Magneto

Magneto

Max Eisenhardt

Role

VANGUARD

Attack Type

Hitscan Heroes

Difficulty

2 / 5

Team

X_men, Mutants, Villains

Description

The Master of Magnetism bends even the strongest metal to his whims, shielding his allies and striking at his foes. Whether he calls himself Max Eisenhardt, Erik Lehnsherr, or simply Magneto, the hardships this warrior has endured have made him as unbreakable as the steel he brandishes.

Abilities

Magnetic Descent

Magnetic Descent

Normal

Hold {Jump} to fall slowly.

Key: Space
Descending Speed: 3.5m/s
Horizontal Movement Speed: 6m/s
Iron Volley

Iron Volley

Weapon

Fire a volley of magnetic orbs forward. The range of the resulting explosion increases based on distance flown.

Key: Left Click
Range: Initially, it produces a spell field with a 1m spherical radius; when the projectile reaches maximum distance, the explosion radius expands to a spell field with a 3m spherical radius
Damage: Projectile Damage: 40. The spell field deals 40 damage at its center, reducing to 50% within a 3m radius from the center
Casting: Single-cast projectile with delayed impact that also generates a spell field
Charges: 10
Attack Interval: 0.8s
Maximum Distance: 25m
Projectile Speed: 80m/s
Mag-cannon

Mag-cannon

Normal

Convert the iron rings on Magneto's back into a Mag-Cannon and launch a metallic mass forward. Higher stacks of rings increase damage, and full stacks <Debuff>Knock Back</> enemies.

Key: Right Click
Damage: Iron Rings' first charge deals 40 damage, the second charge deals 65 damage, and the third charge deals 90 damage
Casting: Single-cast projectile with delayed impact
Cooldown: No cooldown, but the ability can only be activated when the Iron Ring has at least one charge
Critical Hit: No
Special Effect: When fully charged, the Iron Ring has a 6m knockback distance
Projectile Speed: 120m/s
Metallic Curtain

Metallic Curtain

Normal

Change the magnetic field around to form a metallic curtain, blocking all incoming <Orange>Projectiles</>.

Key: SHIFT
Casting: Shield
Cooldown: 3s
Energy Cost: 65/s
Maximum Energy: 100
Energy Recovery Delay: 1s
Energy Recovery Speed: 11/s
Metal Bulwark

Metal Bulwark

Normal

Conjure a metal shield around a chosen ally. Damage taken will transform into rings on Magneto's back.

Key: E
Casting: Targeted
Cooldown: 15s
Shield Value: 200
Special Effect: The shield grants one charge of Iron Ring for every 100 damage it absorbs
Maximum Distance: 20m
Max Shield Duration: 2.5s
Iron Bulwark

Iron Bulwark

Normal

Conjure an iron shield around himself. Damage taken will transform into rings on Magneto's back.

Key: F
Cooldown: 10s
Shield Value: 200
Special Effect: The shield grants one charge of Iron Ring for every 100 damage it absorbs
Max Shield Duration: 2.5s
Meteor M

Meteor M

Ultimate

Draw in all materials around to forge an iron meteor that deals massive damage upon impact. Absorbing enemy <Orange>Projectiles</> can enhance the meteor's power, yet overloading will cause it to self-destruct.

Key: Q
Damage: The projectile deals no damage. The base damage at the center of the spell field starts at 100 and increases to 300 when fully charged. Each point of Energy adds an extra 3 points of damage to the spell field, with damage reducing to 50% at a distance of 6m from the center
Casting: Create a persistent spell field that launches a projectile upon completion, which generates another spell field on impact
Energy Cost: 3400
Special Effect: For each point of projectile damage absorbed, the power increases by 0.125, with a maximum absorption of 800 projectile damage
Explosion Range: Initially, the ability has a spherical range with a radius of 5m. After charging for 4s, it expands to an 8m radius
Maximum Duration: 4s
Projectile Speed: 45m/s
Projectile Absorption Range: 15m spherical radius

Sword Of The King

Weapon

Ace Greatswords Fired

Weapon

Gambit charges Magneto's greatsword with kinetic energy. When Magneto activates this ability, <Orange>Iron Volley</> is replaced with <Orange>Ace Greatsword</>, which detonates upon striking enemies. The explosion leaves residual kinetic energy within the target, inflicting secondary damage after a brief delay.

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