestra, Doomed Wall and TE every turn, though it needs added Conduits to do so.
Wild Drone (1) Player 2 openings. Low Econ:
- DE1
- DD1
- AC
- TTC
- Cynestra
High Econ:
- DE1
- DD1
- DC11
- D11A
- TT111E
- Cynestra +R
Higher Econ:
- DE1
- 111E
- D111
- D111C
- DDCA
- Cynestra +REC
Change log
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