Magna is a playable Hero Character in The Walking Dead: No Man's Land. Magna is unlocked only through acquiring 250 of her specific Hero tokens. When unlocked, she starts at 3 stars.
She is of the Warrior class and has the Hero Leader trait of Unleashed Fighter. He also has Strong, Follow Through, Ruthless and Perseverance.
I wouldn't trust me either.
Leader Trait — Unleashed Fighter[]
Magna's Charge Attack leaves a 2×2 pitfall where the main attack is, lasting {0} turn(s). Enemies in the pitfall are rooted and suffer +{1}% additional total damage when attacked by survivors. Enemies within 1 space of the pitfall will have priority to fall in if there's any empty space.
If melee survivors attack while standing inside or next to a pitfall, they regain half an action point to move away after the main attack.
As a leader, all teammates gain this bonus. Ranged teammates' pitfall size is 1 space. The max number of pitfalls is {5}.
Level | Turns | + Total Damage | Max Pitfalls |
---|---|---|---|
2 | 1 | 45% | 1 |
3 | 1 | 50% | 1 |
4 | 2 | 55% | 1 |
5 | 2 | 60% | 2 |
6 | 2 | 65% | 2 |
7 | 2 | 70% | 2 |
8 | 3 | 75% | 2 |
9 | 3 | 80% | 3 |
10 | 3 | 85% | 3 |
How to use Magna[]
Magna is of the strong warrior class and is one of the better heroes in the game. However, her leader trait only starts to shine from level 8, when the pitfall duration increases to 3 rounds, so she requires a fair amount of hero tokens to take off. Magna is therefore not one of the initial heroes to focus on.
Magna should be badged with 3 Damage badges and 3 Critical Damage badges. Recommended traits are Weakening and Power Strike, instead of her default Follow Through and Perseverance. Unlike many other heroes, Magna doesn't benefit much from Lucky, as her LT is not luck-dependent. Lucky will increase the chance of weakening a bit, but it's probably not reason enough to reroll Lucky to her.
How Magna's Pitfalls work[]
Magna's LT is similar to that of Tyreese, but there are many differences.
- Magna's pitfalls are 2x2 in size (compared to Tyreese's 3×3)
- Walkers in the pitfall will be rooted, while walkers in circles can move 1 step
- Walkers that enter the pitfall and get rooted will also be interrupted so can’t attack anyone during that turn
- Unaware walkers will not be lured into the pitfalls
- Due to walkers reluctance to make detours, a well-placed pitfall will completely stop walker movement from that direction.
- Walkers in circles get damaged automatically every round, while walkers in the pitfall get extra damage if attacked.
- Pitfall duration is slightly shorter. At level 2 and 3 it's only one turn, which makes them rather useless. Magna starts to shine only from LT level 8 when the duration grows to 3 turns.
- A small 1×1 pitfall can also be placed by a ranged survivor.
- Pitfalls will lure walkers into them. Commonwealth walkers will also be lured and trapped in the pitfalls normally, so they are not immune to the pitfalls.
- If a survivor makes a normal attack as its only attack during the round while standing in or next to a pitfall, it will get an extra quick move. There is a bug with Pitfalls and the Push mechanism. A walker that is rooted in a pitfall but is pushed completely out of it will keep its root icon, but is actually now free from rooting and is immune to rooting until the end of its turn.
- The walker will be free to move on its turn
- It can move through the pitfall
- It can not be rooted again that turn
- Weapons that rely on ensnare to interrupt will fail to interrupt
Avoid using weapons that rely on ensnare to interrupt (like the Pumpkin MS) when playing with Magna and take special care when pushing walkers out of a pitfall.
While all this might sound like Pitfalls are inferior to circles, in numerous instances, pitfalls will still be superior to circles, as walkers cannot move while in the Pitfall. A crucial feature of the pitfalls is that they immediately root any walker that enters it, meaning walkers cannot walk through another walker into a free spot in the pitfall. This very effectively blocks movement of walkers standing behind and outside the pitfall.
Note that a rooted walker in a pitfall that gets confused will be able to do its full move towards its intended target.
Placing the pitfall[]
The Pitfall will always be placed so that the target tile will become the bottom-left corner of the pitfall. So, regardless of which direction you attack, the targeted tile will always become the bottom-left corner of the pitfall. That is, if you attack directly to the right, the pitfall will be placed two tiles right, but if you attack directly to the left, you will stand in it. The picture below shows how the pitfall will be placed, if the Hero “H” hits the walker “W” with a short-range melee weapon.
The "Regain an action point" mechanic[]
If you attack a walker trapped in a pitfall, or stand in it yourself, and make an attack, you will regain a quick move (only applies to melee survivors). The idea here being that you don't end up next to rooted walkers that can attack you on the walker turn.
Note, however, that this mechanic only works for the first attack. So it is not possible to first make a bonus charge attack and then another normal attack and still get that extra quick move. This is bugged in the same way as Michonne's LT.
The Extra Damage[]
Any target inside the pitfall will receive extra damage when attacked, with the boost depending on the LT level. Note that the extra damage is linked to the attacker, so will only to apply to Magna, if she's a team member. Only if she's the leader will all heroes get extra damage against enemies in the pitfall.
The Priority to Fall Into a Pitfall[]
If a walker stands or walks directly next to a empty pitfall tile, it will be sucked into the pitfall. In the picture below, the CW walker two steps right of Magna will during its turn walk into the pitfall and get stuck: