The nine skills, and when to use them

Skills are how you get out of trouble in Cyber Surfer, and at high heat they're how you fight back. Here's how you get them, exactly what each one does, and when it's worth pressing the button.

How skills work

What you get depends on your heat

The skill in a box is random, but not evenly random. With no police on you, the game leans toward skills for getting around and collecting: Nitro, Force field, Magnet and Hover. Once you have three or more stars, it leans toward skills for fighting: Lane Laser, Shockwave, EMP, Smoke and Decoy. Between one and three stars, the odds blend from one mix to the other.

SkillCalm (0–1 star)Hot (3+ stars)
NitroVery commonRare
Force fieldCommonUncommon
MagnetCommonVery rare
HoverCommonUncommon
Lane LaserUncommonVery common
ShockwaveUncommonVery common
EMPRareCommon
SmokeRareCommon
DecoyRareCommon

You never get a second Force field while one is already running.

The skills

Tip: the grace period after a skill is a free second and a half. If you see a crash coming just as a skill runs out, hold your line: you'll smash through it instead of wrecking. A smashed car still adds a little heat.

Skills are your best weapons against the police. See how heat builds in the police heat guide and how to beat the boss in the Interceptor guide.