Hits a fireball with a flaming bat, dealing damage to an enemy.
If an enemy is taking continuous [Burn] damage, inflicts continuous [Burn] damage for 2 turn(s).
Inflicts [Burn] on an enemy, dealing continuous damage for 2 turn(s).
Lv. 2: Skill ATK +5%, Skill MATK +5%
Lv. 3: Skill ATK +5%, Skill MATK +5%
Lv. 4: Skill ATK +5%, Skill MATK +5%
Lv. 5: Skill ATK +5%, Skill MATK +5%
Takes damage equal to 20% of ATK and 20% of M. ATK at the start of your turn. (Stacks up to 3 times)
Swings a flaming bat and hits an enemy with a fire orb, dealing damage.
If an enemy is taking continuous [Burn] damage, inflicts continuous [Burn] damage for 2 turn(s).
Inflicts [Burn] on an enemy, dealing continuous damage for 2 turn(s).
Lv. 2: Skill ATK +10%, Skill MATK +10%
Lv. 3: Skill ATK +10%, Skill MATK +10%
Lv. 4: Skill ATK +10%, Skill MATK +10%
Lv. 5: Skill ATK +10%, Skill MATK +10%
Takes damage equal to 20% of ATK and 20% of M. ATK at the start of your turn. (Stacks up to 3 times)
Hits countless fireballs with a flaming bat, dealing damage to an enemy.
Attacks after removing an enemy's [Barrier].
For every instance of continuous [Burn] damage an enemy is taking, attacks after granting a 40% [Increased DMG Dealt] buff.
Grants an [Extra Turn] upon killing an enemy.
Lv. 2: Skill ATK +20%, Skill MATK +20%
Lv. 3: Skill ATK +20%, Skill MATK +20%
Lv. 4: Skill ATK +20%, Skill MATK +20%
Lv. 5: Skill ATK +20%, Skill MATK +20%
Removes a Barrier.
Increases damage done.
Allows you to take an extra turn after your turn has ended.
Performs a combined attack with your partner, dealing damage to an enemy.
Attacks after removing an enemy's [Barrier].
Lv. 2: Skill ATK +5%, Skill MATK +5%
Lv. 3: Skill ATK +5%, Skill MATK +5%
Lv. 4: Skill ATK +5%, Skill MATK +5%
Lv. 5: Skill ATK +5%, Skill MATK +5%
Removes a Barrier.
LR+2: Upon attacking an enemy taking continuous [Burn] damage, inflicts a [Stun] status ailment for 1 turn(s).
LR+5: Upon attacking an enemy taking continuous [Burn] damage, inflicts a [Stun] status ailment for 1 turn(s). Apply [Stun Immunity] to yourself (permanently).
At the start of the battle, inflicts continuous [Burn] damage on all enemies for 2 turn(s).
Transcendence is a new system introduced in the anniversary patch in KR/JPN. It increases the level cap from 125 and every 5 levels you will unlock a new passive. Big thanks to alicanli09 who gathered the information, translated it and shared it with us.
Coming out with a blast, Ceremony Magna joins the roster as a [Burn] attacker packing up some real damage like the Tough guy he is. His whole kit revolves around inflicting burns, starting with his Skill 1: when hitting a target already affected with [Burn] it will inflict a continuous [Burn] effect. If the target has no [Burn] stack, he will inflict one.
His skill 2 is has the same gimmick, but if you have the Skill Page it will also inflict 2 turns of [Block HP Recovery]. His special attack will remove any [Barrier] before attacking and will have a 40% [Increased DMG buff] for every stack of burn on the enemy. If Magna kills an enemy with this skill he will get 1 [Extra Turn], like s1 Asta. His United attack will remove the enemy's [Barrier] before hitting. Lastly, his LR passive inflicts 2 stacks of continuous [Burn] for 2 turns at the start of the battle.
So, in theory, Magna is a very powerful addition to the burn teams that can deal very high damage. However, he has a fatal flaw. Magna is a glass cannon with no way of protecting himself, meaning he will die to anyone out speeding him unless you can protect him - and being Power, he is very vulnerable to a combined attack from William and Julius, especially after transcendence.
His dupes give him a very fun niche with all the stuns he can cause, but considering the upcoming units you might be better off saving your resources - or invest them in Magna's banner mate, Charlotte.
Magna's E2 passive grants him a guaranteed stun when hitting a target under [Burn]. At E5 he will also grants himself [Status Immunity] for the whole fight. It's a powerful passive that lets Magna stunlock his opponent, especially powerful against some bosses in Hall of Illusion like the infamous floor 80 Rhya. However, it's probably not worth to dump generic dupes on him.
When attacking a unit affected with [Burn], Magna gets a 16/40% [Increased SPD] buff with a 40/100% activation rate. Coupled with his extra turn mechanic when getting a kill with his Special skill, Magna can get in the action quite fast if he can survive the first turn. You can replace this skill card with any generic DPS card like Breath of Darkness or alternatively S3 fuego card for an even bigger damage boost.
Magna works best in burn teams, with s3 Fuegoleon and potentially s4 Charmy. His main weakness is having no immortality in his kit, making him a very easy target for the usual William+Julius combo. However, his burn application can still help your Fuegoleon nuke with his Special skill, if you are a fan of Burn teams and don't want to wait until Mereoleona.
Global PVE
Global PVP
KR/JPN PVE
KR/JPN PVP
We will add it as soon as it is possible!
Copyright © 2024 Prydwen.gg