Cyber Khan

Cyber Khan is an ÜberCorp International monster of the Collaborators agenda. Cyber Khan was released in Series 4: Now!.

Proportions:
 * Height:60 Meters
 * Weight:55,000 Tons

Alpha

 * Cyber Khan is a difficult monster to learn to use well, due to the seemingly counterintuitive placement of his triggers compared to his attack values. He is also very dice intensive, as all three of his forms must rely on either Power Attacks or triggers that produce additional attacks in order to deal multiple points of damage in a single activation. Due to this it is very important to Repair Cyber Khan whenever possible, to ensure that he does not fall behind in the damage race.
 * Alpha Cyber Khan is at his best when working alongside blasting units, due to his Blue High Impact. His Spotter ability also reduces the defense of nearby enemy figures for his units as well as his own blast attacks. This helps somewhat to compensate for his extremely poor blast Boost Dice, but only against enemies that are very close.
 * Due to his lack of movement triggers Cyber Khan cannot target the same monster with his brawl attack and the blast attack created through Following Fire. This combined with Spotter means that the most efficient use of Following Fire is to use the blast attack to destroy a nearby enemy unit with low defense, hopefully trading a single Action Die for a Power Die. Although Cyber Khan could brawl a building for Power Dice and then attack an enemy monster his low number of boost dice make this a difficult and expensive proposition.
 * Refuel can be used to screen, to clear Cyber Khan's path, to move a unit next to a building or onto an objective space, and can even be used to move another ÜberCorp International monster in a two monster game.
 * All forms of Cyber Khan benefit from the presence of S-Type Shinobis in their force, as the Shinobi's Flank ability allows Cyber-Khan to hit more consistently with his brawl attacks and improves his dice efficiency.

Ultra

 * Ultra Cyber Khan is the only version that has the ability to do Super Damage, though the only way he can is through a Smash Power Attack. Although getting into alignment can be very difficult Ultra Cyber Khan is extremely mobile, and this assists him in positioning himself for a Power Attack.
 * Ultra Cyber Khan's blast attacks have two very useful triggers, as Disrupt can waste large quantities of an opponent's Power Dice and force his monster into a potentially weaker or less defended Alpha Form and Multi-Shot can help clear the area of units, denying your opponent resources while also earning Power Dice. Although it is a very useful attack Ultra Cyber Khan's blasts can be difficult and expensive to use effectively, as it suffers from short range and a lack of boost dice.
 * Since most Power Attacks move the target away from the attacker it is difficult for Ultra Cyber Kahn to Follow Through Brawl an enemy monster he has just power attacked. To accomplish this he must either Throw the enemy into an adjacent square, Headbutt, Body Slam or Smash the enemy 0 squares (thanks to collision with another Monster, an Indestructible figure, or the board edge).
 * It can be beneficial to use the Follow Through Brawl attack on an adjacent Building to regain power dice spent in the power attack.
 * Feel free to exploit Ultra Cyber Khan's speed. He can cross the map by expending only 6 action dice if the way is clear enough.

Mega

 * Mega Cyber Khan is better at gathering Power Dice than either the Alpha or Ultra, due to both his Super Stomp trigger and the Power Gorge trigger on his brawl attacks. By spending one turn brawling a pair of buildings Mega Cyber Khan can easily fill up his Power Pool, hopefully providing for multiple monster activations.
 * Mega Cyber Khan is slightly less mobile than the other forms, while his speed is 8 (the same as Ultra Cyber Khan) he only has Jump instead of Flight. However this does eliminate his weakness to forces with easy access to the Anti-Air skill.
 * Although it is dice intensive to make two brawl attacks in one turn it is Mega Cyber Khan's only way to deal more than one point of damage, short of Power Attacks. However, his Power Gorge trigger ensures that he will have a steady flow of Power Dice coming in, helping to ease the pressure somewhat. Mega Cyber Khan also benefits even more from S-Type Shinobi's Flank than the other forms do, as they help to greatly enhance his chance to hit and his dice efficiency.
 * Mega Cyber Khan should make Power Attacks as often as possible, as not only is that where he has the most boost dice, but he can easily regain spent Power Dice by brawling two buildings and his Martial Artist ability makes it easier for him to hit with his Power Attacks.

Other Media

 * Cyber Khan was mastered by cottondonkey on August 29, 2011.
 * Cyber Khan is a mechanized version of Terra Khan.
 * Cyber Khan's design may have been influenced by Mechagodzilla.