Mewgenics offers a wide range of weird freakos for you to come across during your long and sometimes uneasy adventure, starting from NPCs that may enable you to achieve your goals to the various enemies just itching to chop your run short. As such, you possibly can expect a terrific deal of boss fights that range from pretty trivial to extremely complex and difficult, and every little thing in between.
For instance, Magnus is a comparatively straightforward boss within the grand scheme of things, but could be quite pesky while you’re just starting out, as he has an honest amount of health, deals a number of damage, and might cover a number of ground, making him hard to maintain up with. As you get more runs in and unlock stronger Collars and items, he’ll change into lots easier to take care of, but in those first few runs, he can end things before they even begin!
Magnus Overview
Being a halfway point boss in the sport’s first region of the primary act, Magnus won’t be overly difficult, but still serves as a possible spoiler who can stop your run dead in its tracks. Again, he will not be much of a problem the further you get into the sport and have stronger Collars, abilities, and items, but he could be very much a threat while you’re just starting.
Magnus is swift, can chain attacks together, and all the time positions himself a terrific distance away out of your units, which might make it difficult to chase him down and deal damage to him consistently. Not only that, he packs a punch, so you will need to take heed to your unit’s placement and positioning. But, before we cover that, let’s go over our really helpful units and much more information for Magnus!
Magnus Information
Boss Type | Mid-Way Boss |
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Region | Act One: The Alley |
Max HP | 70 HP |
Potential Drops |
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Drops are RNG-based for all bosses, so you’ll probably receive different items that could be drastically higher or worse than what we’ve listed above. The drop list above may even expand as we get more recent things upon defeating Magnus, so you possibly can see all potential goodies you possibly can receive from beating him!
Beneficial Units
Collar | Stats |
|---|---|
Fighter |
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Tank |
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Hunter |
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Mage |
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As all the time, since Magnus is one in every of many bosses you possibly can run into because the halfway point encounter within the Alley region, chances are you’ll not run into him your first few clears, allowing you to unlock higher Collars that may enable you to out tremendously against him. So, if you may have the Thief and Cleric Collars, make sure you’re using them over the Fighter and Mage, as they work significantly better from our experience.
Nonetheless, if you happen to haven’t got that privilege, it’s still doable, but it is going to take a bit more effort. Fortunately, with a Mage and Hunter in your side, you possibly can deal considerable damage to him from a secure distance, while your Tank takes the brunt of the abuse, having your Fighter attempt to close the gap and hit him within the back for optimum damage. All the time attempt to keep your Tank in front of Magnus, your Fighter behind him, and the ranged units on the outskirts to maximise your odds of winning!
How To Defeat Magnus
Like many bosses in the primary region of the sport, Magnus only has access to 2 attacks, but when combined together with his unique mobility and other tricks, he becomes a little bit of a handful if you happen to aren’t prepared. While he never seems inconceivable to beat, he has the potential to shut you down in case your team is battered and bruised by the point you reach him or have a mediocre construct.
Nonetheless, you possibly can overcome his offensive onslaught with just a few key strategies, making him now not a threat when you understand his limits, avoid his attacks strategically, and, more importantly, punish them consistently while outputting as much damage as possible!
Magnus – Chain Dash
One in all Magnus’s most potent attacks is his Chain Dash, which has him violently charge toward his goal before unleashing a devastating strike. After delivering this attack, he’ll then swiftly dash toward the left or right, covering a terrific deal of distance, not only making him harder to attack, but in addition allowing him to attack much more units in the event that they’re in his path of destruction.
To take care of this attack, we strongly encourage you to try to maintain your Tank in front of Magnus, allowing you to attract aggro consistently. Moreover, never have your other units to the left or right of your Tank, as Magnus will greater than likely dash toward them after attacking the Tank, putting you in your backfoot. On your Fighter, we recommend all the time attempting to attack Magnus from behind, but only if you happen to’re in tall grass or in case your Tank goes after to assist them pull aggro again!
If you may have the Thief Collar unlocked and have the power that means that you can teleport behind enemy units, ALWAYS use that to attack, allowing you to teleport behind them, land a backstab, after which swiftly get out of harm’s way by getting as far-off as possible or by hiding in tall grass. In case you even have the Cleric unlocked, have her hang near the Tank to continually keep his health from attending to critical levels!
Magnus – Spin
His other attack is his Spin, which has him violently twirl in place, hitting all units around him multiple times. You don’t need to get caught up on this attack with any unit outside of your Tank, or if you may have loads of armor. While he stays in place after performing this motion (if he already moved beforehand), it’s form of the move you would like to see the least of, because it provides the larger risk to your Tank’s life.
We strongly recommend keeping your Tank in front of Magnus and in tall grass for this attack, because it allows most of them to miss, severely undercutting this motion’s true potential. NEVER have your units able where Magnus’s Spin can hit them, as it is going to likely take out your Hunter and Mage. Again, your Fighter could also be within the crossfire depending on the rotation, so attempt to have them in tall grass, as they cannot brave through it nearly as much as your Tank!
As expected, that is where the Thief and Cleric will carry this encounter to tremendous heights, because the Thief can simply teleport behind Magnus, backstab them, after which get far-off from the Tank to avoid this motion hitting them. At the identical time, the Cleric can keep healing the Tank, making it substantially less scary. Nonetheless, make sure the Cleric is not in range of Magnus’s Chain Dash or this Spin attack, or they may even be killed pretty quickly!

