Builds - Magik - Uber-Infinite Magik (CoA)

Durability3 Strength2 Fighting4 Speed2 Energy6 Intelligence4 Level60 Damage Reduction0 Damage0
Uber-Infinite Magik (CoA) by WikidFiz Last updated 2026-04-30 13:02:56
Types: PVE, EndGame, All, DPS, AoE, Mental, Summoner, CoA
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CoA BannerWelcome to one of the Uber-Infinite Builds on CoA, put together by the one and only DoomGodFiz! It should be notned that this build is for the Uber-Infinite Magik on CoA. These are heroes that have been drastically altered to reach powers far beyond their normal capabilities. As such, this build would only truly be viable during this hero's in-game rotation. As this is an Uber-Infinite Guide, there will not be as much info as one of my normal guides. 

The Character Intro was written by Doods of CoA.

 

 

The ash of a ruined world swirled around Thanos. He stood tall, the Infinity Gauntlet gleaming on his left hand, the six stones pulsing with the heartbeat of the universe. 

Before him stands one of the last two anomalies to his perfectly balanced equation; Illyana Rasputina, Magik, The Queen of Limbo. She stands firm leaning heavily on her Soulsword.

Thanos chuckled, a sound echoing like that of grinding tectonic plates. "Queen of Limbo, your persistence is admirable, but mathematically pointless. You are bound by the frailties of your form, limited by the physics of your reality." He raised the Gauntlet, the Reality and Power stones flaring with blinding crimson and violet light. "Allow me to rewrite your code. Let us see what happens when your limits are... removed."

Thanos snaps his fingers. 

The change was instantaneous. A shockwave of pure reality-altering energy washed over Magik. The fundamental laws governing her very existence, her capacity, her powers, her very DNA... overwritten. Shel felt the mystic barriers in her mind that prevented her from tearing Limbo apart evaporate. Her inner capacity for summoning became infinite. Her skin hardened, taking on a rocky texture comparable to that of Thing, and overlaid with the creping black tendrils of a symbiote, woven with the dense bark of one such as Groot. 

She swung her Souldsword, intending to summon a single Limbo Demon. Instead, the restriction on her summoning vanished. A tear in reality ripped open, and an endless, rorrential flood of Limbo Demons, Spitters, and massive Nastirhs poured out. However, it did not stop there. The Reality Stone's "buff" tied strange chaotic strings to her magic. Every time one of her demons materialized, the air around it flash-froze into a raging snowstorm, a tidal wave of a tsunami crashed over the dry earth, and metallic Doombots and Savage Land Raptors inexplicably materialied alongside them, shrieking and firing lasers. 

 

** Talents, Rotation, and Power Bar **

For our Talents and Traits; I will simply be listing what we take, as these talents are what the Infinity Gauntlet has altered. 

  • Bile Demons
  • Blood in the Air
  • Dark Alliance
  • Server the Silver Thread
  • Otherworldly Command

 

Now it's time to go over what is in our toolkit, as above I'll simply be listing what we use, while giving a description as to what has changed with each power (if applicable), and all abilities are used off cooldown.

1. The first weapon in our toolkit is Soul Cleaving. Magik's Soulsword now has the powers of Groot woven through it, allowing for the summoning of Groot and his offensive capability.

2. The second weapon in our toolkit is Soul Brand.  

3. The third weapon in our toolkit is Command Lesser Bile Demons. This is the first ability that is truly altered. The Infernal Contract of Ghost Rider is woven through the fabric of Magik's summoning capability. Along with her added summons and the conjured ice storms that follow her summong, she also binds herself with an Infernal Contract upon each use. As such, her HP is cut in half during it's use.

4. The next weapon in our toolkit is Command N'astirh. Upon use not only does it summon N'astirh, but it also rips a hole in the fabric of the universe calling in the aid of others to aid her. 

5. The next summon ability in our toolkit is Dark Alliance

6. Soul Sever, our execute ability and death dealer.

7. Our Signature ability, Otherworldly Nova

8. For boss encounters, we call upon Darkchylde to boost ourselves at the beginning of the fight.

9. For movement, our trusty Stepping Disc gets us around nicely.

 

The Rotation:  >  >  >  >  > . We use  as a filler before starting the rotation again. 

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** Gear **

** Gearing is not the end all be all here. However, to get the most out of Uber-Infinite Magik, these would be your best options. **

 

Our main stats with Punisher are Fighting and Intelligence, I focus more on Fighting to boost my chances to cit. 

 

ARTIFACTS: The above is what I am currently using, and it seems to be doing pretty well. On with the variants: 

  • Elektra's Bandana: The reason we take the non-cosmic variant on this is because the trigger ability from the Cosmic version is already tied into her toolkit, and wouldn't actually summon anything on our signautre use. As the Cosmic and Non-Cosmic share the same ability, they however are listed as two seperate abilities behind the secenes. Thus allowing for two Elektra's to be summoned at once.

 

BLESSINGS: We want to push as much BDR and CDR as possible to fully beef up our summons. If survivability is an issue for you, you can swap to a Blessing of Odin build. You would then want to take the following:

 

URU RUNEWORD: You shouldn't have any survivability issues, if you do however, throw on one of the following: 

  • Doop Inspiration: gives us a bit of health and defense while still providing some offensive capability
  • God of Mischief: gives us a bit of offensvie and defenseive capability as well as a 1% proc to summon a horde of Loki

 

MEDALLION: I prefer the above, but others will say you need the following, both are solid opitons:

 

RELIC: This truly is such a pretty shiney, and with this build the only real option.

 

LEGENDARY: The above is a solid option for this build given the procs and buffs to our summons. The only two variants I see running are:  

 

RING: You'll be hard pressed to find a ring that's better than the Sling Ring. Some options if you missed your chance and need a placeholder, or a solid variant to run with:  

  • Industry City Signet (mental) is always a solid alternative
  • Ring (offensive) finding one with these two, both sitting above 90% on their rolls:
    • Brutal Damage Rating
    • Critical Damage Rating
  • Bloodstone Demonband with a perfect roll of the following affixes (yes this combination is possible):
    • +1500 Brutal Damage Rating
    • +1500 Brutal Damage Rating
    • +294 Brutal Strike Rating
    • +294 Brutal Strike Rating
    • +1 Fighting

 

UNIQUES: What I have listed is probably the most solid option to take when playing with Uber-Infinite Magik. 

 

 

CATALYST**Disclaimer** If, and that's a big IF you happen to find one with both Intelligence and Fighting on it, that's your go to, hands down! The other two stats wouldn't matter. I want to add that I have seen others link such items in Discord, but never in in-game chat nor have I seen anything personally. That said, what I have above is always a solid choice.

With the Disclaimer out of the way, another option that people tend to look for is getting a +10% Experience Gain to help with those annoying IPs. In that case I'd remove the 3second Invisibility for an IP farmer.  

 

INSIGNIA: This is the only solid option when it comes to the summoner.So with this, we find ourselves with a few different options. I find it only fitting to use his own Insignia. As for the variants:

For the affixes, I'll always aim for Brutal Damge and Critical Damage buffs. 

 

Our faithful pet, this is what I tend to aim for with the majority of builds:

  • Green: +8% Base Health
  • Blue: +5% SIF (the +50 Resource also works, but resource management isn't an issue for us)
  • Purple: +10% Brutal Damage
  • Yellow: +4% Brutal Damage and +4% Attack speed on hit
  • Orange: +3 Fighting (or +3 Intelligence)

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** INFINITY **

** Infinity Points have no hard cap on how many points you can earn. So rather than putting points in place in the Infinity Tab, I list here what I consider top priority starting at the top. **

 

That being said, here are Doom's IP Priorities:

  • Attack Speed / Movement Speed
  • Critical Damage Rating
  • Brutal Damage  Rating
  • Fighting
  • Intelligence

 

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** TEAM-UP **

** Team-Ups are by no means build breaking, there is no Best In Slot. Always use who you like, but I'll give the reasons why I choose whom I choose and some solid variants **

 

Be it Uber-Infinite Magik or normal Magik, I always run with her clone as her Team-Up. We get more summons, that our own buffs provide buffs for, and a minor stun. 

 

For an Active Team-Up, it's really up to you as they all work out quite well, but three stand out in my opinion: 

Agent Coulson takes the award for best Active DPS hands down. 

 

Rescue is, in my opinion, the best Active Healing Support you can find. She also does quite well in a passive role for healing.

Actively she has amazing crowd utility by way of slows, taunts, and AoE gathers. She also hits hard, and compliments any Hero quite well. 

 

For a more passive approach, and those that like to keep their Team-Ups locked away, we have the following: 

She is the award winner for best overall debuffing and crowd control support.

 & 

These two fit the bill for solid support and healing, along with decent DPS. 

Groot is going to be your option for devensive buffs and healing support. His healing falls short compared to Strange and Clea however. 

 

Summoners, my favorite kind of build to play, and we have so many sweet options to choose from. All of these options can be used passively or actively offering different benefits on both sides. 

Actively: She is a summoner that offers decent DPS and 2 summons of her own.

Passively: She offers +152 Damage Rating and +12% Summon Power Base Damage, along with activated summons and a Critical Hit buff. 

 & 

Actively: Our favorite Agents are summoners that bring a Turret and two summons to the table and offers mid range DPS.

Passively: He give us +152 Damage Rating and +12% Summon Power Base Damge, an activated Turret and Summon, along with an activated Defense and Deflect Rating buff. 

 

Actively: She summons a swarm of demons to fight alongside us, deals out some decent damage, and has a life steal ability.

Passively: She summons that same swarm of demons, offers +152 Damage Rating, +10% Summon Power Base Damage, and 33 health on hit. 

As far as DPS goes, passively you'll want to find a Team-Up that supports your character either with an Attribute Bonus or Stat bonuses. There is however one unique option that I sometimes play with. 

This Team-Up is unique in that it does not have an active setting. All of its powers are buffs and additions to when you call in an Air Strike by way of "summoning" your Team-Up. 

In the Companion (Active-Left) Role it offers a +3% Damage Reduction

In the Assit (Away-Center) Role its Air Stirke gets a +50% Damage Bonus and a 10% Cooldown Reduction

In the Extreme Conditioning (Away-Right) Role it offers a flat +228 Damage Rating buff. 

It's Air Strike can be used in any role, and the buffs that it gains from its powers apply to the Air Strike in any role. 

 

** TEAM-UP Gear **

** Team-Up Gear is one of the most annoying sets to gear for with the plethora of different affixes availalbe and who they impact. That said, I'm going to give you two different generalized sets to look for in the form of Active and Passive. **

For our Active Team-Ups, there are 4 Cosmic Affixes you will want to have for your Team-Ups survivability. These affixes do not stack, so you only need one of each: 

Active Cosmic Affixes: 

  • Bosses and Elites hit by your attakcs take 20% more damage from your Team-Up for 10 seconds
  • When you use a Medkit, your Team-Up gains a 20% damage boost for 5 seconds
  • When you use a Medkit, your Team-Up gains 100% health
  • 10% chance when your Team-Up is attacked for them to become invulnerable for 4 seconds

Passive Cosmic Affixes: 

  • -3 second cooldown to Team-Up Away Powers
  • 10% Critical Hit Chance to Benefit to Team-Up Away Powers
  • 10% Brutal Strike Chance to Benefit Team-Up Away Powers
  • Increases the duration of your summoned Team-Up by 5 seconds

** Notes about Team-Up Gear **

There are four different slots for Team-Up gear. Each one comes with 4 different sets of Affixes. The first is static to each piece of equipment and does not change. The second set benefits the Team-Up Hero. The third set benefits YOU, and the fourth is the Cosmic (which we just went over). The affixes for these items are annoying to put it mildly. 

The second and third set of Affixes share a total number of allowed affixes, that number being 5. So you can have 5 affixes that benefit your Team-Up Hero, 5 affixes that benefit you, or any combination of affixes benefiting you both equaling 5 total affixes.  

I'll go over each piece of equipment below, giving a description of each type and the affixes they can roll. 

  • Communicator: This is your flat damage item. Its affixes will boost the damage out put of either you or your Team-Up. 
    • Benefit Team-Up Hero: +50% Base Damage to Team-Up Default Powers
    • Benefit Team-Up Hero: +20% Base Damage to Team-Up Special Powers
    • Benefit Team-Up Hero: +30% Critical Hit Damage
    • Benefit Team-Up Hero: +10% Critical Hit Chance
    • Benefit Team-Up Hero: +10% Base Damage
    • Benefit YOU: +3% Base Physical Damage
    • Benefit YOU: +3% Base Energy Damage
    • Benefit YOU: +3% Base Mental Damage
    • Benefit YOU: +3% Critical Damage
    • Benefit YOU: +10% RIF
    • Benefit YOU: +10% SIF
  • Portable Defense Screen: This is your flat defensive item. It's affixes will boost the defensive ability of you or your Team-Up. 
    • Benefit Team-Up Hero: +1% Health Regeneration per second
    • Benefit Team-Up Hero: +10% less damage vs. all Attacks
    • Benefit Team-Up Hero: +10% Dodge Chance
    • Benefit Team-Up Hero: +20% Deflect Chance
    • Benefit YOU: +3% Base Damage to Melee Powers
    • Benefit YOU: +3% Base Damage to Ranged Powers
    • Benefit YOU: +6% Base Health
    • Benefit YOU: +5% Total Deflect Rating
    • Benefit YOU: +5% Total Dodge Rating
    • Benefit YOU: +5% Total Defense Rating
  • Hostile Unit Tracker: this is an offensive utility item. Much like the Communicator, its affixes will boost the overall damage ouput of you or your Team-Up.
    • Benefit Team-Up Hero: +50% Base Damage to Team-Up Default Powers
    • Benefit Team-Up Hero: +20% Base Damage to Team-Up Special Powers
    • Benefit Team-Up Hero: +30% Critical Hit Damage
    • Benefit Team-Up Hero: +10% Critical Hit Chance
    • Benefit Team-Up Hero: +15% Brutal Strike Chance
    • Benefit Team-Up Hero: +10% Base Damage
    • Benefit YOU: +4% Base Health
    • Benefit YOU: +3% Base Physical Damage
    • Benefit YOU: +3% Base Energy Damage
    • Benefit YOU: +3% Base Mental Damage
    • Benefit YOU: +3% Critical Damage
  • Biometrics Enhancer: This is a defensive utility item. Much like the Portable Defense Screen, its affixes will boost the overall defensive ability of you or your Team-Up.
    • Benefit Team-Up Hero: +1% Health Regeneration per second
    • Benefit Team-Up Hero: +10% Less Damage vs all Attacks
    • Benefit Team-Up Hero: +10% Dodge Chance
    • Benefit Team-Up Hero: +20% Defelct Chance
    • Benefit Team-Up Hero: +15% Brutal Strike Chance
    • Benefit YOU: +3% Base Damage to Melee Powers
    • Benefit YOU: +3% Base Damage to Ranged Powers
    • Benefit YOU: +5% Total Deflect Rating
    • Benefit YOU: +5% Total Dodge Rating
    • Benefit YOU: +5% Total Defense Rating
    • Benefit YOU: +10% SIF

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** Closing **

 

This is an Uber-Infinite Build Guide. As such, is only viable during that Hero's monthly rotation. Every month one or two heros have have been smacked around with the Infinity Gauntlet will have major changes made to them, granting them powers far beyond what their normal variant has. While the suggestions above are still viable for a normal build, there are some variants and changes that could be made. 

At the end of the day, not only is this just a game, but it's a game that many people have come together to allow us to play again after so very long. Don't be toxic in the communities, remember that those hosing servers (Not just CoA) do so as a passion project. This game is one of those that were put to bed long before its time. So enjoy the fact that Marvel Heroes is playable again! I want to thank you for taking the time to read throuhg my guide and I hope you check out my other builds. I'll eventually have one build for each character. 

 

** Updates **

  • 04/30/2026 - Completion of Fiz's Hero Factor for CoA 1.0, Uber-Infinite Variant.