Destructive Cyborg

Access
Free
Awakening meter
350
damage to fill
Moves
8
M1 startup
13f
frames
How to get Destructive Cyborg
Free (formerly an Early Access character). The wiki does not give the date it became free.
Passives
Combustive Getup
Damaging Evasive: using the evasive on the ground makes the user explode, damaging and stunning those caught. Deals 14 damage, can be blocked and cannot be countered by Death Counter or Death Blow.
Recharge
Cooldown Reset: landing a finisher instantly resets the cooldowns of all abilities on cooldown (except Flamewave Cannon and Incinerate). Works on living or dead bodies, not dismembered ones, and only one person can benefit from a given corpse.
Cybernetic Combat / Higher Uppercut
Listed in the infobox as a passive; Cybernetic Combat is the M1 set (cybernetic arms, final M1 with more range, greatly increased knockback on the 4th M1 and M1-uppercut, slow swing rate).
Base moves
M1 Cybernetic Combat โ A punch, a left-leg kick, a left elbow strike and a final extended-arm shockwave; the final M1 has more range, the 4th M1 and M1-uppercut knock back far more, and the swing rate is slow.
- 1Machine Gun Blows
A flurry of punches, a left hook and a right-foot high kick that sends the target flying upward.
- Can be blocked
- Can hit grounded opponents (except the left hook)
- Moves the user forward in the direction used
- Freezes the user in the air if used mid-air
20.8%; 13% (Ragdolled)CD 15 Seconds - 2Ignition Burst
The user propels themselves forward with the arms and fires a frontal blast with strong recoil; a back blast comes first at the start. Double press blasts earlier, and an air variant lets you blast in any direction you look.
- Front Blast: ragdolled and blocking opponents roll on hit, ragdolls standing and rolling opponents, safe on block, bypasses block if hit from behind
- Back Blast: causes opponents to roll, cannot be blocked, can be countered by Death Counter
- Air Variant โ In the air the user can blast vertically and horizontally in any direction they look. The page gives no separate damage.
Front Blast: 22.5%-25.5% (ragdolled opponents), 13%-15% (standing opponents), 13.3%-13.9% (blocked); Back Blast: 10.5%, 9.8% (blocked)CD 17 Seconds - 3Blitz Shot
A glowing hand charges to fire a curving projectile; charging for 3 seconds deals extra damage. The air variant lets you aim in any direction but not move.
- Can be interrupted
- AoE
- Can be deflected
- Projectile curves
- Can move around while aiming
- Normal: ragdolls standing opponents, blocking opponents roll, safe on block and miss
- Charged: cannot be blocked, ragdolls standing opponents
- Charged ยท 25% โ Charge for 3 seconds for additional damage; cannot be blocked.
- Air Variant โ Used mid-air you can aim in any direction but cannot move yourself.
Normal: 15%, 5.3% (blocked), 12 (ragdolled, no % sign in the source); Charged: 25%CD 25 Seconds - 4Jet Dive
The user backflips into the air with an electric upward kick, then thrusts down to blast a large crater at the point of impact.
- Can be blocked
- AoE
- Ragdolls standing opponents
- Safe on block and on miss (unless missing by a small distance)
20%; 2%-8% (Blocked)CD 17.5 Seconds
Awakening
G Maximum Energy Output
Meter: Standard 350 damage points (the wiki gives 350 as the default for every character except The Strongest Hero and Brutal Demon; no Destructive Cyborg-specific value is stated)
Duration: 47 seconds
The user braces against the ground, orange rings spread out, the ground melts and flame jets lift them back up. Activation deals up to 31.5% (15.8% startup + 15.7% end, 0% for the Interaction with The Strongest Hero). The moveset becomes Thunder Kick, Speedblitz Dropkick, Flamewave Cannon and Incinerate.
Awakening moves
- 1Thunder Kick
The user spins in orange energy, bursts with electricity and kicks; on a hit the target flies left and the user teleports above to dive down with a heavy strike. If it misses or the first kick kills, the user charges an AoE explosion (smaller if interrupted).
- Armor during startup
- I-Frames shortly after a successful hit
- Initial kick can be countered (Prey's Peril, Split Second Counter, Crossfire)
- Can be interrupted by armored moves such as Flowing Water and Homerun
41%; 20% Missed Variant; 12.8% Missed and InterruptedCD 15 Seconds - 2Speedblitz Dropkick
A burst of energy and a rapid charge; on a hit the user clamps the target with their legs, rockets up and slams them head-first into the ground, making a crater and AoE damage.
- Startup can be interrupted
- Small hit-box
- I-Frames during the dash and attack
- CANNOT be COUNTERED (Death Counter, Death Blow)
49% (30% if opponent is ragdolled); 20% (AoE); 5% if blocked (AoE)CD 20 Seconds - 3Flamewave Cannon
The user extends the left arm to reveal a cannon, fires a beam that knocks the opponent back and then a stronger laser that sends them even farther.
- Can be redirected with Shift Lock in the first seconds
- Armor on a successful hit, until the beam disappears
35%CD 24.8 Seconds - 4Incinerate
The user opens a massive cannon and creates a huge heat blast that immobilizes players and slowly pushes them back. Usually 30% ranged damage; the description says the maximum is 70% when hit at close range without hitting walls or lag.
- Armor upon activation
- Can be redirected during windup with Shift Lock
- Does NOT bypass Death Counter
- Bypasses Death Blow only if it is far
- Can only be used once per ultimate
30% - 210%CD One Time Use; 100 Seconds (infinite awakening)
Wall combo
Flame Fist Fury ยท 12%
About Destructive Cyborg
Destructive Cyborg holds first place in the wiki's ranking of basic-moveset damage with 89.5, just ahead of Tech Prodigy at 89.2. The wiki describes it as a mid-range damage dealer with the highest raw damage in the game when M1s are left out, and as very good against teamers and for stealing kills. It is based on Genos and was formerly called Menacing Cyborg; it is free now, having started in Early Access.
Four base moves carry that number: Machine Gun Blows (20.8%, 15 seconds), Ignition Burst (up to 25.5% for the front blast, 17 seconds), Blitz Shot (15%, or 25% charged for 3 seconds, 25 seconds) and Jet Dive (20%, 17.5 seconds). Two passives shape how you use them. Recharge instantly resets the cooldowns of everything on cooldown when you land a finisher, except Flamewave Cannon and Incinerate, and Combustive Getup makes the ground evasive explode for 14 damage.
Maximum Energy Output lasts 47 seconds and opens with up to 31.5% damage. Its moves are Thunder Kick (41%), Speedblitz Dropkick (49%, the only uncounterable move, since it bypasses Death Counter and Death Blow), Flamewave Cannon (35%) and Incinerate (one use per awakening). The wiki warns of long windups, the second slowest M1 in the game, and weak Incinerate damage at long range. It also gives two figures for Incinerate (30% to 210% in the table, a 70% maximum in the text), so do not rely on a single number.
What the wiki notes
- Mid-range damage dealer; the wiki says it deals the highest raw damage in the game without M1s and is very good against teamers and for stealing kills.
- Recharge resets cooldowns on every finisher (except Flamewave Cannon and Incinerate), which suits fighting several enemies.
- Has 2 mobility skills in the base kit; most base moves are safe on block.
- Speedblitz Dropkick is the only uncounterable move and it bypasses The Strongest Hero's Death Counter and Brutal Demon's Death Blow.
- Burst: Skybreaker, a slow rocket into the air with a 12% shockwave that launches players, activates Recharge and greatly increases Blitz Shot damage.
- Finisher thresholds: Machine Gun Blows 21%, Ignition Burst 12%, Blitz Shot 15%, Jet Dive 20%.
- Weaknesses stated: almost every ability has a long windup, most moves restrict movement and can be countered, M1 speed is the 2nd slowest in the game, and Incinerate/Flamewave Cannon do little damage at long range.
- Ultimate Mode moveset is entirely taken from the source material; the wiki says it has the most passives of any character.
Destructive Cyborg techs
- Ignition DashTo perform the Ignition Dash, you must turn around so that the back of your character will face the opponent, then use Ignition Burst. As soon as the startup hit initiates, immediately turn around to where your opponent got rolled to in order to land the final hit.
- 26.5% Ignition M1 ResetPerform an Ignition Dash in the air whilst pointing slightly downward on the second blast. Ensure you are one tile away from the target. Spam front dash and enjoy your M1 reset!
- Coward Catcherjust hold m1 while doing Ignition Burst
- Explosive Shot BlitzDo 3 m1s, press and hold blitz shot for half a second (this allows blitz shot's start up to shortern) while firing the blitz try to aim it to get the perfect knock back to land the dash afterwards.
- Air BurstPerform a mini uppercut, then walk to the direction of where your opponent is going to be and jump at the same time, then use Ignition Burst while aiming down to hit them with the startup while they're airborne, then aim the final hit to where they got rolled to.
- Air Burst ExtendPerform a mini uppercut, then walk to where your opponent is falling and jump at the same time, then immediately use Ignition Burst while looking down, causing them to be hit by the first hit. Immediately cancel the dash by using the move again, then side dash to where your opponent has rolled to, and M1 them.
- Ignition BlitzFirst, you have to do a mini uppercut, fire an Air Variant Blitz Shot once they hit the ground, if they are far, side dash and do Ignition Burst, if not, there is no need for side dashes.
- Ignition Burst Wall BoostThe player must jump and side dash in the direction of the surface, before looking in the direction of where they want to get launched, then use the double use variation of Ignition Burst as fast as possible in a way that will cancel the dash instantly.
Where the wiki disagrees
- Incinerate damage: move table says '30% - 210%', but the description says the maximum possible is 70% at close range and usually 30%.
- Ignition Burst: table gives up to 25.5% for the front blast, while the Pros list says it deals 26%.
- Speedblitz Dropkick: table says 49% (30% if ragdolled), the Cons list says 50% decreased to 30%.
- AoE ranking: this page says Incinerate has the 2nd most AoE with The Strongest Hero's Serious Punch first; The Strongest Hero's page says Serious Punch is 2nd after KJ's Unlimited Flex Works, followed by Sorcerer's Erase and Incinerate.
- Passives: the infobox lists 'Cybernetic Combat / Higher Uppercut', Combustive Getup and Recharge; the passives table has only Combustive Getup and Recharge (Cybernetic Combat is the M1 section).
- Intro says Maximum Energy Output consists entirely of ranged attacks, but Thunder Kick and Speedblitz Dropkick are melee dive/kick attacks; the Characters page says it has 'more ranged abilities'.
- Source typos: Blitz Shot ragdolled damage '12' has no percent sign, Combustive Getup 'Deals 14 damage' has no percent sign, and Maximum Energy Output damage shows '31.5%%'.
- Page carries a 'Possible Upcoming Rework' banner.
- Awakening meter: no Destructive Cyborg-specific value; 350 is the default stated on The Strongest Hero page.
Other characters
- The Strongest HeroSaitamaFree

- Hero HunterGarouFree

- Hero Hunter (Monster Form)Garou (Monster Form / Cosmic Fear Garou)Free

- Deadly NinjaSpeed-o'-Sound SonicFree

- Brutal DemonMetal Bat (Bad)Free

- Blade MasterKamikaze (Atomic Samurai)Free

- Wild PsychicTatsumaki and FubukiFree

- Martial ArtistSuiryuFree

- Tech ProdigyIsamu (Child Emperor)Free

- Undying HeroZombiemanEarly Access

Frequently asked questions
How do you get Destructive Cyborg in TSB?
Free (formerly an Early Access character). The wiki does not give the date it became free.
Who is Destructive Cyborg based on?
Destructive Cyborg is based on Genos from One-Punch Man. It was previously called Menacing Cyborg.
What is Destructive Cyborg's awakening?
Maximum Energy Output. Meter: Standard 350 damage points (the wiki gives 350 as the default for every character except The Strongest Hero and Brutal Demon; no Destructive Cyborg-specific value is stated). The user braces against the ground, orange rings spread out, the ground melts and flame jets lift them back up. Activation deals up to 31.5% (15.8% startup + 15.7% end, 0% for the Interaction with The Strongest Hero). The moveset becomes Thunder Kick, Speedblitz Dropkick, Flamewave Cannon and Incinerate. Awakened moves: Thunder Kick, Speedblitz Dropkick, Flamewave Cannon, Incinerate.
Data taken from the The Strongest Battlegrounds Rblx Wiki (CC BY-SA), organized with AI assistance; nothing here is tested in the game; wiki read on 2026-10-24 (this page last edited there on 2026-10-21).