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Marvel RivalsV4mp Wiki
PC; standard 6v6 play; core abilities

Use Magneto's Shields and Save Rings for a Knockback

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Choose who needs Magneto’s protection before you cast, then check your rings before firing Mag-Cannon. This guide covers his core shields and normal cannon in Marvel Rivals’ standard 6v6 matches on PC.

Separate the three shield inputs

Metallic Curtain uses Shift by default to block incoming projectiles. It spends energy while active, then recovers energy after a delay. Metal Bulwark, on E, shields a chosen ally. Iron Bulwark, on F, shields Magneto himself. Use these ability names to find your controls if you’ve remapped the keys. Magneto’s shields

Learn E and F deliberately. Before a fight, point toward the teammate you would want to protect and identify Metal Bulwark. Then identify the self-shield separately. That small rehearsal helps avoid spending protection on yourself when you meant to help someone beside you.

Face incoming projectile pressure with Metallic Curtain while your team moves toward nearby cover. Lower it after the shots stop instead of draining energy while nothing is arriving. Keep a covered position within reach so you have somewhere to go while the ability recovers.

For a bulwark, choose the person taking pressure now. An exposed ally is a reason to consider E; your own immediate danger is a reason to consider F. Check whether the needed ability is available before moving into an exposed position.

Each bulwark has a 200-point shield capacity. Bulwark shield values Treat that protection as time to move or complete a short action. It doesn’t mean the recipient should remain in the same firing lane until the shield disappears.

Metallic Curtain blocks projectiles using its own energy. Metal Bulwark E shields an ally; Iron Bulwark F shields Magneto, each with 200 shield. Absorbed bulwark damage grants Iron Rings, which also charge over time. Mag-Cannon needs at least one ring and a full three-ring shot adds knockback while spending the rings.
Bulwark absorption builds rings. Metallic Curtain uses a separate energy resource. Open the full image.

Check what actually charged the rings

Iron Rings charge over time. Damage absorbed by either bulwark also gives ring charges; simply pressing a shield button isn’t the same as absorbing a hit. Metallic Curtain’s projectile block is a different mechanic. Iron Ring generation

After protecting someone, glance at your ring display before choosing the next attack. Avoid walking into unnecessary fire to fill it. The shield’s first job is to help the recipient survive the pressure already reaching them.

Save a full stack when you need space

Mag-Cannon uses right-click and needs at least one ring. Firing spends the rings; higher stacks increase its damage, and a full three-ring shot adds knockback. Mag-Cannon

If an enemy is closing on you or a teammate, a full stack gives you a chance to push them away. Aim with the intended direction of that push in mind. At one or two rings, decide whether you need the damage now or would rather keep building toward the knockback.

Try that decision in the Practice Range. Watch passive ring growth, fire at a low stack, then wait for a full stack before the next attempt. Compare the ring display and the result against an available target. In a match, add one more observation: how much your count changed after a bulwark absorbed pressure.

If you want to understand an ally’s stationary firing position, read the Punisher turret guide. For healing after your temporary protection ends, see the Mantis Life Orb guide.

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