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Feats: Since Magneto is more vulnerable to a close combat attack, one feat that I like is Nanoarmor. This way you can rest assured that if your opponent gets a bruiser up close, at least that soda machine he’s carrying isn’t going to turn big damage into major damage.
Next I like Streak of Luck. There is a good chance that even though the odds are against it, players are going to try and hit Magneto with ranged attacks. This feat will give Magnus luck tokens whenever they miss. These tokens allow Magneto to not take damage from a critical miss, or to do even more damage with a critical hit!
Lastly, I think Fortitude might be a good choice when playing Magneto in a 400+ format. One of his weaknesses is that he is vulnerable to outwit. Since Outwit has a 10 range and is not an attack, a savvy player could use Outwit to cancel a certain special power, making hitting Magneto at range not as difficult a task. So Fortitude will deny them this ability and the pleasure.
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Team Building: At 189 Magneto is playable at 300 points, but he is taking up the bulk of your team. However at 400 or more point games Magneto is a major threat. I like letting Magneto take care of the ranged combat while having him carry a bruiser or two to deal with any characters who dare to get up close. One team that comes to mind would be a Brotherhood of Mutants team with Ultimate Quicksilver and the rookie Scarlet Witch from Fantastic Forces. Can’t you just hear them singing We are Family…
Final assessment: Magneto is a powerhouse for 189 points. He may seem a bit costly in a 300 point game, however thanks to his range, mobility, and damage dealing potential Magneto is a viable option in a 300 point game. That being said, I still think games of 400 points or more are best for Magneto.
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