Want to know what the best meta Cybernetics are in Cursed Gear (PvE and PvP)? This NieR-inspired Roblox action RPG features a complex network of interwoven gameplay systems, making it one of the most ambitious Roblox RPG games we've seen in years. To help you understand what's best for your build, we've created the ultimate Cursed Gear Cybernetic Tier List.
Cursed Gear Cybernetics Tier List
At launch, there is a total of 52 unique Cybernetic items in Cursed Gear. There are three different types of Cybernetics: Active (abilities you have to activate), Passive (constant bonuses), and Vows (special items with unique properties or trade-offs). Each item has a Cybernetic Load, which governs how much "space" (Load Capacity) it takes. You have a max Load Cap, which limits how many Cybernetics you can equip. With that said, here's our ultimate Cursed Gear Cybernetic Tier List.
IMPORTANT NOTE: This Cursed Gear Cybernetic Tier List is a work in progress. It was partially made using available info and numbers from game testing ahead of release, and as such, some numbers and/or effects may change. We will follow any balance changes closely, and as soon as something changes, we will make sure to update our article.
| Cybernetic | Effect | Evaluation |
|---|---|---|
| 200% Output S-Tier Active 25 Load | Reduces all skill cooldowns by half for 10 seconds. Unleash attacks twice as fast. | This is a top-tier offensive pick that doubles your skill potential for a 10-second window. It allows for overwhelming pressure and is essential for burst damage builds. |
| Coffin Frame S-Tier Passive 50 Load | Negates a hit that would normally knock the user once per life. Shields the user and knocks back opponents. | It acts as an ultimate insurance policy by preventing a fatal blow and creating a safe reset window. This item is mandatory for front-line players who want to survive high-stakes PvP encounters. |
| Limitbreak S-Tier Active 35 Load | When activated, the next skill used will deal twice as much damage. | By doubling the damage of your next skill, this cybernetic can end a fight in a single well-timed strike. It is perfect for high-impact techniques that already possess high base damage. |
| Monocyte Breeder Mk. 3 S-Tier Active 65 Load | Regenerates lost limbs and health at the cost of burnout. Attacks also regenerate recently taken damage. Activated via "E + R" keybind. | This provides the best healing available in the game, allowing for limb regeneration and full health restoration. It is a cornerstone for endurance builds that want to outlast opponents in long wars. |
| Neuro-Pacing Module S-Tier Active 50 Load | Stops all stamina consumption for a brief period. All would-be used stamina is consumed and may guardbreak the user. | Stopping all stamina consumption briefly allows for an endless flurry of attacks or defensive maneuvers. A self-guardbreak is one of the worst possible outcomes in the combat system because it leaves you completely open. The delayed cost is highly risky, but the offensive momentum it provides is unmatched in close-quarters combat. |
| Phantom Field Generator S-Tier Passive 65 Load | Simple Domain with cancel-into ability, damage reflection, and air suspension slashes. | This advanced Simple Domain allows for skill cancels and damage reflection, turning the opponent's momentum against them. Phantom Field Generator does everything SFG Mk. 3 does (mid-skill cancel, damage reflection) and adds two exclusive features: air suspension and a projectile slash from mid-air M1. It is a highly technical tool that rewards players with fast reaction times. |
| Polyethylene Scales Mk. 3 S-Tier Passive 75 Load | Provides resistance to energy and physical damage. If the user successfully defends against three physical attacks in a row, they will break out of the combo at the cost of burning out part of their Technique Bar. | This is the peak of defensive modification, offering resistance to both energy and physical attacks. The combo-breaking mechanic makes it the best choice for players who want to become an unshakeable tank. |
| Regeneration S-Tier Passive 40 Load | M1 and M2 attacks regenerate the user’s Technique Bar. | Generating energy through basic melee attacks ensures you never run out of juice for your Cursed Techniques. It creates a self-sustaining combat loop that is invaluable for heavy technique users. |
| Sanctified Field Generator Mk. 3 A-Tier Passive 65 Load | Advanced Simple Domain that reflects the first instance of damage onto the attacker. | Offering damage reflection on a Simple Domain makes this one of the most dangerous defensive tools in the game. It discourages enemies from using their strongest skills while you are defending. |
| Afterimage Step Replicator A-Tier Passive 35 Load | Increases movement speed based off Dexterity while sprinting and double-tapping W. | This significantly boosts movement speed based on Dexterity, allowing for superior positioning during combat. It is essential for speedsters who want to control the pace of every engagement. |
| Assault Loop Engine A-Tier Passive 20 Load | Receive additional stamina regeneration every four hits. More effective on crowds. | Providing stamina regeneration every four hits makes this a fantastic sustain tool for aggressive melee fighters. It excels in crowd situations where you can consistently land hits to keep your stamina full. Limited to Heavenly Restriction: Cannot use Cursed Techniques or flicker Cursed Energy at all, making Technique Bar management irrelevant. |
| Disruptor Field A-Tier Active 35 Load | When activated, knockbacks caused by non-skill attacks will cause a pulse around the user, pushing nearby opponents away to prevent follow-ups. | The ability to push nearby opponents away when hit prevents you from being caught in inescapably long combos. It is a great defensive active for players who want more control over spacing and resets. |
| Energized A-Tier Passive 10 Load | Successful parries will restore more stamina. | Increasing stamina restoration on successful parries rewards skilled defensive play and allows for counter-offensives. It is a great pick for players who have mastered the game's parry timings. |
| Entropy Ray System A-Tier Active 50 Load | Unleashes a beam of Cursed Energy that burns out the Technique Bar to stun and damage opponents. | This high-damage beam is a game-changer for finishing off opponents or dealing massive damage to groups. The burnout risk is high, but the sheer destruction it causes is well worth the load cost. |
| Entropy Vents A-Tier Active 50 Load | M1 attacks scale off the user’s Output for a short time at the cost of the Technique Bar. | Scaling your M1 attacks off your Output attribute turns a technique user into a physical powerhouse for a short time. This hybrid potential allows for unpredictable and devastating damage spikes in melee. |
| Gorilla Arm Plating A-Tier Passive 50 Load | M1 attacks briefly halt an opponent’s posture regeneration. | Halting an opponent's posture regeneration makes it much easier to break their guard and land a finishing blow. It is a subtle but effective tool for pressuring highly defensive-minded enemies. |
| Invisible A-Tier Passive 10 Load | User is completely immune to Curse Sense. | Being immune to Curse Sense allows for stealthy rotations and surprise attacks that most players won't see coming. For a low load cost, it provides incredible tactical value for gankers and scouts. For Heavenly Restriction users, Invisible is entirely wasted Load. For everyone else, it's valid. |
| Mass Force Amplifier A-Tier Passive 35 Load | Holding E before an M1 attack significantly increases damage. Requires 3s charge. | Charging up a single M1 for massive damage can break through the toughest defenses in one hit. It requires patience and timing but is extremely satisfying when it lands a guard crush. |
| Monocyte Breeder Mk. 2 A-Tier Active 30 Load | Regenerates lost limbs and recently taken damage. Successfully hitting opponents also heals. Activated via "E + R" keybind. | A balanced healing option that restores recently taken damage and limbs without the extreme load cost of the Mk. 3. It provides solid sustain for mid-range builds that need reliable recovery during a fight. |
| Neural Slipstream A-Tier Passive 65 Load | Using Curse Dodge in sync with nearby allies increases the move speed of everyone. | Boosting move speed for yourself and your allies during a dash promotes high-level team coordination. It is one of the few cybernetics that provides a direct benefit to your entire squad during group fights. |
| Overclock A-Tier Passive 10 Load | Skill cooldowns are reduced by 25% when the user is low on health. | Reducing skill cooldowns when your health is low provides a desperate but powerful comeback mechanic. It can turn the tide of a losing fight by allowing you to unleash your strongest skills more frequently. |
| Polyethylene Scales Mk. 2 A-Tier Passive 55 Load | Reduces damage from energy attacks (E) and physical attacks (F) when defending. | Offering protection against both energy and physical damage makes this a versatile defensive upgrade for any build. It is a significant step up from the base scales and provides a noticeable increase in overall durability. |
| Pulse Gauntlets A-Tier Active 35 Load | Increases both the damage and knockback of the next skill. | Increasing the damage and knockback of your next skill makes your opening moves much more threatening. It is perfect for initiating a fight with a heavy-hitting move that keeps the opponent on their toes. |
| Red Veil System A-Tier Passive 45 Load | When at 15% health, damage taken is delayed by approximately two seconds. | Delaying damage when you are low on health gives you a precious few seconds to finish the fight or find a way to heal. This adrenaline-fueled passive can be the difference between a narrow win and a frustrating loss. |
| Sanctified Field Generator Mk. 2 A-Tier Passive 35 Load | Simple Domain that can be activated mid-skill to cancel your own attacks for faster reaction. | The ability to cancel your own skills into a Simple Domain provides a vital safety net for missed attacks. It increases your overall reaction speed and makes your offensive plays much safer to execute. |
| Steel Bones A-Tier Passive 40 Load | Single-hit attacks can no longer deal more than 10% of the user’s max health. | Capping single-hit damage prevents you from being instantly deleted by lucky crits or massive ultimate abilities. This passive is one of the most reliable ways to ensure a fight is decided by skill rather than luck. Note: Crow clan players can bypass Steel Bones entirely due to their passive (Devastating Strike ignores the damage cap). |
| Two-Handed Blade A-Tier Passive 15 Load | Switches sword wielding to a faster, more aggressive two-handed stance with unique attacks. | Switching to a faster and more aggressive sword stance completely changes your pressure potential. It is an A-tier choice for sword users who want to maximize their M1 damage output and move variability. |
| Biofeedback Relay B-Tier Passive 30 Load | When the user is low on stamina, received damage will be converted to stamina. | Converting damage to stamina when you are exhausted can save you from a guard break at a critical moment. It acts as a helpful safety net for players who are still learning to manage their stamina reserves under fire. |
| Effortless B-Tier Passive 10 Load | M1 and M2 attacks consume less stamina. | This low-load passive provides consistent value by making your basic attacks cheaper to perform. It is a solid "filler" item that helps with overall stamina management without using much capacity. |
| Embarassment B-Tier Vow 0 Load | A Vow that supposedly limits your power. Overview is currently unknown. | While the effects are currently unknown, the zero load cost makes it an intriguing gamble for experimental builds. It is a flavor-heavy pick that adds a layer of mystery and potential roleplay to your character. |
| Falcon Talons B-Tier Active 35 Load | User performs a quick backflip then lunges forward towards the opponent. | This active maneuver provides both a defensive retreat and an aggressive gap-closer in one fluid move. It is a versatile tool for controlling distance, though it requires some practice to time correctly. |
| Graviton Knuckles B-Tier Active 50 Load | When activated, reduces the knockback of the next skill used by half. | Reducing the knockback of your skills allows you to follow up with combos that would otherwise be impossible. It is a great utility pick for combo-focused players who want to extend their offensive strings. |
| Iron Arm B-Tier Passive 10 Load | The user can no longer have their right arm severed. | Ensuring your dominant arm is never severed is a vital quality-of-life improvement for all weapon users. While situational, it prevents you from being neutralized in the middle of a high-risk expedition. |
| Kill Confirmed B-Tier Passive 10 Load | The user deals twice as much damage to knocked opponents. | Dealing double damage to knocked opponents helps you finish off threats quickly before they can recover. It is a brutal but effective tool for ensuring your kills stick in fast-paced group encounters. |
| Looter B-Tier Passive 10 Load | The user will receive 100% of a defeated opponent’s stored time. | Receiving 100% of a fallen opponent's time makes your expeditions significantly more profitable. It is a great progression-focused choice for players who want to level up their attributes as fast as possible. |
| Monocyte Breeder Mk. 1 B-Tier Active 10 Load | Regenerate lost limbs at the cost of burning out part of the Technique Bar. Activated via "E + R" keybind. | The most basic limb regeneration tool is a budget-friendly way to handle unfortunate severances. While it doesn't offer HP restoration, it keeps you functional for a very low load cost. |
| Polyethylene Scales Mk. 1 B-Tier Passive 35 Load | Timed defense with E reduces damage taken from energy attacks. | Providing a basic resistance to energy attacks is a helpful entry-level defensive buff for new players. It is easily outclassed by higher marks but serves as a solid starting point for building durability. |
| Reflector System B-Tier Passive 30 Load | Grapples, grabs, and throws done to the user will also damage the opponent. | Punishing opponents for using grabs and throws makes them think twice before trying to disrupt you. It adds a layer of passive defense that helps you maintain control of the fight against grab-heavy builds. |
| Resonance Module B-Tier TBD 60 Load | Hitting an enemies guard is more effective after taking damage. | The concept of turning taken damage into better guard pressure is promising for aggressive traders. It is a solid middle-of-the-road choice for players who find themselves in long, drawn-out melee trades. |
| Rupture Strain B-Tier TBD 60 Load | Heavy attacks leave weak points on enemies, making their guards easier to hit. | Leaving weak points on enemies after heavy attacks makes it easier to crack their guard over time. This passive is very helpful for breaking down tanks and highly defensive opponents during a duel. |
| Sanctified Field Generator Mk. 1 B-Tier Passive 20 Load | Basic Simple Domain that consumes Technique Bar to negate energy and domain attacks. | This is a cost-effective way to gain access to a Simple Domain for negating powerful energy attacks. It is a fundamental defensive tool that every player should consider if they have the spare load. |
| Slip Veil B-Tier Active 40 Load | Renders the user immune to targeting attacks for 5 seconds. | Immunity to targeting attacks for a few seconds can completely shut down certain "homing" techniques. It is a niche but powerful counter-pick for specific matchups where lock-on skills are dominant. |
| Stalker B-Tier Passive 35 Load | The user gains increased movement speed when their opponent is low on health. | Becoming faster when chasing injured foes ensures that your targets can rarely escape once they are low. It is the ultimate tool for securing kills and preventing resets during an expedition. |
| Steel Skin B-Tier Passive 10 Load | The user is less likely to have their limbs severed. | Reducing the likelihood of limb loss is a helpful passive that increases your overall reliability in combat. It pairs well with other defensive gear to make you a much sturdier and more consistent opponent. |
| Flawless Guard C-Tier TBD 25 Load | Allows the user to guard attacks without losing stamina with keen reflexes. | Allowing for stamina-free blocks rewards perfect timing but is often outshined by standard parries. It is a high-skill tool that doesn't provide enough consistent value compared to other 25-load items. |
| Metal Legs C-Tier Passive 10 Load | The user no longer takes fall damage. | Fall damage immunity is a nice convenience for exploring the map but provides almost zero combat benefit. It is a low-priority pick that is mostly used for quality-of-life and vertical mobility. |
| Mook Hyang's Wardrobe C-Tier Passive 10 Load | Allows the user to wear various accessories from their avatar, such as hats. | This is a purely cosmetic item that allows for more character customization on expeditions. While it helps you look good, it contributes nothing to your actual combat effectiveness or survival. |
| Overdrive Module C-Tier TBD 75 Load | Self-replenishing energy that comes at a significant cost. | The self-replenishing energy comes at a high cost that is often too detrimental for standard builds. It is a high-risk item that is currently too niche for higher placement in the competitive meta. |
| Unbreakable C-Tier Passive 0 Load | The user’s weapon no longer loses durability upon dying. | Preventing weapon durability loss upon death is a helpful economy tool for expensive gear. However, it doesn't assist you in winning the actual fight and is best used when short on currency. |
| Show Hand D-Tier Vow 0 Load | Overview is currently unknown or TBD. | This Vow is currently shrouded in mystery and provides no immediate mechanical benefit. It is ranked at the bottom until its true power or purpose is revealed to the wider player base. |
| The Exception D-Tier Passive 10 Load | Purely cosmetic. Tear off shirt to reveal muscular physique. | Being purely cosmetic, this item exists only for flavor and character intimidation. It is a fun choice for social interactions but has no place in a competitive or progression loadout. |
| Two For One D-Tier Passive 0 Load | Receive two ramen for the price of one when purchasing. | While saving money on ramen is nice for your wallet, it does nothing for your combat ability. This is the lowest priority item in the game from a gameplay and mechanical perspective. |
RELATED: Cursed Gear Clan Tier List – Best Clans & Reroll Guide
How We Evaluate Cybernatic Items
- Load Efficiency: Items like Invisible and Iron Arm rank A/B Tier because they cost only 10 Load while providing high-value immunity to key mechanics (Curse Sense, Limb Loss).
- Core Resource Fixes: S-Tier items stand out because they solve the game’s biggest PvP bottlenecks, such as cooldowns (200% Output) and energy (Regeneration).
- Survival Meta: Since death is highly punishing (loss of stored time), defensive Cursed Gear Cybernetic items like Coffin Frame and Steel Bones are prioritized over pure damage, as they prevent one-shots.
- Stat Scaling: Afterimage Step Replicator sits in A-Tier because it scales with Dexterity, making it especially strong in specialized builds.
How to Increase Cybernetic Load Cap in Cursed Gear
The main limitation when it comes to Cursed Gear Cybernetic items is your Load Cap. If you've played games like Cyberpunk 2077 or others with cybernetic implants, you're likely already familiar with the concept. This value determines how many (and how powerful) Cybernetics you can equip. For example, if your Load Cap is 80, the total Load of your equipped Cybernetics cannot exceed 80.
You can equip any combination of Cursed Gear Cybernetic items as long as their total cost does not exceed your Cybernetic Load Cap. Luckily, there are ways to increase your Cursed Gear Cybernetic Load Cap, allowing you to equip several powerful Cybernatics at once. That's because your Load Cap is determined by your Grade. With that in mind, here's how to increase it:
- Grade Exams - You can increase your Load Cap by upgrading your Grade. Grades represent your rank as a Sorcerer and act as progression gates for your power.
- Until you reach Grade 4 (Awarded automatically at Level 25), your capacity is heavily limited.
- Grade 3 requires reaching Level 50–100 and successfully passing a Grade Exam.
- Higher grades (Grade 2, Grade 1, Special Grade) unlock higher Cybernetic Load Caps and better Attribute scaling.
- Nier Royal Clan - Choosing the Nier Royal Clan is the most straightforward way to bypass standard limits, as it grants a flat +50 Load Cap bonus. In addition, it automatically upgrades all equipped Cybernetics (at no cost), but it does not bypass the maximum upgrade limit of 3.
How to Obtain Cybernetics in Cursed Gear
Unlike Clans, which you pull from a gacha-like system, or Cursed Techniques, which you get from Technique Shards and Technique Orbs, Cybernetics are acquired in their own way. There are two main ways of obtaining Cybernetics, with slight variations in outcomes. Here's how you can get Cybernetics in Cursed Gear:
- Time Machines - You earn Unstored Time during Expeditions by completing missions and defeating invaders. To keep it, you must extract via a vertibird - otherwise, all Unstored Time is lost on death. Once stored, Time can be spent at the hub Time Machines to:
- Unlock new Cybernetics.
- Shuffle the attribute buffs on a cybernetic you already own to get better stats.
- Cybernetic Orbs - Random Cybernetics are earned as loot drops from Cybernetic Orbs.
- They are found in mission caches, dropped from defeated enemies (NPCs), or looted from other players you defeat.
- Unlike Cybernetics purchased from machines, Cybernetic Orbs come with random attribute buffs or debuffs (e.g., increased Dexterity but reduced Durability). This has direct build implications that you should take into consideration when deciding on equipping an otherwise underwhelming (or OP) Cybernetic.
How to Recycle Cybernetics
The good thing about Cybernetics is that even if you don’t get the ones you want (or end up with objectively bad ones), they’re never wasted. Cursed Gear features a Cybernetics recycling system that lets you turn unwanted items into something useful. Here’s how the system works.
- Head to Sunset Freeway, where you can find the Recycling Station.
- Take unwanted Cybernetics (and/or Technique Shards) to the station and "melt" them down into Cursed Fragments.
- Cursed fragments are a secondary currency that you can use to:
- Craft high-tier Weapons at the Windswept Cove.
- Buy Cosmetics and Emotes in Neo Shibuya.
Cursed Gear Cybernetics FAQs
That would be 200% Output, with its insane burst-damage potential. Limitbreak is also great with proper timing.
Coffin Frame acts as a get-out-of-jail-free card in some clutch situations, making it the best defensive Cybernetic, in my opinion.
Burnout is a resource exhaustion state triggered by high-tier abilities. When an ability “burns out” your bar, it consumes a large chunk instantly, preventing you from using other techniques or Cursed Energy buffs until it recovers. It essentially acts as a cooldown tied to your total energy pool.
Blocking heavy attacks (M2) or certain skills builds posture damage. Once it maxes out, your guard is crushed, leaving you open to full combos. Posture regenerates over time when you’re not taking hits. Cybernetics like Gorilla Arm Plating are strong because they can halt an opponent’s posture.
So there you have it, now you know everything you need to know about Cursed Gear Cybernetic items. Hopefully, this will equip you with the knowledge to make sound and informed decisions when deciding which Cybernetics are best for your build. And while you're here, don't forget to check out our dedicated Roblox Cursed Gear page for more guides, tier lists, walkthroughs, and much more!