*** Magneto (Classic) ***

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Comments

  • Def 5 blue, the other depends if you have a red or purple user already.
    For me i rather save red for bti, and his purple can one shot or come close to it too since the average damage you need is 5800 or roughly 10 blues on board at 5.
  • So, my only max cover 3* is Mag and I mostly use Dacken/Thor with him when there are no character requirements. In PvP it seems like Thor red is better than Mag red most of the time but Mag red is clearly better in PVE.
  • Spencer75
    Spencer75 Posts: 232
    5/3/5

    Mine is level 141 and once we were given respeccing I played around with different builds

    This is far and away my favorite.

    5 blue is crazy, you can almost endlessly do match 5's and 4's

    You have to have 5 blue with mags.

    I think the rest of the build is debatable. But having pink at 5 is incredible. If you get a board with 13 blue (and if it's ending the game you can put some of those on the board with your blue power) it's a nuclear attack that dishes out over 8k damage at level 141

    And if you're not aware having pink at 5 gives you more damage PER match, it's not stated in the description
  • Polares
    Polares Posts: 2,643 Chairperson of the Boards
    Mine is now 5/4/4 an he is versatile and powerfull.

    For me the best power of CMags is blue, 5 in blue is mandatory (so you can at least match two rows with 6 blue tiles). Then the debate would be if it is better to concentrate just in blue and cascades and go 5 in red or have a very powerfull ability that can kill allmost anybody with one shot. I couldn't decide so I went for the middle solution. Red at 3 is cheap enough so I can use it when there are not enough blue tiles, and pink at level four moves 9 tiles and does 80% damage per tile so at level 116 he does 466 per swap (max damage of 4194hps, at 141 he will do around 4500). The only problem with 5 pink is that you won't have 13 blue tiles on the board allmost never, this is one of the reasons I decided to go 4 in pink.

    But any 5/x/x build is good, you can go wrong with 5 in blue icon_e_wink.gif
  • You won't have max tiles but you will do more per match so it outclasses 4 in every regard. Still its the difference post patch rage weather you one shot or give the opponent to retaliate once with the pink strike tiles.
    5 blue is insane tho, in the sim with boost and patch, you can turn 2-3 kill depending on board state.
    Very important in post 200 battles especially double green feeding fat thor, 1~2 more turns and you end up eating a cots.
  • I'm pretty sure they'll nerf blue and red, blue because it's ridiculously powerful and red because it violates the new minimum AP cost rule.

    But IceX just said they put the balancing on a lower priority track, so you still have some time to play him in awesome state.

    Any 5/X/X combination is good I think.
  • Definitely not 3/5/5.

    Assess which skills you use/like the most. If blue, 5/4/4 or 5/3/5; if red, 5/5/3 or 4/5/4; if purple, 5/3/5 or 4/4/5.

    Blue should generally be 5, but at the very least 4. 3 blue only makes sense for trying to preempt the nerf.
  • Phaserhawk
    Phaserhawk Posts: 2,676 Chairperson of the Boards
    Having slowly built up my C.Mags. He was 3/3/3, useable but not great, then 4/3/3, wow, big improvment, then 4/3/4, nothing much, 4/4/4 holy ****, red is very useable, but I felt myself not quite being able to sustain a decent chain. Then I got my 5th blue, 5/4/4 WOW!!!!!, Now I can see the arguement for 5/3/5 and 5/5/3, but having played varying versions of him I would only ever play him 5/4/4 or 5/5/3. 5/4/4 he's still spammable and your purple does a lot more damage, 5/5/3 you can cast 3 times with 6AP vs. twice with it at 5/4/4 and there are times I wish I had a 5/5/3 build, but there have been times I was better off with 5/4/4 and there have been times I wished it was 5/3/5. I think, you can argue 4/5/4 but I'm not sure that's wise.

    5/5/3---Spam
    5/3/5---Nuke
    5/4/4---Hybrid
  • 5 blue is all you need. 5 red has better synergy with anyone that generates strike tiles, but Magneto is a one man army already so it rarely actually matters, and I can see the value of having 5 in MT for your sanity when you're in one of those weird situation where Magneto is the only person left and you need 125 castings of Magnetic Field to pull off a win.
  • I mistakenly thought that his first ability was his red. Of course I would never reduce blue to less than 5. I suppose 5/3/5 or 5/4/4 would be that actual other options. I think I'm going to try 5/4/4 and see if the extra point in purple matters.
  • BearVenger
    BearVenger Posts: 453 Mover and Shaker
    Honest Question: What does C.Magneto's 5th Blue do?

    I've read the overall character thread, the Classic Magneto thread, and the wikia article, and all I see is 2 protect tiles with increased strength.

    I currently have a 2/2/5 (luck of the draw) C.Magneto, and while I love the Definit-Kill aspect of his pink, I don't see the love for maxed blue, if it's just stronger protect tiles.
  • NorthernPolarity
    NorthernPolarity Posts: 3,531 Chairperson of the Boards
    BearVenger wrote:
    Honest Question: What does C.Magneto's 5th Blue do?

    I've read the overall character thread, the Classic Magneto thread, and the wikia article, and all I see is 2 protect tiles with increased strength.

    I currently have a 2/2/5 (luck of the draw) C.Magneto, and while I love the Definit-Kill aspect of his pink, I don't see the love for maxed blue, if it's just stronger protect tiles.

    Each level of blue reduces the AP cost by 1. Level 1 costs 9AP, level 4 costs 6AP, level 5 costs 5AP. The difference between 6 and 5 AP makes a huge difference when you're using the ability to endlessly match 4 blue tiles together.
  • Dormammu wrote:
    I've read awesome arguments for just about every build possible for 3* Magneto. Honestly, in his current state, I don't know if there is a 'bad' build for him. I wouldn't worry about potential nerfs, build him now and worry about that later - you can always respec.

    Personally, I went 4/5/4. I almost went 5/4/4. Either of those builds makes either blue or red spammable. I decided I wanted his red really spammable, and at 2AP it is really nice to spam that power and re-adjust a bad board while doing pretty good damage (especially if cascades start falling). 4 purple still does ridiculous damage.

    I think the ideal build depends on who you plan on pairing him with most often, and what colors you need to fuel them. If you have someone else that uses red a 5/3/5 build makes a lot of sense, for example.
    +1 2 red is to reset the board ^^
  • Spoit
    Spoit Posts: 3,441 Chairperson of the Boards
    I had 5/3/5 for the longest time, but I went ahead and respecced to 5/4/4 when I got a lucky pull to reduce possible angst whenever the funbalancing actually goes through, especially since red is the rarest color. Even though it only states that 5 purple has more swaps, it also increases the damage per swap
  • BearVenger wrote:
    Honest Question: What does C.Magneto's 5th Blue do?

    I've read the overall character thread, the Classic Magneto thread, and the wikia article, and all I see is 2 protect tiles with increased strength.

    I currently have a 2/2/5 (luck of the draw) C.Magneto, and while I love the Definit-Kill aspect of his pink, I don't see the love for maxed blue, if it's just stronger protect tiles.

    The defensive part of the skill is just icing on the cake. Nobody use this skill for the defensive tiles. The skill let you convert ANY 2 tiles into blue tiles. With this you can easily set up a match 4 or match 5 and potentially general more AP through cascading, line clearing. You can even use it to generate crit tile into environment match in Desert and Forest match. The skill is even more useful in PVE. You can use it to overwrite countdown tile, strike tile, attack tile or anything you dont want to be there.

    It is his most powerfull skill that make him OP. This skill will even do a better job at board reset than red at time.
  • So if there is a hidden damage increase from 4-5 purple covers. Is there a similar change for 3-4 purple?
    If there isn't, what is the argument for 5/4/4 or 4/5/4 over 5/5/3?
  • Polares
    Polares Posts: 2,643 Chairperson of the Boards
    White434 wrote:
    So if there is a hidden damage increase from 4-5 purple covers. Is there a similar change for 3-4 purple?
    If there isn't, what is the argument for 5/4/4 or 4/5/4 over 5/5/3?

    Yes there is. From 3 to 4 pink you change the number of tiles you move from 7 to 9, so there is a big difference in damage, 22% from the number of tiles, around 20% per damage per tile, a total of around 40% more. From 4 to 5 there is the 20% difference in damage per tile, but most of the times you don't have more than 9 blue on the field so it is not that easy to calculate the difference. If you have 13 tiles then the difference is around 50% more damage (!!!)

    For me the best builds are 5/5/3 and 5/4/4. 5/3/5 could be good too but for me the other two are more utile/versatile. Mine is 5/4/4 and sometimes I wished it was 5/5/3 but then comes a fight where I do 4000+ hp in damage with pink and I change my mind icon_e_wink.gif


    PD: Damage per tile numbers are not exact but are more or less like that, 20% reduction from 5 to 4.
  • Spencer75
    Spencer75 Posts: 232
    Justdangit wrote:
    BearVenger wrote:
    Honest Question: What does C.Magneto's 5th Blue do?

    I've read the overall character thread, the Classic Magneto thread, and the wikia article, and all I see is 2 protect tiles with increased strength.

    I currently have a 2/2/5 (luck of the draw) C.Magneto, and while I love the Definit-Kill aspect of his pink, I don't see the love for maxed blue, if it's just stronger protect tiles.

    The defensive part of the skill is just icing on the cake. Nobody use this skill for the defensive tiles. The skill let you convert ANY 2 tiles into blue tiles. With this you can easily set up a match 4 or match 5 and potentially general more AP through cascading, line clearing. You can even use it to generate crit tile into environment match in Desert and Forest match. The skill is even more useful in PVE. You can use it to overwrite countdown tile, strike tile, attack tile or anything you dont want to be there.

    It is his most powerfull skill that make him OP. This skill will even do a better job at board reset than red at time.

    Additionally if you need a specific tile to use a power you can often get it using the blue. Let's say you need one pink to use magnetic translocation and finish off an opponent. Find a row or column with a pink tile and 2 blue close enough together.

    It's the most versatile skill in the game.
  • gambl0r312
    gambl0r312 Posts: 254 Mover and Shaker
    Spencer75 wrote:
    Justdangit wrote:
    BearVenger wrote:
    Honest Question: What does C.Magneto's 5th Blue do?

    I've read the overall character thread, the Classic Magneto thread, and the wikia article, and all I see is 2 protect tiles with increased strength.

    I currently have a 2/2/5 (luck of the draw) C.Magneto, and while I love the Definit-Kill aspect of his pink, I don't see the love for maxed blue, if it's just stronger protect tiles.

    The defensive part of the skill is just icing on the cake. Nobody use this skill for the defensive tiles. The skill let you convert ANY 2 tiles into blue tiles. With this you can easily set up a match 4 or match 5 and potentially general more AP through cascading, line clearing. You can even use it to generate crit tile into environment match in Desert and Forest match. The skill is even more useful in PVE. You can use it to overwrite countdown tile, strike tile, attack tile or anything you dont want to be there.

    It is his most powerfull skill that make him OP. This skill will even do a better job at board reset than red at time.

    Additionally if you need a specific tile to use a power you can often get it using the blue. Let's say you need one pink to use magnetic translocation and finish off an opponent. Find a row or column with a pink tile and 2 blue close enough together.

    It's the most versatile skill in the game.

    There is another aspect that is sometimes overlooked in addition to all these great points listed above: When at Lvl 5 blue, the ability only costs 5 AP. this means if you can make that 5 tile crit match in a T, L or + shape (I've even made them with 6 tiles! ) you just cast that ability for FREE.

    Let me repeat: Casts for FREE!

    That means repeated, guaranteed damage depending on the number and closeness of blue gems on the board. I've downed 6500 hit point goons and villains in PvE using nothing but C. Mags blue ability. In Lightning rounds at Max lvls (~140s) since Mags blue matches hit for 340s the criticals will deal around 1200s PER 5 tile hit.

    AND you are getting AP for every line you eliminate! Lots of times I've used the blue ability to get that "One or two more more Black AP or Green AP for Black Panther's Rage or Thor's Call of the Storm"
    because those gems lined up with the critical line I made with the Blue. Get Creative with it! You start seeing lots more options once you realize you can directly manipulate the board to get what you need, cheaply.

    THIS is why he rules. Then you add in the cheap, spam-able, board shaking Red AND the one-shot ability of the Purple....
    Mags is a one-man army!

    Sometimes I wish we could all build a 5/5/5 C. Mags.... icon_eek.gif

    Sometimes I wish ONLY I could build a 5/5/5 C. Mags icon_twisted.gif
  • Dormammu
    Dormammu Posts: 3,531 Chairperson of the Boards
    I just switched my Magneto from 4/5/4 into 5/4/4. Everyone is right, not having 5 in blue is insane. I'm not insane.