Magneto
Vanguard
Magneto emblem
VanguardVANGUARD

Ability stats & combos · VANGUARD · 650 HP

Magneto

Playstyle

Magneto is a master of magnetism and metal manipulation who excels at both offense and defense. His abilities focus on controlling magnetic fields, launching metallic projectiles, and creating protective barriers. He works best when using his magnetic powers to control the battlefield and coordinating with teammates for powerful synergies.

Magneto signature

Abilities

Input:

Normal Attack

Abilities

Team-Up Abilities

Suggested Combo

"Master of Magnetism Combo"

Unleash to deal damage, accumulate iron rings over time or through , and then use Mag-Cannon to finish off the enemy. Use to ward off damage or to wreak massive destruction.

Magneto signature

Ability stats & combos · Vanguard · 650 HP

Magneto numbers and combos

Magneto is a master of magnetism and metal manipulation who excels at both offense and defense. His abilities focus on controlling magnetic fields, launching metallic projectiles, and creating protective barriers. He works best when using his magnetic powers to control the battlefield and coordinating with teammates for powerful synergies. Movement speed is 6 m/s with projectile heroes. This page is the stat sheet — lore lives on the wiki, and Season 9 team-ups are separate.

Iron Volley(Left Click)
Fire a volley of magnetic orbs forward. The range of the resulting explosion increases based on distance flown.Damage Projectile Damage: 40. The spell field deals 40 damage at its center, reducing to 50% within a 3m radius from the center · Ammo 10 · 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
Mag-cannon(Right Click / L1 / LB)
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 Knock Back enemies.Damage Iron Rings' first charge deals 40 damage, the second charge deals 65 damage, and the third charge deals 90 damage · Cooldown No cooldown, but the ability can only be activated when the Iron Ring has at least one charges
Meteor M(Q)
Draw in all materials around to forge an iron meteor that deals massive damage upon impact. Absorbing enemy Projectiles can enhance the meteor's power, yet overloading will cause it to self-destruct.Damage The projectile deals no damage. The base damage at the center of the spell field starts at 100 and increases to 350 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 · Energy 3400
Magnetic Descent(SPACE)
Hold Space to fall slowly.
Metallic Curtain(SHIFT / L2 / LT)
Change the magnetic field around to form a metallic curtain, blocking all incoming Projectiles.Cooldown 3s · Energy 65/s
Metal Bulwark(E)
Conjure a metal shield around a chosen ally. Damage taken will transform into rings on Magneto's back.Cooldown 12s
Iron Bulwark(F / circle / B)
Conjure an iron shield around himself. Damage taken will transform into rings on Magneto's back.Cooldown 10s
Metallic Chaos(C)
Summons a Chaos Greatsword that deals damage to enemies in front.
Magnetic Resonance(C)
Cast a magnetic projection that mimics Magneto's movement and ability casts perfectly from the enemy's perspective.

Suggested combo

Master of Magnetism Combo

Unleash Iron Volley to deal damage, accumulate iron rings over time or through Metal Bulwark, and then use Mag-Cannon to finish off the enemy. Use Metallic Curtain to ward off damage or Meteor M to wreak massive destruction.

Matchup notes

  • Iron Man: Magnetism can control Iron Man's metal suit
  • Winter Soldier: Metal arm and weapons are vulnerable to magnetic manipulation
  • The Punisher: All metal weapons can be controlled and turned against him