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Builds - Magik - Can't believe it's Magik (1:41 TTK, 107K, 146U, DA Summoner, TAHITI)
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Can't believe it's Magik (1:41 TTK, 107K, 146U, DA Summoner, TAHITI)
by jubite
Last updated 2026-02-20 15:44:32 Types: TTK, Cosmic, EndGame, All, Raid, Terminals, DPS, Summoner, Video | |
Description Comments (1)
This setup offers the greatest offensive and defensive ability in Magik's kit, with high power duration to make it last.
You'll be an absolute brick wall with one of MHs rarest perks, a multiplicative damage modifer.
ping in tahiti discord for questions
original writeup here: Tahiti Discord
The main focus of this build is the incredible skill Dark Alliance. On the defensive front, this provides us with a +120% hp shield that lasts 10seconds on a 20s CD. In addition to being nearly invulnerable (literally you survive one shot mechanics), Dark Alliance provides us with a 25% multiplicative damage buff. There are such few true multipliers in Marvel Heroes scaling, that its a pretty huge deal to have one built in. This means early gearing is significantly boosted, and late game gearing will just be that much more impactful.
Sounds pretty great right? Well good news, this buff can be extended with power duration, so we also do that.
Rotation
Prioratize syncing your stuff, it's too important.
Opening:
>
>
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Hold
to fill, hit
on CD. It is not worth waiting for the full stacks.
Hit the Command summons together and on CD. Dark Alliance is a big ol buff you want up prior to summons due to snapshotting. Otherwise CD mash, but in a perfect world everything comes back into sync every 1min. Keep an eye out for when summons drop (depends on your duration) and resummon with the best attempt to snapshot good buffs.
Our goal with Power Duration gearing is to also get enough PD (~29%) to have full uptime on the Dark Alliance summons. They are a good damage layer, and as mentioned multiple times, extending the Dark Alliance buff is huge.
The importance of Snapshotting
“Take a picture, it will last longer”
Snapshotting is taking advantage of a momentarily boosted stat or buff to cast an ability that benefits from the boons, and with duration continue to benefit from it after the momentary boost wears off.
In Magik's case, we want to snapshot her biggest +damage effects as we summon her pets out, as the Bile Demons and N'astirh have a duration of over a minute.
So when aproaching regular combat, we achieve this by hitting a few times to maybe get some
stacks, then popping Dark Alliance for the +25% damage, and if you have a catalyst with +1000 damage on Signature, we hit the sig as well.
At this point, we have a bunch of brut damage from Xbones, +25% damage, and +1000 damage rolling. Very strong buffs that are usually temporary.
And this is when you summon. As soon as you press the buttons, those summons will 'snapshot' all your current stats and hold them for the duration of their existence. So all those temporary buffs just got ctrl+s'd for 1minute+
The importance of Power Duration
So this point will be made 20 more times throughout this writeup, but it's important to emphasize why Power Duration (PD) works so well. Defensively, it extends our 120% hp shield which realistically makes us nearly immortal in most scenarios. So more of that, means more time to just faceroll damage. We love that.
Offensively, Power Duration (PD) interacts with three key factors.
- The most minor one is Soul Brand, our dot and vulnerability. While the tooltip wont update to reflect true time, PD extends the duration of the dot. This is important because of how it will allow us to always apply the DoT while the +25% damage boost of Dark Alliance is up.
- The second highlight of PD is the overall duration of our long summons, as well as pushing the Dark Alliance short summons to lasting 20s+. The start of an encounter is when we have the most control of our CDs and can organize a strong snapshot, so that first round of summons will probably be our strongest batch. We want to ride that momentum for as long as we can with our long summons (1.4 minutes plus+), and we want to have 100% uptime on our short summons (DA Demons).
- And lastly, and where it all comes together, is our GOAT skill Dark Alliance. Purely looking at the +25% Damage Multiplier, we start with a 10s buff on a 20s CD. Each 10% of PD gives us another second of a great multiplicative damage buff, which alone is huge. But by extending 30%+ with PD, we gain 3 seconds of Buff Time which allows us to cover a huge chunk of our rotation with the +25%. The most notable example is being able to keep a perfectly boosted Soul Brand that is reapplied every 10 seconds, covers our signature as it rotates up every other time with DA still on a 10s CD, and our two big 8s CDs rotating around in the sweet spot. Simply.... it just works really well. And we love mutliplicative damage.
Gear Alternatives
Artifacts -
Elektra's Bandana, even in it's fixed 'weak' version on TAHITI, still tested significantly better than alternatives. Keep in mind that with the bandana, you do NOT want to run 10% signature CD reduction. Alternatives that you can run (With Sig Reduction) are Siege's Targeting System (we have a lot of power duration) and the fantastic Cosmically Enhanced A.R.M.O.R. Supercharged Power Cell. Also worth noting, the always solid option of Gem of the Kursed.
Gear Slots -
We really value power duration, but Magik's Phoenix Force Harness and Mantle of Limbo's Queen can serve as decent standins for slots 2 and 3. Also while chasing your Fragment, Phoenix-Enhanced Soulsword is a great S1 alternative.
Legendary -
I haven't tested i70s, but if you are a newer account and dont have the GLF Reputation, first off go start that grind, and secondly the i70 Gungnir is nearly always the best option as an early account. It's stat weight is just too good compared to other i70s. It's simply overtuned compared to other i70s.
Runewords -
There are two real options for gearing here. Doop Inspiration provides solid stats and still allows you to get to ~29% Power Duration, which is just enough to make sure your Dark Alliance demons have full uptime as well as provide you with enough DA buff to snapshot both your dot and CDs. Alternatively and an equally great choice is God of Mischief, which gives you some valuable Power Duration which, as you know by now, we love. Either work, I'd recommend Doop to start if you can get to 29% Power Duration without GoM, and then GoM when youre deeper into gearing and IP and the multiplicative of DA has even more value.
Insignias -
The priority for insignias is less the base, and more the rolled affixes. We really value CritDam and CritHit, since we want our stuff to crit as much as possible (crithit gatekeeps critdam/brutstrike/brutdam) and then Critdam is one of the best stats-per-affix on that slot. Overall, we want to prio CritDam>CritHit>BrutStrike.
Brutal Damage isn't great for insignias due to how low it rolls compared to its usual stat weight. 1000 CritDam is worth twice the weight of 1000 BrutDam.
IP Priority
Starting, the IP Priority is to get 150 points into as many gems as possible. There are many school of thoughts, but after getting 150pts in all you can begin to add into raw +base damage via pure Fighting Attribute stacking. Along the way and especially after getting the 150s, allocate points into the minor benifitting IPs like Gem Infusions and 0.6% crit/brut chance (it rounds up!).
+152 Temporal Loophole (Time Gem)
+150 Fighting (Soul Gem)
+150 Energy (Reality Gem)
+150 Mental Focus (Mind Gem)
+150 Strike Through (Power Gem)
If you are unsure of what to prioratize, you can follow in the order above.
Pet Note
Usually not worth talking about pets but it's been asked; the cosmic (4th) row is whatever can work best. It's so minor. I'd just like to highlight that Power Radius can be surprisingly nice for a few of your abilities to really get extra screen clear.
Gameplay & TTK
Ultron in 1:46TTK - 1:41
Kurse: 1:07
Entry Level Ultron (i70 Legendary, i66 Uniques, No Rare Runewords)
Entry Level TTK
Entry Level Kurse


