**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
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A Revamp Spotlight: Magneto(Classic)
L_217
Posts: 109 ★★
The first Mutant villain ever introduced was yours truly, the Master of Magnetism, Magneto. What came as a surprise later down the road was how truly underwhelming a character of that much importance made impact in the game. These buffs aim to to both increase damage, and increase control over the opponent, especially those with the #Metal tag.
+Ability Revamp: Magnetism:
Magneto punishes those reliant on Metal, dealing up to (140%) damage based on how close they are. Additionally, the opponents ability accuracy is lowered by 50%.
*Ability Accuracy reduction goes from 40% to 50%.
+New Ability: Fuse:
Heavy Attacks can refresh Bleeds, Armor Break and Heal Blocks inflicted by Magneto.
+Signature Revamp: Refraction:
The Master of Magnetism bends a dense electromagnetic field around him, preventing (50~75~79)% of energy damage and allowing him to block Unblockable attacks. Additionally, damage from a single source cannot exceed (40~12.7~8.4)% of his max health.
+New Ability: Mental Resistance:
Magneto is immune to the effects of Reverted Controls and resists Power Drain and Power Burn effects by 25%.
+Special 1 Change:
100% to inflict Bleed, dealing (250%) Damage over 8 seconds. Ignore 25% of Critical Resistance.
*Increased damage by 50%, shaved 2 seconds off
+Special 2 Change:
Heal Block for 15 seconds.
*added 5 seconds
+Special 3 Change:
Magneto accrues a massive amount of magnetic flux for the remainder of the fight, punishing the opponent for even the slightest amount of metal.
*Activates the Magnetism effects.
+Synergy Change:
-Brave and Foolish: with Wolverine, unique
Magneto: Each debuff on the opponent reduces the opponents power rate by 10%. Max of 30%.
Wolverine: Up to 20% increased Base Attack based on lost health.
-House of M: with Scarlet Witch, unique
Magneto: All Mutant Hero champions are affected by Magnetism
Scarlet Witch: Each hit has a 5% chance to refresh all Veil of Fortune effects.
-Condemned Future: with Sentinel, unique:
Magneto: +(25%) Attack while Magnetism is active.
Sentinel: Start the fight with 10 analysis charges.
+Ability Revamp: Magnetism:
Magneto punishes those reliant on Metal, dealing up to (140%) damage based on how close they are. Additionally, the opponents ability accuracy is lowered by 50%.
*Ability Accuracy reduction goes from 40% to 50%.
+New Ability: Fuse:
Heavy Attacks can refresh Bleeds, Armor Break and Heal Blocks inflicted by Magneto.
+Signature Revamp: Refraction:
The Master of Magnetism bends a dense electromagnetic field around him, preventing (50~75~79)% of energy damage and allowing him to block Unblockable attacks. Additionally, damage from a single source cannot exceed (40~12.7~8.4)% of his max health.
+New Ability: Mental Resistance:
Magneto is immune to the effects of Reverted Controls and resists Power Drain and Power Burn effects by 25%.
+Special 1 Change:
100% to inflict Bleed, dealing (250%) Damage over 8 seconds. Ignore 25% of Critical Resistance.
*Increased damage by 50%, shaved 2 seconds off
+Special 2 Change:
Heal Block for 15 seconds.
*added 5 seconds
+Special 3 Change:
Magneto accrues a massive amount of magnetic flux for the remainder of the fight, punishing the opponent for even the slightest amount of metal.
*Activates the Magnetism effects.
+Synergy Change:
-Brave and Foolish: with Wolverine, unique
Magneto: Each debuff on the opponent reduces the opponents power rate by 10%. Max of 30%.
Wolverine: Up to 20% increased Base Attack based on lost health.
-House of M: with Scarlet Witch, unique
Magneto: All Mutant Hero champions are affected by Magnetism
Scarlet Witch: Each hit has a 5% chance to refresh all Veil of Fortune effects.
-Condemned Future: with Sentinel, unique:
Magneto: +(25%) Attack while Magnetism is active.
Sentinel: Start the fight with 10 analysis charges.
5
Comments
Magneto(Classic):
Ability Revamp: Magnetism:
Magneto punishes those that rely on Metal, dealing up to (75% of Attack) damage per second based on how close they are. Additionally, the opponent's ability accuracy is lowered by 67%.
*Passive
New Ability: Fuse:
Heavy Attacks can refresh Bleeds, Armor Break and Heal Blocks inflicted by Magneto.
Signature Revamp: Refraction:
The Master of Magnetism bends a dense electromagnetic field around him, providing 3000 Energy Resist and allowing him to block Unblockable attacks. Additionally, damage from a single source cannot exceed (40~12.7~8.4)% of his max health.
New Ability: Mental Resistance:
Magneto is immune to the effects of Reverted Controls and resists Power Drain and Power Burn effects by 25%.
Special 1 Change:
100% to inflict Bleed, dealing (250%) Damage over 8 seconds. If the opponent is naturally bleed immune, Armor Break the opponent, reducing armor rating by 1850 for 8 seconds instead.
*Increased damage by 50%, shaved 2 seconds off,
Special 2 Change:
Heal Block for 15 seconds. Magnetized opponents opponents cannot evade or perfectly block this attack.
*added 5 seconds
Special 3 Change:
Magneto accrues a massive amount of magnetic flux, Magnetizing the opponent for 80 seconds. If the opponent is already Magnetized, increase potency by 40% for 80 seconds instead.
*Does not stack
Synergy Change:
The Professor's Toys: with Wolverine, unique
Magneto: Deal 40% of Base Attack per debuff reapplied to the opponent.
Wolverine: Regeneration effects ignore 35% of ability accuracy reductions. No effect against Tech champions.
House of M: with Scarlet Witch, unique
Magneto: All Mutant Hero champions are affected by Magnetism
Scarlet Witch: Each hit has a 5% chance to refresh all Veil of Fortune effects.
Condemned Future: with Sentinel, unique:
Magneto: +(25%) Attack while Magnetism is active.
Sentinel: Start the fight with 10 analysis charges.