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Magneto has everything you could ever want in a figure at his point level-except enough move and attack abilties. 2 more clicks of RS and he would have been a PERFECT offensive version of Magneto. He's still GREAT!
Well, we have perhaps the most powerful Mags to date. Too bad it's the "House of M" version. Also, too bad he's STILL not powerful ENOUGH.
Movement: 12 RS to start is AWESOME! Too bad after that he's done :( . And Forceblast? Um, no.
Attack: 12 to start, great, but no power. He gets pulsewave which is nice, considering his damage is 4,4,3 respectively on the PW clicks. But, QUAKE!? Um, again, no. To be fair, his attack is rock solid starting at 12 and never dropping below 9.
Defense: 17 Imperv to start is nice but not great. Just 1 point higher wouldn't have been too hard to ask. But with 3 IMPERV, 3 INV, and 2 TOUGH, he's gonna last a while. He gets barrier near the end, which is pretty cool but not that helpful.
Damage: 5 to start but with leadership (so he has no way to make the 5 stick against toughness and up guys). He only maintains 5 for one click, then starts dropping. He has 4,4,3,3,3,3,3,2,2 respectively, but the last 3 clicks have outwit. All in all he has "technically" 15 clicks of penetrating damage (assuming you use Nova blast or just target one guy with PW) but they aren't placed all that well.
Bottom Line: Well, I love Mags, and this one was SO CLOSE to being almost right, but falls short. Powerful? Well, kinda, but you gotta work to make him. Damage isn't as high as you'd want with Mags, and his movement kinda kicks you in the teeth after his first click. One day we'll have a true Master of Magnetism; but until then, this is probably your best bet.
well this piece is not as good as the U magneto.
He is way more durable, but once again it's a maggie where you look at the dial and go... "what?"
1 click of running shot can be okay if you have a defence worth mentioning. Magneto doesn't. It's a lousy 17, making most pieces hit him on an 8 or better.
His 5 damage is too much, IMO, he should have a full dial of 4. In the comics magnetos destruction potential doesn't drop much even though he is hurt.
Giving him forceblast is rediculous, as it is with all forceblasters. It's a stupid power with no real uses.
He should have a middial outwit instead of the last three clicks.
I´m not a fan of this piece, he just isn't good enough for the cost.
I have absolutely no use for this figure.
There's not a feat card that's worth assigning to him.
He's pretty helpless against any stealth-heavy team.
A Veteran Psylocke from the same set with a few feats could beat this figure single-handedly.
Something positive? I like Pulse Wave.
"It is not the same thing. It's just you stubbornly not wanting to be wrong."-clameire
The most arrogant think their view is the only normal one.
Not a bad figure by any means, though certainly lacking in some ways - and in some making up for it! He is after all, Lord Magneto, not a humble TK'er, but a main damage dealer. In 300 points games I rained destruction on my enemies with him + Shellhead + Nova Blast (plus some insignificant supporting lackeys). Simply point him quickly at the enemy (since he is alone 187 points, enemy will usually be more numerous), best TK him. Then he does a Running Shot and blasts some poor fig, like the enemy's toughest damage dealer, for 5 (preferably damage reducers Outwitted by his support figures) - with Move 12 and Range 10 his reach is not too shabby. Next round he pushes to do the same, preferably running into a group of enemies - Shellhead kicks in giving him a bit of additional protection (and he still has Impervious) for the next round when he must clear (you may sacrifice some underlings to keep him on the second click too). Then you simply have him Pulse Wave twice in succession, once with AV 11 and DV 4 (Nova Blast!) and then AV 10 and, sadly, only 1 Damage, those that didn't manage to get out of his reach... Those that survived have to rally and he still has enough life left in him (in total he gets 3 damage including the push for a potential 5 Damage on every enemy figure in sight and 2 earlier shots for 5 Damage) - and Shellhead active again - to either hunt the survivors or simply get back to get some healing. Here's also where his end-dial Outwit, Force Blast, Barrier and low Defense all come in handy too. Even 10 point Paramedics have good shot at healing him... In bigger points game I would team him up with the M&M Professor X (among others) in the X-Chairtastics team and give him (Mags) Contingency Plan. Boost Xavier's range to 15 or AV to 14 and have him MC (with Mental Shields) somebody, ANYBODY, either have them smack their own team or come closer, then Outwit and have them blasted by Mags... Together they would do absolutely horrible things to others.