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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.

Normal attack

Iron VolleyLeft Click

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

Stats (7)
Casting
Single-cast projectile with delayed impact that also generates a spell field
Projectile Speed
80m/s
Charges
10
Maximum Distance
25m
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
Attack Interval
0.8s
Damage
Projectile Damage: 40. The spell field deals 40 damage at its center, reducing to 50% within a 3m radius from the center

Abilities

Meteor MQ

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

Stats (8)
Casting
Create a persistent spell field that launches a projectile upon completion, which generates another spell field on impact
Projectile Absorption Range
15m spherical radius
Projectile Speed
45m/s
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
5s
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 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
Metallic CurtainSHIFT

Change the magnetic field around to form a metallic curtain, blocking all incoming projectiles

Stats (6)
Casting
Shield
Maximum Energy
100
Energy Cost
65/s
Energy Recovery Delay
1s
Energy Recovery Speed
11/s
Cooldown
3s
Metal BulwarkE

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

Stats (6)
Casting
Targeted
Maximum Distance
20m
Shield Value
200
Max Shield Duration
2.5s
Cooldown
15s
Special Effect
The shield grants one charge of Iron Ring for every 100 damage it absorbs
Iron BulwarkF

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

Stats (4)
Shield Value
200
Max Shield Duration
2.5s
Cooldown
10s
Special Effect
The shield grants one charge of Iron Ring for every 100 damage it absorbs
Mag-CannonRight Click

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

Stats (6)
Casting
Single-cast projectile with delayed impact
Projectile Speed
120m/s
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 charge
Critical Hit
No
Special Effect
When fully charged, the Iron Ring has a 6m knockback distance
Magnetic DescentSpace

Hold Space to fall slowly

Stats (2)
Horizontal Movement Speed
6m/s
Descending Speed
3.5m/s

Team-Up passive

Royal BladeC

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

Stats (9)
Cooldown
30s
Duration
10s
Shoot Interval
First hit 0.6s, second hit 1s
Projectile Speed
80m/s
Projectile Damage
40
Spell Field Range
3m spherical radius spell field
Spell Field Damage
30
Explosion Delay
0.5s
Delay Explosion Damage
25

Team-Up abilities

Metallic ChaosC

Base Effect: Summons a Chaos Greatsword that deals damage to enemies in front. Enhanced Effect: When teaming up with Scarlet Witch, Magnetic Cannon becomes a charged ability. Charging consumes passive energy, and each energy segment consumed fires a Chaos Greatsword that deals damage to enemies.

Stats (7)
Cooldown
18s
Ability Duration
8s
Projectile Hit Damage
45
Spell Field Explosion Damage
35
Projectile Damage Falloff
Falloff starts at 20m, down to 70% at 30m
Spell Field Damage Falloff
Falloff starts at 0m, down to 70% at 3m
Projectile Speed
120m/s
Magnetic ResonanceC

Base Effect: Cast a magnetic projection that mimics Magneto's movement and ability casts perfectly from the enemy's perspective. Enhanced Effect: When teaming up with Emma Frost, the magnetic projection receives a massive Health bump and will persist indefinitely unless destroyed or manually recalled.

Stats (4)
Cooldown
15s
Magnetic Projection Max Damage Absorbed
300
Magnetic Projection Damage Dealt Ratio
50%
Magnetic Projection Max Duration
6s

Team-Ups

Explosive EntanglementRight Click

When teaming up with Magneto, Southern Brawl Knocks back enemies. Extra damage is dealt if they're propelled into a wall.

Favorable OddsC

When teaming up with Magneto, after the duration ends, the magnetic poles of the two cards reverse. They violently slam back together and explode, providing an extra burst of healing to allies and damage to enemies.

Magnetic ResonanceC

When teaming up with Emma Frost, the magnetic projection receives a massive Health bump and will persist indefinitely unless destroyed or manually recalled.

Metallic ChaosC

When teaming up with Scarlet Witch, Magnetic Cannon becomes a charged ability. Charging consumes passive energy, and each energy segment consumed fires a Chaos Greatsword that deals damage to enemies.

All Team-Ups

Bio, health, abilities and art from the official Magneto page, collected 14 Oct 2026. © Marvel and NetEase.