SPIScreen Power Index

Your verdict

Rate Magneto yourself

Score the same 12 components SPI uses, on the same scale from 1.0 to 10.0. Your total is calculated with the same formula. Tap ? next to a component to see what it measures, or next to the number to see what 1 and 10 mean.

Magneto with his own power, across both eras of the Fox films (Ian McKellen and Michael Fassbender).

Strength & Destructive Power
Physical StrengthPhysical StrengthMeasures: The strength of the body itself: lifting, grip, punching power, overpowering an opponent.Leaves out: Spells, energy, technology and artifact effects.Not rated
Physical Strength: the scale1 to 2: human3 to 4: trained human or slightly superhuman5 to 6: clearly superhuman, regularly useful7 to 8: enormous, dominates many strong opponents9: extreme, confirmed repeatedly10: the physical peak of the universe
Destructive PowerDestructive PowerMeasures: The scale of damage from attacks and offensive effects, including magic, energy and artifacts that belong to the scored form.Leaves out: An artifact's effect never raises the body's own strength or durability.Not rated
Destructive Power: the scale1 to 2: minor local damage3 to 4: objects or a small area5 to 6: buildings or a larger space7 to 8: very large scale, shown on screen9: extreme, wide-area10: cosmic or equivalent, with a named source of power
Speed & Reaction
Reaction & PerceptionReaction & PerceptionMeasures: Spotting threats, reaction time, tracking targets, reading a fight.Leaves out: Running, flying or travel speed. Time manipulation is a special ability, not reflexes.Not rated
Reaction & Perception: the scale1 to 2: human reactions3 to 4: good reflexes and training5 to 6: very fast reactions to typical threats7 to 8: superhuman or exceptionally reliable9: extreme, confirmed repeatedly10: the highest level shown
Combat Movement SpeedCombat Movement SpeedMeasures: Closing in, dodging, repositioning and controlling distance during a fight.Leaves out: Travel (portals, long-range teleportation) and the speed of a magic attack itself.Not rated
Combat Movement Speed: the scale1 to 2: slow movement3 to 4: agile human movement5 to 6: fast and efficient7 to 8: very fast, hard to intercept9: extreme10: the peak of the range
Durability & Regeneration
Bodily DurabilityBodily DurabilityMeasures: How well the body itself takes hits, weapons and explosions, and keeps fighting while hurt.Leaves out: Shields, magical barriers, armour and avoiding hits. A human body with no proven superhuman toughness scores 2.0.Not rated
Bodily Durability: the scale1 to 2: an ordinary human body3 to 4: tougher, but serious wounds are still easy to inflict5 to 6: very resistant to typical attacks7 to 8: very hard to hurt, but proven ways exist9: serious wounds only by exceptional means10: no meaningful weakness within the range
RegenerationRegenerationMeasures: How fast and how far the body heals, rebuilds tissue and returns to fighting shape.Leaves out: Resistance to damage, or simply being hard to beat.Not rated
Regeneration: the scale1 to 2: no healing factor3 to 4: minor wounds heal faster5 to 6: serious wounds heal in a useful time7 to 8: fast regeneration of heavy damage9: rebuilds from extreme damage10: almost instant, with no meaningful limits
Range & Control
RangeRangeMeasures: The distance and area over which the character can act effectively in a fight.Leaves out: Reach that is never used to real effect on screen.Not rated
Range: the scale1 to 2: contact3 to 4: short5 to 6: medium, useful in typical fights7 to 8: long, allows control of distance9: very long, used in practice10: global, cosmic or another peak, only with a useful demonstration
Precision & ControlPrecision & ControlMeasures: Accuracy, choice of target, dosing power and keeping side effects under control under pressure.Leaves out: Raw power. Big destruction does not mean high precision, and shown collateral damage lowers this score.Not rated
Precision & Control: the scale1 to 2: chaotic effects3 to 4: basic control, frequent side effects5 to 6: stable in typical conditions7 to 8: precise and flexible9: remarkably precise in hard situations10: practically flawless
Special Abilities
Potential of AbilitiesPotential of AbilitiesMeasures: The range and maximum scale of special abilities in favourable conditions. Special abilities go beyond the body, training and ordinary weapons: magic, telekinesis, energy, mutant powers, artifacts or technology.Leaves out: Everyday reliability. A character with no special abilities scores 1.0 here and in Reliability.Not rated
Potential of Abilities: the scale1 to 2: a narrow ability with little impact3 to 4: a useful but limited function5 to 6: several practical uses7 to 8: wide range or high scale9: potential that changes the course of a fight10: the peak of demonstrated potential
Reliability & LimitationsReliability & LimitationsMeasures: How consistently the character's special abilities work. Higher means more reliable, with fewer important limits: cost, preparation, focus, conditions, interruptions, side effects.Leaves out: How many abilities there are. A narrow but dependable power can still score high. No special abilities means 1.0.Not rated
Reliability & Limitations: the scale1 to 2: unreliable, highly situational3 to 4: frequent, important limitations5: limitations regularly affect the outcome6: works in typical conditions, cost or conditions matter7 to 8: usually reliable, limits can matter9: very reliable, limits rare or hard to exploit10: no meaningful limitations within the range
Versatility & Tactics
VersatilityVersatilityMeasures: How many practical uses the character has: attack, defence, mobility, battlefield control, support, situational answers.Leaves out: Raw power of any single use.Not rated
Versatility: the scale1 to 2: one narrow function3 to 4: a few inflexible uses5 to 6: a toolkit for different situations7 to 8: a wide, effective repertoire9: very wide, combined fluidly10: no meaningful gaps
Tactical Adaptation & DecisionsTactical Adaptation & DecisionsMeasures: Reading the situation, exploiting weaknesses, planning, learning mid-fight and deciding under pressure.Leaves out: The number of abilities. Shown mistakes such as impulsiveness or overconfidence lower this score.Not rated
Tactical Adaptation & Decisions: the scale1 to 2: repeated mistakes3 to 4: basic decisions5 to 6: solid tactics, visible mistakes7 to 8: good planning and adaptation9: exceptional analysis, occasional mistakes possible10: almost flawless across many documented situations
Your score: - 0/12 set

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