← Heroes















Rank
Winrate
Δ avg
Pickrate
Tier
Quickplay
47.07%
-3.4
6.04%
B
All Competitive
47.64%
-2.5
11.00%
B
Bronze
47.60%
-2.2
6.98%
B
Silver
47.06%
-3.1
7.61%
B
Gold
47.32%
-3.1
9.75%
B
Platinum
47.45%
-2.8
11.58%
B
Diamond
47.75%
-2.3
12.84%
B
Grandmaster
48.51%
-1.1
13.98%
B
Celestial+
49.11%
-0.5
13.36%
B
Counters · magneto winrate above 50%
Abilities · 9 entries
Iron Bulwark
NormalKey F
The shield grants one charge of Iron Ring for every 100 damage it absorbs
- Cooldown
- 12s, and sharing cooldown with Metal Bulwark
- Shield Value
- 250
- Max Shield Duration
- 2.5s
Magnetic Descent
PassiveKey Space
- Descending Speed
- 3.5m/s
- Horizontal Movement Speed
- 6m/s
Iron Volley
WeaponKey Left Click
Single-cast projectile with delayed impact that also generates a spell field
- 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
- Charges
- 10
- Attack Interval
- 0.8s
- Maximum Distance
- 25m
- Projectile Speed
- 80m/s
Mag-cannon
NormalKey Right Click
When fully charged, the Iron Ring has a 6m knockback distance
- 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
- Projectile Speed
- 120m/s
Metallic Curtain
NormalKey SHIFT
Shield
- Cooldown
- 3s
- Energy Cost
- 65/s
- Maximum Energy
- 100
- Energy Recovery Delay
- 1s
- Energy Recovery Speed
- 11/s
Metal Bulwark
NormalKey E
The shield grants one charge of Iron Ring for every 100 damage it absorbs
- Cooldown
- 12s, and sharing cooldown with Iron Bulwark
- Shield Value
- 250
- Maximum Distance
- 20m
- Max Shield Duration
- 2.5s
Meteor M
UltimateKey Q
For each point of projectile damage absorbed, the power increases by 0.125, with a maximum absorption of 800 projectile damage
- 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
- Energy Cost
- 3400
- 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
Magnetic Resonance
NormalKey C
Upon release, Magneto and his Duplicate Illusion become invisible. The damage dealt by the projection is reduced, and it dissipates after taking a specific amount of damage
- Cooldown
- 30s
- Invisibility Duration
- 1s
- Duplicate Damage Reduction
- 80%
- Duplicate Max Damage Received
- 150
Metallic Fusion
NormalSkins · 7 costumes

Uncanny Blacksteel
Default

Will Of Galacta
Default

Binary Sword
Default

Master Of Magnetism
Default

King Magnus
Default

Magneto
Default

The Trial Of Magneto
Default
Top magneto players · source: marvelrivalsapi.com
#
Player
K/D/A
WR
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