1Lock when
The lobby needs this job
Protecting a lane, buying time for rotations, and making enemies solve shielded space before they can brawl.

The Master of Magnetism bends even the strongest metal to his whims, shielding his allies and striking at his foes. Whether he calls himself Max Eisenhardt, Erik Lehnsherr, or simply Magneto, the hardships this warrior has endured have made him as unbreakable as the steel he brandishes.
Queue briefing
1Lock when
Protecting a lane, buying time for rotations, and making enemies solve shielded space before they can brawl.
2Swap when
Swap or rotate differently if enemies keep pressuring around your shield before your team crosses.
3Practice first
Use shield to move the team to a better corner, then check both sides before committing to the next lane.
Pocket Rivals ranked read
Magneto: Anchor space first, then spend cooldowns to start or stop a fight when your team can follow.
Editorial note: this section is Pocket Rivals advice for everyday ranked lobbies. Use the official source panel for canonical ability text, then use this ranked read to decide what to practice next.
Pair with a second Vanguard or a durable Duelist who can hold space when you reset.
Do not spend every cooldown crossing empty space. Arrive with at least one tool left.
Hero-specific editorial
Protecting a lane, buying time for rotations, and making enemies solve shielded space before they can brawl.
Sustained shield pressure, vertical side angles, and wide team pressure that refuses to shoot the shield forever.
Swap or rotate differently if enemies keep pressuring around your shield before your team crosses.
Holding shield in one lane while side angles and vertical pressure decide the real fight.
Use shield to move the team to a better corner, then check both sides before committing to the next lane.
Based on Pocket Rivals counter notes using Punisher sustained damage, Iron Man vertical angles, and Storm wide pressure into Magneto's shield comfort.
Official details
Official article date: 2024/11/23
Max Eisenhardt was born with a near-limitless Mutant ability to manipulate magnetic fields. Suffering a lifetime of persecution, Magneto made it his mission to ensure the survival of Mutantkind, no matter the cost. His uncompromising crusade often puts him at odds with other Mutants who seek more peaceful ways to coexist with humanity.
Magneto led the campaign to gather the planet's Mutant population and transport them decades into the future to a safe haven on the sentient island Krakoa, protecting his brethren from the growing dangers of the wider world.
Skills

Normal Attack
Fire a volley of magnetic orbs forward. The range of the resulting explosion increases based on distance flown

Ability
Draw in all materials around to forge an iron meteor that deals massive damage upon impact. Absorbing enemy projectiles can enhance the meteor's power, yet overloading will cause it to self-destruct

Ability
Change the magnetic field around to form a metallic curtain, blocking all incoming projectiles

Ability
Conjure a metal shield around a chosen ally. Damage taken will transform into rings on Magneto's back

Ability
Conjure an iron shield around himself. Damage taken will transform into rings on Magneto's back

Ability
Convert the iron rings on Magneto's back into a Mag-Cannon and launch a metallic mass forward. Higher stacks of rings increase damage, and full stacks knock back enemies

Ability
Hold Space to fall slowly

Ability
Gambit charges Magneto's greatsword with kinetic energy. When Magneto activates this ability, Iron Volley is replaced with Ace Greatsword, which detonates upon striking enemies. The explosion leaves residual kinetic energy within the target, inflicting secondary damage after a brief delay
Hero handoff
Leave with one matchup rule instead of a whole new checklist.
Read official details, then turn the hero into one job, one matchup rule, and one avoid call.