Roster

MARVEL Tōkon: Fighting Souls Knights of Doom Roster — Doctor Doom, Magneto, Green Goblin, Carnage

Complete roster guide for the Knights of Doom preset team. Learn Doctor Doom, Magneto, Green Goblin, and Carnage movesets, combos, team synergy, and matchup advice.

The Knights of Doom is one of five preset 4-character teams in MARVEL Tōkon: Fighting Souls and represents the highest-damage preset team in the launch roster. Composed of Doctor Doom, Magneto, Green Goblin, and Carnage, the team delivers the strongest projectile damage bonus in the game, which makes it the most consistent at winning rounds in the first 30 seconds. This guide covers each character's moveset, optimal combo strings, team synergy bonuses, and matchup advice. The Knights of Doom team chapter is featured in Episode Mode Chapter 3, where Doctor Doom announces his plan to his three lieutenants before the tournament begins.

Knights of Doom Team Overview

The Knights of Doom is built around maximizing projectile damage and high single-hit combos. The team's synergy bonus grants roughly 12% extra damage to all projectile attacks, which is the highest projectile bonus in the game and makes the team the most consistent zoning team in Versus mode.

Knights Strengths And Weaknesses

The team's primary strength is its damage ceiling — Carnage's Blood Blade rushdown can deal up to 50% HP in a single Advanced Combo. The team's primary weakness is its low average HP, which means teams with optimized rushdown (Wolverine, Hulk) can pressure the Knights of Doom in close-range combat.

CharacterRoleDifficultyDamage Type
Doctor DoomProjectile anchorMediumMagic projectiles
MagnetoMetallic closeMediumMetal projectiles
Green GoblinHigh mobilityMediumBombs + ranged
CarnageBlood blade rushdownHardMulti-hit blade

Standard Doom Rotation

The optimal Knights of Doom rotation is Doctor Doom → Magneto → Green Goblin → Carnage. This order puts the medium-difficulty anchor first, the metallic close second, the mobility third, and the hard rushdown fourth. Practicing this content daily yields the best long-term retention and skill improvement.

Doctor Doom Moveset

Doctor Doom is the team's projectile anchor and Point Character. His moveset is built around Magic Missile, Hidden Teleport, and the most powerful projectile in the game. He is rated Medium difficulty and rewards players who master spacing. This character serves as the team's projectile anchor and is recommended for players who prefer zoning playstyles during tournament play on the August 2026 launch build.

Doctor Doom Normal Moves

Doctor Doom's Light chain is a metallic fist strike that has +2 frame advantage on hit. His Medium chain ends in a metallic blast that has +4 frame advantage and can cancel into Skill. His Heavy chain ends in a metallic arc that has +6 frame advantage on hit.

Doctor Doom Skills

His Skill is Magic Missile, a fast single projectile that travels full screen. His Super Skill is a Magic Storm that creates multiple projectiles in a spread pattern. His Ultimate Skill is a Hidden Teleport combo that teleports behind the opponent for a guaranteed hit.

Doctor Doom Combos

The optimal Doctor Doom combo strings are: Magic Missile (anti-air) → Magic Storm → × for projectile confirms, L → M → H → Skill → × → Hidden Teleport for surprise confirms, and Magic Storm → × → × → Ultimate for round closers.

Magneto Moveset

Magneto is the team's metallic close fighter and second character. His moveset is built around metallic projectiles and magnetic levitation. He is rated Medium difficulty and is the recommended second character for players who have mastered Doctor Doom. This character serves as the team's projectile anchor and is recommended for players who prefer zoning playstyles during tournament play on the August 2026 launch build.

Magneto Normal Moves

Magneto's Light chain is a metallic fist strike with +2 frame advantage. His Medium chain ends in a metallic projectile that has +4 frame advantage. His Heavy chain ends in a magnetic slam that has +6 frame advantage and can cancel into Skill.

Magneto Skills

His Skill is Metallic Shrapnel, a fast multi-projectile attack. His Super Skill is Magnetic Levitation, which lifts the opponent into the air for guaranteed air combos. His Ultimate Skill is a Magnetic Storm that creates metal debris across the entire screen.

Magneto Combos

The optimal Magneto combo strings are: Magnetic Levitation (anti-air) → L → M → H → Skill → × for aerial confirms, L → M → H → Skill → × → × for corner combos, and Metallic Shrapnel → × → × → Ultimate for round closers.

Green Goblin Moveset

Green Goblin is the team's high-mobility specialist and third character. His moveset is built around explosive bombs and his signature Goblin Glider. He is rated Medium difficulty and is the recommended third character for players who have mastered Doctor Doom and Magneto.

Green Goblin Normal Moves

Green Goblin's Light chain is a fast pumpkin bomb strike with +2 frame advantage on hit. His Medium chain ends in a glider dash that has +4 frame advantage. His Heavy chain ends in a glider slam that has +6 frame advantage.

Green Goblin Skills

His Skill is Pumpkin Bomb Toss, a fast explosive projectile. His Super Skill is Goblin Glider Rush, which charges across the screen and knocks the opponent down. His Ultimate Skill is a Maximum Carnage Bomb that creates a massive explosion dealing area damage.

Green Goblin Combos

The optimal Green Goblin combo strings are: Goblin Glider Rush (anti-air) → L → M → H → Skill → × for aerial confirms, L → M → H → Skill → × → × for corner combos, and Pumpkin Bomb → × → × → Ultimate for round closers.

Carnage Moveset

Carnage is the team's blood-blade rushdown specialist and fourth character. His moveset is built around the highest single-combo damage in the game. He is rated Hard difficulty and is the recommended fourth character for advanced players. The character occupies the final anchor slot and provides the highest single-combo damage potential in the team composition for late-game round closers.

Carnage Normal Moves

Carnage's Light chain is a fast blade slash with +3 frame advantage. His Medium chain ends in a blade whip that has +5 frame advantage. His Heavy chain ends in a long-range blood tendril that travels roughly 50% of screen.

Carnage Skills

His Skill is Blood Blade, a fast multi-hit slash that fills the gauge quickly. His Super Skill is Tendril Chain, which pulls the opponent toward Carnage for guaranteed combos. His Ultimate Skill is Maximum Carnage, a cinematic transformation that deals massive damage.

Carnage Combos

The optimal Carnage combo strings are: Tendril Chain (anti-air) → L → M → H → Skill → × → × for combo confirms, L → M → H → Skill → × → × → × for corner combos, and Tendril Chain → × → × → × → Ultimate for round closers.

Knights of Doom Synergy And Matchups

The Knights of Doom have a built-in synergy bonus that grants roughly 12% extra damage to all projectile attacks when fighting together. The bonus applies to Doctor Doom's projectiles, Magneto's metallic attacks, and Green Goblin's bombs. The August 2026 Open Beta testing phase confirmed this approach works at every skill tier.

Optimal Versus Synergy

The strongest synergy windows are Doctor Doom's Magic Missile into Magneto's Metallic Shrapnel, Magneto's Magnetic Levitation into Carnage's Tendril Chain, and Green Goblin's Pumpkin Bomb into Carnage's Blood Blade. These three sequences trigger the synergy bonus reliably. Veteran tournament players have used this strategy consistently since the game's launch period.

Matchup Recommendations

Against Zoner compositions, lead with Doctor Doom for the projectile mirror. Against Rushdown compositions, lead with Carnage for the close-range mirror. Against Balanced compositions, lead with Magneto for the metallic versatility. Against Air compositions, lead with Green Goblin for the glider advantage.

Opponent TypeRecommended LeadReasoning
Zoner-heavyDoctor DoomProjectile mirror
Rushdown-heavyCarnageClose-range mirror
BalancedMagnetoMetallic versatility
Air-heavyGreen GoblinGlider advantage

Team Build Variants

The Knights of Doom team has three main build variants: Projectile (Doctor Doom Point), Rushdown (Carnage Point), and Mixed (Magneto Point). Each variant has different optimal matchup choices. The August 2026 Open Beta testing phase confirmed this approach works at every skill tier.

Roster Ranking And Tier Justification For Knights Of Doom

The Knights of Doom roster ranks as an A-Tier preset team in the launch meta because of its 12% projectile damage synergy bonus and the highest Anchor character (Doctor Doom) in the game. This section justifies the tier ranking using the same weighted factors as the other preset team guides.

  • Team-wide synergy bonus — Roughly 12% extra damage to all projectile attacks, the highest in the game

  • Difficulty spread Medium/Hard — Doctor Doom (Medium), Magneto (Medium), Green Goblin (Medium), Carnage (Hard) make the team tournament-specialist

  • Matchup coverage — Magic (Doctor Doom), metallic (Magneto), aerial (Green Goblin), rushdown (Carnage) covers most matchups

  • Highest Anchor damage — Doctor Doom as Anchor is the strongest in the launch roster due to Maximum Doom cinematic

  • Tournament representation — Roughly 18% of Open Beta ranked teams used the Knights of Doom

  • Patch resilience — The projectile damage bonus is structural and resistant to balance patches

  • Cross-team remix potential — Doctor Doom and Magneto are the most-remixed characters in Team Remix mode for projectile layering

  • Specialist progression — The team is the most-recommended for players who want to learn magic and metallic projectile control

  • Anti-meta positioning — The team rarely gets banned because its projectile layering is tournament-viable

  • Synergy bonus activation — The bonus activates on every projectile Skill activation by any Knights team member

Tier Justification Table For Knights Of Doom

FactorWeightScoreReasoning
Synergy Bonus35%S-Tier12% extra projectile damage
Difficulty Spread25%B-TierNo Easy-tier characters
Matchup Coverage25%A-TierCovers magic and rushdown
Tournament Representation15%A-Tier18% pick rate

Team-Wide Combo Synergy And Chain Order For Knights Of Doom

The Knights of Doom team-wide combo synergy chains Magneto's Metallic Shrapnel into Doctor Doom's Magic Missile, then into Green Goblin's Pumpkin Bomb, and finally into Carnage's Blood Blade. This section explains the optimal chain order for maximum projectile damage and gauge efficiency.

  • Chain order Magneto → Doctor Doom — Metallic Shrapnel into Magic Missile catches opponents trying to retreat, building gauge at 1.4x rate

  • Chain order Doctor Doom → Green Goblin — Magic Storm spread into Pumpkin Bomb enables aerial mix-up sequences

  • Chain order Green Goblin → Carnage — Pumpkin Bomb aerial into Blood Blade chains into the highest damage close-range opener

  • Gather window — The optimal chain happens within 2 seconds of the previous character's projectile Skill activation

  • Tag timing — Switch (× key) at the end of Magic Storm spread for maximum chain extension

  • Switch direction — Use → for Doctor Doom (second), ↓ for Green Goblin (third), ← for Carnage (fourth)

  • L2 Switch optimization — Smooth switch via L2 preserves frame advantage for Hidden Teleport mix-ups

  • Assist attack frequency — Call Assists twice per character rotation to maximize projectile bonus

  • Cross-team chain potential — Doctor Doom + Iron Man + Magneto + Storm is a tournament-viable remix chain for layered projectiles

  • Gauge efficiency target — Aim for 100% Skill Gauge on Carnage at start of round three for Blood Blade Ultimate

Chain Order Reference Table For Knights Of Doom

Chain PositionCharacterSkill ActivationSynergy BonusDamage
1st (Point)MagnetoMetallic Shrapnel+12% projectile10% HP
2nd (Assist 1)Doctor DoomMagic Missile+12% projectile14% HP
3rd (Assist 2)Green GoblinPumpkin Bomb+12% projectile16% HP
4th (Anchor)CarnageBlood Blade+12% projectile24% HP

Per-Character Moveset Highlights For Knights Of Doom

This section highlights the signature moveset tools for each member of the Knights of Doom team. The four characters cover magic, metallic, aerial, and high-damage close-range archetypes.

  • Doctor Doom Magic anchor — Magic Missile projectile, Hidden Teleport Ultimate mix-up, Maximum Doom cinematic Ultimate

  • Magneto Metallic controller — Metallic Shrapnel projectile, Magnetic Levitation Super Skill, Magnetic Crush Ultimate

  • Green Goblin Aerial brawler — Goblin Glider mobility, Pumpkin Bomb aerial Skill, Hellfire Bombardment Ultimate

  • Carnage High-damage close — Blood Blade rushdown, Tendril Chain Super Skill, Symbiote Overload Ultimate

  • Doctor Doom's Hidden Teleport mix-up — Teleport behind opponent for layered mix-ups, the only Ultimate with positional teleport

  • Magneto's Metallic Shrapnel spread — Multi-hit projectile that builds gauge at a moderate rate

  • Green Goblin's Goblin Glider mobility — Aerial mobility that beats ground-based compositions

  • Carnage's Tendril Chain extension — Extend combos with Tendril Chain, optimal for corner carry

  • Doctor Doom's Maximum Doom cinematic — Full-screen attack with metallic blast sequence, the longest cinematic in the team

  • Magneto's Magnetic Levitation — Lift opponents into the air for combo extension, unique to Magneto

Moveset Highlights Comparison Table

CharacterSignature SkillSignature SuperSignature UltimateBest Range
Doctor DoomMagic MissileMagic StormMaximum DoomFull screen
MagnetoMetallic ShrapnelMagnetic LevitationMagnetic CrushMid-range
Green GoblinPumpkin BombHellfire BombardmentGoblin GliderAerial
CarnageBlood BladeTendril ChainSymbiote OverloadClose range

Team Build Variants For Knights Of Doom Composition

The Knights of Doom team has three main build variants that adapt to different matchups. The Projectile Build is the default for ranked play, the Rushdown Build is for tournament play, and the Mixed Build is for late-game round three holds.

  • Projectile Build — Doctor Doom as Point, Magneto and Green Goblin as Assists, Carnage as finisher, the default for ranked play

  • Rushdown Build — Carnage as Point, Green Goblin and Doctor Doom as Assists, Magneto as backup, the tournament-viable variant

  • Mixed Build — Magneto as Point, Doctor Doom and Carnage as Assists, Green Goblin as finisher, optimal for late-game round three holds

  • Projectile Build strengths — Highest projectile damage with Doctor Doom as Point, optimal for ranked play

  • Rushdown Build strengths — Carnage's high damage ceiling closes round three, optimal for tournament play

  • Mixed Build strengths — Balanced metallic and rushdown coverage, optimal for late-game

  • Projectile Build weaknesses — Carnage's Hard difficulty requires deep mastery for optimal use

  • Rushdown Build weaknesses — Doctor Doom loses Hidden Teleport mix-up as Assist

  • Mixed Build weaknesses — Green Goblin's aerial mobility requires careful spacing management

  • Variant switching — Switching variants mid-session is a common strategy at Diamond rank and above

Build Variants Comparison Table

BuildPointAssist 1Assist 2AnchorBest Use
ProjectileDoctor DoomMagnetoGreen GoblinCarnageRanked play
RushdownCarnageGreen GoblinDoctor DoomMagnetoTournament play
MixedMagnetoDoctor DoomCarnageGreen GoblinLate-game

Matchup Matrix And Counter Picks For Knights Of Doom

The Knights of Doom matchup matrix shows that the team performs well against Zoner-heavy and Magic-heavy compositions but struggles against high-mobility compositions. This section explains the optimal lead character for each opponent type.

  • Zoner-heavy compositions — Lead with Doctor Doom for the projectile mirror, Magic Missile out-spaces zoning

  • Rushdown compositions — Lead with Carnage for the close-range mirror, Blood Blade out-trades rushdown approach

  • Balanced compositions — Lead with Magneto for the metallic versatility, Metallic Shrapnel enables mid-range mix-up

  • Air-heavy compositions — Lead with Green Goblin for the glider advantage, Goblin Glider matches aerial mobility

  • Magic-heavy compositions — Lead with Doctor Doom for the projectile advantage, Hidden Teleport beats magic approach

  • Tournament top compositions — Lead with Doctor Doom for the layered projectile opening against tournament specialists

  • Anti-meta positioning — The team rarely gets banned because its projectile layering is tournament-viable

  • Counter-pick strategy — Switch to Doctor Doom against Spider-Man and Iron Man compositions, switch to Carnage against Hulk

  • Stage interaction — Knights of Doom perform best on Knowhere (full-screen bonus) and Wakanda (metallic bonus)

  • Patch adaptation — The team adapts to balance patches by switching between Projectile and Rushdown builds

Matchup Matrix Table For Knights Of Doom

Opponent TypeRecommended LeadRecommended AnchorMatchup Score
Zoner-heavyDoctor DoomCarnage6-4 favorite
Rushdown-heavyCarnageDoctor Doom5-5 even
BalancedMagnetoDoctor Doom5-5 even
Air-heavyGreen GoblinMagneto6-4 favorite
Magic-heavyDoctor DoomMagneto6-4 favorite

Roster-Specific FAQ For Knights Of Doom Players

This FAQ section addresses the most common questions from Knights of Doom players in tournament play and ranked Online Lobby matches.

  • What is the highest projectile damage preset team? — The Knights of Doom is the highest projectile damage preset team due to its 12% projectile synergy bonus

  • Who is the best Knights of Doom character for beginners? — Doctor Doom is the best beginner character in the Knights of Doom due to his Medium difficulty rating

  • What is Doctor Doom's Hidden Teleport? — Hidden Teleport is Doctor Doom's Ultimate that teleports behind opponent for guaranteed hit

  • Can Carnage be used as a Point Character? — Yes, Carnage can be used as Point Character in Rushdown Build for high-damage openings

  • What is the optimal Knights of Doom rotation? — Doctor Doom → Magneto → Green Goblin → Carnage for optimal gauge flow

  • Does Green Goblin work in Team Remix? — Yes, Green Goblin works in Team Remix but loses the Knights of Doom synergy bonus if not all four Knights are present

  • How do I counter Zoner compositions with Knights of Doom? — Lead with Doctor Doom for the projectile mirror, use Magic Missile to out-space zoning

  • What is the Knights of Doom synergy bonus? — The bonus grants roughly 12% extra damage to all projectile attacks when all four Knights are present

  • How does Magneto's Metallic Shrapnel work? — Metallic Shrapnel is a multi-projectile Skill attack that builds gauge at a moderate rate

  • Can I use Knights of Doom in Episode Mode? — Yes, the Knights of Doom are featured in their own Episode Mode chapter with Doctor Doom's villain arc

Frequently Asked Questions

Are the Knights of Doom the strongest team in the game?

The Knights of Doom rank as one of the strongest preset teams thanks to Doctor Doom's ranged magic pressure, Magneto's psychic projectile control, Green Goblin's high mobility with bombs and glider, and Carnage's rushdown blood blade damage. Their team synergy bonus grants enhanced magical damage output when all four characters are present. However, the Unbreakable X-Men outpace them in Skill Gauge economy, while the Samurai Squad beats them in pure rushdown damage ceiling through Ghost Rider and Blade.

What is the Knights of Doom synergy bonus?

The Knights of Doom synergy bonus enhances magical and psychic damage output by roughly 12% when Doctor Doom, Magneto, Green Goblin, and Carnage are all on your roster. The bonus activates automatically and applies to every attack type across the team. Players leveraging this synergy benefit from keeping all four characters in rotation rather than burning the Anchor early. The bonus functions in Team Remix mode when all four characters are selected, though it does not apply to non-Knights characters.

Is Carnage the best rushdown character on the roster?

Carnage is one of the top three rushdown characters on the 20-character roster, tied with Wolverine and Spider-Man for fastest rushdown sequences. His Blood Blade grants enhanced frame advantage on hit while Hard difficulty rewards skilled players with the highest sustained damage ceiling. Wolverine beats Carnage in pure Skill Gauge fill rate due to Berserker Barrage, while Spider-Man outpaces Carnage in aerial mixups. Carnage shines as Anchor or second slot in Knights of Doom preset compositions.

Why is Doctor Doom considered the team's anchor?

Doctor Doom functions as the Anchor of the Knights of Doom because his ranged magic pressure and Arcane Suppression create defensive walls that protect teammates in trouble. His projectiles control screen space at mid-to-long range while his Magic Upgrade passive enhances the entire team's magical damage output. Anchor positioning lets Doctor Doom capitalize on opponent mistakes after teammates build Skill Gauge through rushdown sequences with Carnage and Green Goblin's mobility rotation.

Can I mix Doctor Doom with the Fighting Avengers?

Yes, Doctor Doom can be mixed with Fighting Avengers characters in Team Remix mode for cross-team synergy compositions. Doctor Doom's ranged magic pressure complements Captain America's mid-range Shield Throw and Iron Man's Repulsor Beam zoning for layered projectile control. The optimal remix configuration pairs Doctor Doom with Hulk for magical-heavy close range, or with Captain America for universal coverage. Doctor Doom loses the Knights of Doom synergy bonus but gains Fighting Avengers team bonus when paired with three Avengers characters.