vanguard
health: 650
move speed: 6
iron ring charging speed: 4s per charge
Magneto is a Vanguard hero in Marvel Rivals, and he’s all about controlling the battlefield with his magnetic powers. He’s got shields to protect his team, a big meteor to smash enemies, and a knack for turning enemy attacks into his own power. If you like playing a hero who can soak up damage while dishing it out, Magneto’s your guy.
fire a volley of magnetic orbs forward. the range of the resulting explosion increases based on distance flown
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: 35. 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
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<debuff></debuff>
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: 3100
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: 30m/s
projectile absorption range: 15m spherical radius
change the magnetic field around to form a metallic curtain, blocking all incoming projectiles
casting: shield
cooldown: 3s
energy cost: 50/s
maximum energy: 100
energy recovery delay: 1s
energy recovery speed: 11/s
conjure a metal shield around a chosen ally. damage taken will transform into rings on magneto's back
casting: targeted
cooldown: 12s, and sharing cooldown with iron bulwark
shield value: 300
special effect: the shield grants one charge of iron ring for every 100 damage it absorbs
maximum distance: 20m
max shield duration: 2.5s
conjure an iron shield around himself. damage taken will transform into rings on magneto's back
cooldown: 12s, and sharing cooldown with metal bulwark
shield value: 300
special effect: the shield grants one charge of iron ring for every 100 damage it absorbs
max shield duration: 2.5s
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
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
hold space to fall slowly
descending speed: 3.5m/s
horizontal movement speed: 6m/s
scarlet witch can infuse chaos energy into magneto to enchant his greatsword. upon receiving the chaos energy, magneto can unleash its full force, striking down enemies with his enchanted greatsword
range: 3m spherical radius
damage: projectile damage: 60, spell field damage: 35
casting: grant ability
cooldown: 30s
duration: 10s
attack interval: the first two stages each take 0.615s, while the third stage takes 0.954s
projectile speed: 80m/s
Team Synergy: With Scarlet Witch, his C (Metallic Fusion) lets him deal extra damage with Chaos Energy, making him even deadlier in fights.
Shield Master: His E (Metal Bulwark) and F (Iron Bulwark) let him shield allies and himself, absorbing damage and turning it into power for his Mag-Cannon. Perfect for keeping your team alive in tough fights.
Knockback Power: His right-click (Mag-Cannon) knocks enemies back and deals more damage the more iron rings he has. Use it to disrupt enemy formations or finish off weak targets.
Projectile Block: His L-Shift (Metallic Curtain) blocks all incoming projectiles, giving your team a safe window to push forward or escape.
Big Damage Ultimate: His Q (Meteor M) lets him summon a massive meteor that deals huge damage. Plus, it absorbs enemy projectiles to make it even stronger. Great for turning the tide in team fights.
Slow and Clunky: Magneto moves at 6 m/s and can’t fly, so he’s easy to catch if he’s out of position.
Shield Cooldowns: His E and F share a cooldown, so if you mess up the timing, you’re left without protection.
Ultimate Overload: If he absorbs too many projectiles while charging Q, the meteor can self-destruct, wasting the ability.
Vulnerable to Melee: His L-Shift can’t block melee attacks, so heroes like Black Panther or Wolverine can wreck him up close.
Reliant on Positioning: He’s best in close to medium range, so long-range heroes like Iron Man or Storm can poke him down from a distance.