Marvel Rivals Season 4 Magneto Guide: Abilities, Combos & Gameplay Tips

Introduction

Discover everything you need to know about Magneto in Marvel Rivals, including his abilities and gameplay mechanics.

Marvel Rivals Character Guide for Magneto

Magneto has consistently been amongst the best vanguards in Marvel Rivals, making him a solid contender in ranked across many seasons. He is the most flexible character in the game and requires the players to know how his kit plays differently depending on what both teams are playing. Against dive composition, Magneto can bubble the backline while keeping the enemy frontline from walking further to keep everyone else.


Magneto doesn’t mind just fragging out by bubbling himself either. He also has one of the strongest ultimates in the game regarding its impact on the trajectory of a match. In this guide, we’ll discuss how Magneto works in Marvel Rivals and some useful tips and tricks.

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Magneto Overview in Marvel Rivals

Magneto is a vanguard, and it’s his job to be between your squishy backliners and your enemy’s damage dealers. He does enough damage to be threatening while having major defensive abilities to stay alive longer. When he’s backed up by a strategist, it’s really hard to take him down. Magneto also doesn’t have to fully commit to be at his maximum effectiveness. 

This is where he’s a great learner character because you don’t have to get yourself into sticky situations to be effective. With his moderate range and very straightforward abilities, Magneto is a great starter character for this game.

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All Magneto Abilities in Marvel Rivals

Below are all the Magneto abilities in Marvel Rivals.

  • Iron Volley- This ability allows you to fire a volley of magnetic orbs that explode at the maximum distance of their flight, dealing AoE damage.
  • Mag-Cannon- It changes the Iron Rings on Magneto’s back into a powerful projectile to deal additional damage.
  • Metallic Curtain- Put a shield that blocks incoming projectiles and protects Magneto and his allies from enemy attacks.
  • Magnetic Descent- It allows Magneto to float by holding the jump button, providing more aerial mobility.
  • Iron Bulwark- It applies the protective shield to Magneto himself and charges for his Mag-Cannon.
  • Metal Bulwark- A protective bubble is applied to your allies that absorbs damage and converts it into charges for Mag-Cannon.
  • Meteor M- This is an ultimate that creates a large meteor that absorbs damage from enemies and allies. It also deals a blast to an area when it absorbs enough damage.

Iron Volley (Left Click Ability)

Magneto casts a single projectile with a delayed impact that deals 40 damage directly and then an additional 40 damage in a spell field around that projectile. So, the total damage on a direct hit is 80, no matter what. This is enough to eliminate squishies after four shots.

 But when combined with his Mag Cannon and melee, it isn’t so bad. You can perform a very fast combo by hitting a primary shot and then immediately canceling the animation with your melee using the mag cannon.

Mag-Cannon (Right Click Ability)

His right-click ability is a much higher burst of damage. How much damage it deals is going to depend on how big the ring behind him has gotten. Throughout the game, the ring behind him is going to go through four different states: No ring, a small single-layer, two layers, and then a final black outer layer. At the fourth power level, right-click ability is quite potent, dealing about a third of most targets’ health.


At maximum charge, his right-click ability also knocks the target back and does a small amount of CC, interrupting their abilities. I highly recommend using this ability as more of an execute to be able to take out low-health targets than as an initiation tool. His basic ability has a maximum range of about 25M, including a little explosion at the end. Mag-Cannon has no limit, and you’re able to hit anybody from any distance.

Metallic Curtain (Left Shift Ability)

This ability allows you to put a one-directional shield that blocks all incoming ranged attacks, even ultimates. Standing between your backline and theirs, and putting this shield up makes sure that your team can shoot through it and deal damage to the enemy team. The shield has 100 charges that deplete at a rate of 65 per second. So, you can’t hold up the shield for too long. When the shield is down, the energy recovers at a rate of 11 per second.


The Shield can be up for about a second and a half, and then it takes 10 seconds to fully recharge. The shield also has a cooldown of 3 seconds between uses, even if you have charge left over.

Magnetic Descent (Space)

This allows the Magneto to glide when in the air. To be honest, there is rarely ever a use for this. However, it can be nice if you’re off angling for any reason and want to ignore the enemy’s shields and find a pick on the backline. It is far more relevant for Hela’s kit when she glides because she finds herself in these situations where she wants to get around shields.

Iron Bulwark/Metal Bulwark

Magneto can use the E key to put a shield on himself. Upon pressing E by default, Magneto will conjure a bubble shield around an ally that absorbs damage before it breaks. Both of these shields act the same way. They’re short duration and fully invulnerable. The cooldown for bubble is shared between both of these abilities, and it is 12 seconds long. This means if you bubble a teammate, you cannot use another bubble until a 12-second pass.


Both bubbles are placed on the target for 2.5 seconds before they disappear as well. They can also break if the enemies deal 300 damage to them in total. If the bubble breaks, three charges will be instantly granted to Magneto, fully powering up his mag-Cannon. The strategy is to mag cannon while in a bubble so that you can have another one instantly after to melt squishes that might be breaking your bubble.

Meteor M (Ultimate)

This ability allows the Magneto to float while channeling a Magnetic ball for 4 seconds. It absorbs all enemy projectiles within a 15M spherical radius around Magneto. At the end of a 4-second duration, Magneto will throw the meteor projectile at the enemies, dealing 300 damage. If the enemies deal enough damage before Magneto throws the meteor, it will break in the air. As for the exact numbers, the meteor absorbs 800 points of damage.


Every point of damage that the enemy deals to the meteor powers it up by 0.125 damage. The more damage you ramp up, the more leeway you have to miss slightly and eliminate the enemy with the splash of the alt. Magneto’s ultimate can also be used as a supportive ultimate against very specific heroes. Most Magneto players don’t think about the nuance of their ultimate and make a mistake that doesn’t necessarily lose them the game, but it also doesn’t help them win the game either.

How to Counter Magneto in Marvel Rivals

Magneto is one of the most versatile characters in the game because of his bubbles. This makes it hard to find a counter against him. Emma can run the game and run over Mag if you let her build charge off of you early. Make sure you block her crystals, and you should be fine. 

Against Groot, he can also be pretty annoying since he can wall you off from your team, and you don’t deal enough damage to break the walls in time. As far as DPS goes, Wolverine is pretty annoying for all vanguards, but with Magneto Bubbles, you have a better matchup against him than most other tanks.


Finally, Loki and Adam are pretty annoying to play into as Mag simply because they both have very consistent ways of dealing with your ultimate. Soul Bond is impossible to deal with unless you can specifically target Adam with the alt.

Magneto Synergies

As for who Magneto likes to play with, Emma has the team up and is overall just a great pick with Mag. All the tanks don’t really mind having a Magneto either, since he is super versatile and can be slotted anytime, anywhere. Magic was a menace with Magneto when she was a good character. 

This is because the bubble enabled her to go in and find a pick much more consistently. Bubbles on Star-Lord also aggressively allowed him to spin into the enemy team and get crazy amounts of ultimate charge without fear of getting countered, too.


There are other crazy DPS combos that you’re going to find out in the future metas, too. Luna and Loki are by far the best support combo in the game. These are the ones that you want to be playing with Magneto.

Tips and Tricks For Magneto In Marvel Rivals

Here are the best tips and tricks for Magneto in Marvel Rivals.

  • Make sure to focus on shielding key allies, especially strategists and divers.
  • It’s best to use cover effectively and move between shots to survive. Stay close to the objective and your allies.
  • Use the high ground to control the battlefield whenever the enemy tries to dominate your team.
  • Practicing leading your shots and maintaining optimal spacing is beneficial for maximum damage.
  • Use the ultimate to negate large amounts of damage, counter enemy ultimates, or zone enemies.
  • Using effective teamups is really important, so if you see a Scarlet Witch on your team, it can be really rewarding to just lock in Magneto.

Conclusion

Magneto is one of the most flexible and powerful vanguards in Marvel Rivals. With protective bubbles, strong damage combos, and a high-impact ultimate, he is equally effective in ranked games and team compositions at all levels.

FAQs for Magneto in Marvel Rivals

What is the role of Magneto in Marvel Rivals?


Magneto in Marvel Rivals is a vanguard, and his role is to protect, teammates, control space, and disrupt enemies by using his magnetic powers.

Which Hero Works Good with Magneto?


Scarlet Witch is the best hero that works incredibly well with Magneto due to her abilities to maximize his effectiveness.

Is Magneto a Good Hero to Choose?


Yes, Magneto is a good hero to choose in Marvel Rivals because he is a flexible, consistently strong Vanguard.