I know it’s probably not gonna happen anytime soon, but Magneto is such a beloved character, I bet most of the player base have their own ideas of how he should be reworked. I think everyone agrees on the basics, Magneto shouldn’t go Airborne just for being Airborne, he shouldn’t have an active ability that spends the same AP pool he needs to deal damage with his Blue and shouldn’t create Repeater tiles that stop ticking while he is Airborne. Here are my suggestions for a basic rework of the character.
(Abilities listed at level 255, followed by 450)
14541 Health / 58447 Health
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205 |
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179 | ![]()
230 | ![]()
28 | ![]()
25 | ![]()
30 | ![]()
114 | ![]()
4.0x
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820 |
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718 | ![]()
922 | ![]()
108 | ![]()
99 | ![]()
117 | ![]()
456 | ![]()
4.0x
(No changes up to this point)
OLD
Polar Coordination - 10 ![]()
AP
Magneto surveys the battlefield, planning the perfect moment to strike. Magneto converts 3 Basic Green tiles to Yellow and goes Airborne for 2 turns. For every 3 Yellow AP Magneto has when he returns from being Airborne, deal a blow of 1148 damage to the enemy (up to 8 . (Max Level 4614 damage)
- Level 2: Deal 1339 damage. (Max Level 5383 damage)
- Level 3: Deal 1531 damage. (Max Level 6182 damage)
- Level 4: Converts 4 tiles.
- Level 5: Go Airborne for 3 turns and deal 2105 damage. (Max Level 8459 damage)
NEW
Polar Coordination - 10 ![]()
AP
Magneto surveys the battlefield, planning the perfect moment to strike. Magneto destroys 3 Yellow basic tiles and goes Airborne for 2 turns. Destroyed tiles deal damage and generate AP. For every 3 Yellow AP Magneto has when he returns from being Airborne, deal a blow of 1148 damage to the enemy (up to 8 . (Max Level 4614 damage)
(Passive: If Magneto is Airborne, destroy 3 Yellow basic tiles. Destroyed tiles deal damage and generate AP.)
- Level 2: Deal 1339 damage. (Max Level 5383 damage)
- Level 3: Deal 1531 damage. (Max Level 6182 damage)
- Level 4: Destroy 4 Yellow tiles per turn.
- Level 5: Go Airborne for 3 turns and deal 2105 damage. (Max Level 8459 damage)
The idea here is pretty basic. The passive ability turns Magneto into sort of a Yellow battery, which also prepares for his attack. By destroying Yellow tiles instead of converting Green ones to Yellow, Age of Apocalypse Magneto also acts as a counter to… Apocalypse. Not an excellent counter, I know, but it’s more for the theme than to actually change the meta.
OLD
Eternal Induction - 6 ![]()
AP
Once in the X-Men, always in the X-Men. Magneto protects his people in the face of danger. Convert 2 basic Strike, Attack, or Protect tiles of a chosen color into strength 69 Protect tiles. If a friendly Strike, Attack, or Protect tile would be converted, instead improve it by 38. (Max level strength 277/154 tiles)
(PASSIVE) Protect tiles are 28% stronger for each active X-Men member on Magneto’s team.
- Level 2: Convert 3 tiles.
- Level 3: Create tiles of 77 strength, improve tiles by 68. Protect tile strength is increased by 30%. (Max level strength 308/277 tiles)
- Level 4: Create tiles of 92 strength, improve tiles by 76. Protect tile strength is increased by 35%. (Max level strength 369/308 tiles)
- Level 5: Convert 4 Protect tiles. Protect tile strength is increased by 48%.
NEW
Eternal Induction - 0 ![]()
AP
Once in the X-Men, always in the X-Men. Magneto uses his battlefield knowledge to make his team be stronger than ever.
(PASSIVE) Friendly Attack, Protect and Strike tiles are 10% stronger for each active X-Men member on Magneto’s team, and 1% stronger for every Yellow AP his team has.
- Level 2: Tile strength is increased by 12% for each X-Men member and 1% per Yellow AP
- Level 3: Tile strength is increased by 15% for each X-Men member and 2% per Yellow AP
- Level 4: Tile strength is increased by 15% for each X-Men member and 3% per Yellow AP
- Level 5: Tile strength is increased by 18% for each X-Men member and 4% per Yellow AP.
The removal of the Active part of the power is intended to remove the contradiction that existed before with blue requiring you to gather yellow AP with a Yellow active that blows it away. Now both powers require Mags to collect as much Yellow AP as he can, making himself and his team stronger each turn. By changing the passive to affect all special tiles, it adds variety to the number of partners he can enhance, since he no longer has the ability to create his own Protect tiles. It does have more sinergy with the red power.
OLD
Magnetic Inhibitor - 9
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AP
Magneto manipulates the iron in his enemy’s blood, weakening their position. Magneto creates 2 strength 38 Black Strike tiles. Then create 2 Purple 2-turn Repeater tiles that convert 1 enemy Strike, Attack, or Protect tiles to a friendly Strike tile and deal 153 damage. (Max level strength 154 tiles, 615 damage)
- Level 2: Repeater tiles deal 268 damage. (Max level 1076 damage)
- Level 3: Repeater tiles deal 383 damage. (Max level 1538 damage)
- Level 4: Repeater tiles deal 765 damage. (Max level 3075 damage)
- Level 5: Repeater tiles deal 1454 damage. (Max level 5843 damage)
NEW
Magnetic Inhibitor - 9
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AP
Magneto manipulates the iron in his enemy’s blood, weakening their position. Magneto creates 2 strength 38 Black Strike tiles. Then create 2 Purple 2-turn Repeater tiles that convert 1 enemy Strike, Attack, or Protect tiles to a friendly Strike tile and deal 153 damage. (Max level strength 154 tiles, 615 damage)
- Level 2: Repeater tiles deal 268 damage. (Max level 1076 damage)
- Level 3: Repeater tiles deal 383 damage. (Max level 1538 damage)
- Level 4: Repeater tiles deal 765 damage. (Max level 3075 damage)
- Level 5: Repeater tiles deal 1454 damage. (Max level 5843 damage)
(Passive: If Magneto is Airborne at the start of the turn, all friendly Repeater tiles countdown once)
I didn’t actually think there is anything wrong with this power, except that it was directly contradicted by the blue power while Magneto is Airborne. By adding a passive that make all friendly countdown tiles tick more often, Magneto gains a unique ability that may create cool combos with other 5*s that use them, specially other X-Men, including Cable, Iceman and Kitty.
That is the lazy version of my fix. If I’m aloud to get creative, I would keep in mind that in the reality of Age of Apocalypse Magneto was the leader of the X-Men, so it would be cool if he had an ability to call upon those X-Men, like 5* Professor X’s. I would change Polar Coordination to work in a very different way. I will just give give the numbers at Rank 5 and level 450, just to give an idea:
NEW
Polar Coordination - 6 ![]()
AP
Magneto surveys the battlefield, planning the perfect moment to deploy his X-Men. Magneto goes Airborne for 2 turns. While Magneto is Airborne, friendly colored matches generate twice as much AP.
When Magneto returns from being Airborne, drains all AP in his team’s largest AP pool and calls forth one of the X-Men depending on the color of AP drained:
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Nightcrawler teleports behind enemy lines to kidnap a defenseless enemy. Send the enemy in the back airborne for 1 turn (2 turns at rank 3 and 3 turns at rank 5. When that enemy returns from being airborne, it takes 2.819 damage for every 3 AP drained.
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Morpho infiltrates enemy lines, causing mischief. Stun the enemy team for 1 turn and create a purple countdown tile numbering 1 turn per each 3 AP drained. While that countdown tile is on the board, each friendly match steals one enemy AP of it’s color.
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Sabertooth and Wildling destroy one enemy strike tile and every tile around it for each 3 AP drained, dealing 8459 damage for each strike tile destroyed. Destroyed tiles don’t deal damage or generate AP.
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Rogue charges the enemy lines to protect her family. Creates a strength 277 protect tile for every 3 AP drained.
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Blink shoots an arrow at a random enemy for each 3 AP drained, dealing 8459 damage per shot. Blink’s portals allow her to ignore enemy protect tiles.
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Sunfire burns the enemy team for 2.819 damage for every 3 AP drained.
- Level 2: Increased damage and tile strength.
- Level 3: Increased damage and tile strength.
- Level 4: Increased damage and tile strength.
- Level 5: Go Airborne for 3 turns and matches generate triple AP.
It’s convoluted, I know. And it may not be specially strong, but it looks damn fun, doesn’t it?