
Counters and synergies
Higher is stronger on every card. Ratings show how lopsided the matchup is, from 7 to 10 for a hard counter and 3 to 6 for a soft one.
Beats Cyclops
Rocket RaccoonStrategist
Rocket Raccoon heals back what the trade costs, so Cyclops has to win it outright and cannot grind it out.
Cloak & DaggerStrategist
Cloak & Dagger heals back what the trade costs, so Cyclops has to win it outright and cannot grind it out.
Black WidowDuelist
Black Widow picks when and where this fight happens, so Cyclops only ever takes it on Black Widow's terms.
JubileeStrategist
Jubilee heals back what the trade costs, so Cyclops has to win it outright and cannot grind it out.
The HoodVanguard
The Hood brings a much larger health pool to the same fight, so Cyclops runs out of body before the trade is finished.
Cyclops beats these
Devil DinosaurVanguardour note
His beam refracts off terrain and then tracks, so the biggest body in the game cannot break line of sight.
Peni ParkerVanguardour note
She anchors to a nest, and his beam refracts around the cover she built.
The ThingVanguardour note
Ricochets keep landing on a target that size even after he steps behind cover.
WolverineDuelist
Wolverine has to cross open ground to do anything, and Cyclops is hitting them the whole way in.
Iron ManDuelist
Iron Man has to fight from open air, and Cyclops's precision fire punishes a target that cannot break line of sight.
Playstyle synergy, not win rate
No duo notes for Cyclops yet.
See all duos for CyclopsCyclops has 40 mapped matchups on this page, 0 of them heroes who counter Cyclops hard.
The figures in the header: tier, win rate, pick rate and match count are drawn from community match data, across 110,713 recorded matches, and the tier letter is that data's call rather than ours. Pick rate is the share of matches featuring Cyclops. Rank is our ordering of those win rates across the 53 heroes in the snapshot, not a rating we measured. Ban share is the percentage of every ban cast that named Cyclops, in the ranked divisions where the ban phase runs. It is our own figure and not the same as a published ban rate. These win rates are shrunk toward 50% in proportion to sample size at the source, so a rarely played hero reads closer to even than it actually played. A sample, not a census, and not split by rank or mode. The matchup counts above are ours, and the 0 to 10 ratings on every card are matchup lopsidedness rather than a win rate, because we measure nothing ourselves. Statistical data is based on external APIs and publicly available information. It may differ from official data.
Highest win rate alongside Cyclops, whether or not they share a Team-Up.
Put Cyclops on a team with any of these and the pair unlocks an extra ability. That is a game mechanic rather than a reading of the numbers.
GambitStrategist
KINETIC KIN
When teaming up with Gambit, during the enhanced state, the attack speeds for both Optic Blast and Concussive Beam are increased.
49.3%across 22,334 matches
PhoenixDuelist
SLIM AND RED
When teaming up with Phoenix, Spark detonations reduce the cooldown of Ricochet Force.
47.4%across 10,203 matches
WolverineDuelist
BLAST SLASH
When teaming up with Cyclops, Blast Slash is permanently active.
51.4%across 4,216 matches
Best allies per hero, ranked by how often teams won with both on the field. Win rates are shrunk toward 50% by sample size at the source, because duo samples are far thinner than solo ones. This is not the same as a Team-Up, which is a specific ability a pair unlocks. A Team-Up is a game mechanic: these two heroes on one team unlock an extra ability. The win rate is how often teams containing both won, which is not the same as how much the Team-Up itself contributed. Match data as of Aug 31, 2026. Which heroes pair, and what the ability is called, come from the game itself. Team-Ups are reshuffled between seasons, so this list is refreshed rather than written once.
Ban suggestions
Highest expected impact: heroes that beat Cyclops hard and that the ladder already spends its bans on, so you are not the only person treating them as a problem.
Sort
Counter rating is how lopsided that hero is against Cyclops, 7 to 10 for a hard counter and 3 to 6 for a soft one. It comes from this site's matchup data.
Ban share is the percentage of every ban that named that hero, counted across the ranked divisions where the ban phase runs, so it does not describe lower divisions or Quick Play. Ban counts are drawn from community match data, as of Aug 31, 2026. It sums to 100% across the roster, so 9% means roughly one ban in eleven. Declined bans are not counted. Combined multiplies the counter rating by the ban share, after damping the share so the most banned hero on the roster cannot swamp a genuinely bad matchup. A hero has to both answer Cyclops and be someone the ladder already treats as a problem.
Why bans and not pick rate: a ban is chosen before the match and on purpose, which makes it the cleanest signal that a hero is considered a problem. It is also the same question this panel is asking. This is our own figure, not the same as a published ban rate, so the two will not match.
Where Cyclops actually performs. Bars above the average line are green, below it red.
17 maps with enough recorded matches, which is not necessarily every map in the game. One row per map, averaged across its modes by match volume. The scale is zoomed to the data, so read the axis. Win rates are shrunk toward 50% by sample size at the source, so a thinly played map reads closer to even than it played., as of Aug 31, 2026.
How Cyclops holds up as lobbies get better. They lose 1.4 points from Bronze to Celestial+.
Bars above the 50% line are green, below it red. The scale is zoomed to the data, so read the axis. Divisions marked with an asterisk are faded because the sample is thin, and their win rate can swing on a handful of matches. Higher divisions always have far fewer matches than Bronze, and win rates are shrunk toward 50% by sample size at the source, which flattens the thinnest divisions further., as of Aug 31, 2026.
The boxes above show the top three per role. This is the full picture for Cyclops, strongest first.
Rocket Raccoon is the strongest answer to Cyclops right now, rated 6 out of 10. Rocket Raccoon heals back what the trade costs, so Cyclops has to win it outright and cannot grind it out.
Cyclops punishes Devil Dinosaur hardest, rated 8 out of 10. His beam refracts off terrain and then tracks, so the biggest body in the game cannot break line of sight.
Cyclops sits at a 47.5% win rate and shows up in 32.2% of matches. Read that as a shape rather than a verdict: 0 heroes counter them hard, and 21 matchups go their way. The win rate is community match data. These win rates are shrunk toward 50% in proportion to sample size at the source, so a rarely played hero reads closer to even than it actually played. The D tier letter is that data's call, not ours, and the rank is our ordering of those win rates rather than a rating we measured. Statistical data is based on external APIs and publicly available information. It may differ from official data.