Cooldown-looping mid mage who chains poke into a range-scaling lockdown burst
MageMid LaneDeals magic
Cyclops is a mid-lane mage who chains Stardust Shock and Planets Attack into near-constant uptime, since every skill hit refunds his cooldowns through Starlit Hourglass. His identity is built around Star Power Lockdown, a sphere sent after a locked target that immobilizes for longer the farther it travels, rewarding patient positioning over reckless engages.
Difficulty
Moderate
Specialities
DamageControl
Landing Star Power Lockdown consistently and keeping the passive's cooldown-refund loop running under pressure takes real practice, though his kit has no complex cancel timing.
Beaten by
104 hard
Strong into
17
Best duos
10
Builds
2
At a glance
Damage
7 of 10
Durability
3 of 10
Crowd Control
6 of 10
Mobility
5 of 10
Utility
4 of 10
Rated against the whole roster, not against their own class.
When Cyclops is strong
Attributes
Damage
7
Durability
3
Crowd Control
6
Mobility
5
Utility
4
Strengths
Starlit Hourglass's cooldown refund lets him spam Stardust Shock and Planets Attack almost every fight.
Star Power Lockdown immobilizes for longer the farther it travels — 1 second up to a full 2 — rewarding backline snipes.
Planets Attack's 30% movement speed for 2s gives him a built-in reposition tool on a short cooldown.
Stardust Shock's two disks and Planets Attack's homing spheres make him strong at clearing waves and poking grouped enemies.
Weaknesses
No hard displacement or escape skill; a landed CC chain kills him outright.
Star Power Lockdown's sphere travels to its locked target slowly, and the immobilize shrinks toward 1 second the closer that target already is — the skill pays worst exactly when he is being dived.
Fragile HP pool typical of burst mages; dies to any two-hit assassin combo.
Damage output stalls if he can't consistently land hits to keep the cooldown-refund loop rolling.
Skills
Max Stardust Shock first for the poke and cooldown refund uptime, level Planets Attack second, and take the ultimate at 4, 8 and 12.
Passive
Starlit Hourglass
Buff
Each time Cyclops hits an enemy with his skills, all his skill cooldowns are reduced by 0.5s.
Always active — no cooldown
What the terms mean(1)
Cooldown
The time needed for casting the skill one more time, which can be affected by CD Reduction (unless otherwise stated).
Skill 1
Stardust Shock
AOE
Cyclops casts two Stardust Disks, each dealing 275–400 (+60% Total Magic Power) Magic Damage to enemies in its path.
Cooldown
9s
Mana
100
What the terms mean(1)
Magic Skill
Deal Magic DMG to enemies. Triggers Spell Vamp.
Skill 2
Planets Attack
Cyclops conjures Starlit Spheres around himself while gaining 30% Movement Speed for 2s. The spheres will automatically seek and attack nearby enemies (prioritizes enemy heroes), exploding on collision and dealing 200–350 (+50% Total Magic Power) Magic Damage to the enemy. Enemies hit by multiple sphere will take reduced damage after the first hit.
Cooldown
14s
Mana
60 → 90
What the terms mean(2)
Magic Skill
Deal Magic DMG to enemies. Triggers Spell Vamp.
Movement Speed
Movement Speed on the battlefield. Usually Calcul
Ultimate
Star Power Lockdown
Cyclops creates a Planetary Sphere and sends it after target enemy hero or Creep, dealing 500–800 (+220% Total Magic Power) Magic Damage and immobilizing them for 1-2s (increases with travel distance).
Cooldown
43s
Mana
160 → 200
What the terms mean(2)
Immobilized
A state that prevents a target from moving. The target can't use Blink within the duration.
Magic Skill
Deal Magic DMG to enemies. Triggers Spell Vamp.
Signature combo
Stardust Shock → Planets Attack → Star Power Lockdown from max range, using the spheres' movement speed to close in for a follow-up before the target's immobilize wears off.
Cyclops builds
Core items in buy order, with the emblem, talents and battle spell that go with them.
Burst Poke Mage
7,970g total
Default into squishy backline picks where landing the ultimate secures a kill.
The 'Flicker combo' — blinking in right as a hook or stun lands, or blinking out the instant an enemy ultimate is cast — is the single most common high-elo outplay moment in the game.
Swap in when needed
Divine Glaive — Against a team stacking magic defense once your ultimate alone can't punch through.
Ice Queen Wand — Ice Bound stacks a 10% slow on every skill hit, so a diver who has spent their dash is still in range when Star Power Lockdown comes up.
Winter Crown — Buys a burst-immunity window against dive comps.
Cyclops Burst Poke Mage build: Arcane Boots, then Lightning Truncheon, then Holy Crystal, then Genius Wand.
Cooldown Sustain
7,900g total
Into poke wars where out-trading with skill uptime matters more than a single burst window.
Unlike Purify, Sprint does nothing against stuns or roots already applied — it only prevents future slows and outruns melee threats, so it's best on heroes who aren't the primary CC target.
Swap in when needed
Athena's Shield — Against a burst assassin or mage looking to delete you before your loop gets going.
Ice Queen Wand — Stacks extra slow onto every skill hit, making it harder for enemies to disengage from your poke.
Divine Glaive — Once the enemy team has stacked enough magic defense to blunt your flat penetration.
Cyclops Cooldown Sustain build: Magic Shoes, then Clock of Destiny, then Holy Crystal, then Glowing Wand.
Who counters Cyclops
The heroes that make this matchup hard, and the mechanic that does it.
Open trades with Stardust Shock to refresh cooldowns before committing to Planets Attack.
2
Hold Star Power Lockdown until backline targets are near max range — travel distance stretches the immobilize from 1 second to 2, though the 500–800 damage is flat either way.
3
Use Planets Attack's movement speed proactively to reposition before enemies close the gap, not just after.
4
Fire skills at whatever is in reach, minions included — every skill hit shaves 0.5s off all his cooldowns, but Basic Attacks don't.
Cyclops — common questions
Is Cyclops good for beginners?
Cyclops is a reasonable mid-lane pick for newer players since his cooldown-refund loop rewards simply landing skills, and his kit has no complex cancel timing, though the ultimate's travel-distance mechanic takes practice to use well.
What is the best build for Cyclops?
The standard build opens with Lightning Truncheon for burst and cooldown reduction, into Holy Crystal for raw magic power, then Genius Wand for penetration, adjusting into Divine Glaive or Ice Queen Wand based on the enemy lineup.
Which heroes counter Cyclops?
Lolita, Estes, Ixia, Sun, Atlas, Barats, Odette, Yve, Popol and Kupa, and Layla all give Cyclops trouble, either by blocking or outhealing his burst or by forcing him into range he can't kite away from.
What is Cyclops's best combo?
Stardust Shock into Planets Attack to refresh cooldowns, then Star Power Lockdown from maximum range, since the ultimate's immobilize stretches to two seconds with travel distance.