Villain, Global, Controller, Brotherhood, Deathseed, Legendary, Iron-Willed
|Arena||★ ★ ★ ★ ★|
|Alliance War Offense||★ ★ ★ ★ ★|
|Alliance War Defense||★ ★ ★ ★ ★|
|Blitz/Real-Time Arena||★ ★ ★ ★ ★|
|Raid||★ ★ ★ ★ ★|
|Dark Dimension||★ ★ ★ ★ ★|
|Cosmic Crucible||★ ★ ★ ★ ★|
Since Magneto has 2 AOE abilities it is best to give him Raider ISO-8 class. Obviously, it is of utmost importance that he places Blind with his Ulti, so the Skirmisher class seems to be needed more. However, Magneto’s base Focus is really big and with a passive bonus, his debuffs will be applied almost always against enemies of equal power.
With the recent boost and release of the Deathseed team, Magneto’s efficiency is considerably increased. It is unlikely that he will need Skirmisher regardless of the enemy set-up in Raids, but it might be needed outside of Raid. To be sure we will have to see the last 2 members of the Deathseed team.
At the moment, the Raider class is the only logical solution for Magneto.
B – Basic ability
P – Passive ability
S – Special ability
U – Ultimate ability
Basic – Increased Damage; In Raids prolong all negative effects on each target by 1 if there are 3 or more Deathseed allies. For having an efficient Magneto in Raids, it is crucial that his Basic is on maximum. Without it, Magneto can’t prolong negative effects and you would have to maximize all other abilities of Deathseed members to compensate for this improvement.
Passive – In Raids, if there are 4 or more Deathseed allies, Generate 5 Ability Energy for himself. This improvement affects only Raids, but with this Magneto can use his Ultimate at the start of each battle. This could be an essential improvement, knowing Doom 3 Mutant nodes.
Special – Increased Damage; Remove all positive effects; In Raids, Ability Block for 2 turns. Spending T4 on Magneto Special is not mandatory, but it is definitely helpful. Being able to prolong the duration of the Ability Block and clear all positive effects from the target is something that should never be ignored.
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