Magnetic Damage is one of the six secondary elemental damage types, composed of Cold and Electricity elements. It is very effective at taking down Corpus Shields, but is heavily mitigated by the Alloy Armor worn by many higher-level Grineer units.
The Magnetic status effect is Disrupt, which reduces the target's current shields and maximum shield capacity by 75% over a duration of 4 seconds. The damage of the disrupting shot is applied before the Magnetic proc reduces the shield. After the effect expires, the target's current and maximum shields will be restored while damage done during the proc translates directly onto the current shields.
Affected Tenno suffer additional effects: their HUDs will be disrupted, 100% of their energy will be drained, and they cannot gain energy until the proc ends. Magnetic procs will show blue rings matching the shape of the affected target moving from top to bottom.
|Grineer Health||Magnetic Modifier||Corpus Health||Magnetic Modifier||Infested Health||Magnetic Modifier|
|Ferrite Armor||Shield||+75%||Infested Flesh|
|Alloy Armor||–50%||Proto Shield||+75%||Fossilized|
Summons a creature from the deep to wreak havoc.
|Strength:75 / 150 / 225 / 300 (maximum tentacle damage)|
50 / 100 / 150 / 200 (capture damage)
7 / 8 / 9 / 12 (tentacles)
|Duration:10 / 13 / 18 / 20 s|
|Range:∞ (cast range)|
10 / 12 / 15 / 20 m (spawn radius)
Note that only the initial and final instances of damage are Magnetic; the rest of this attack deals Finisher damage.
Magnetic force pulls enemies toward you, stunning them and bringing them into melee range.
|Strength:100 / 125 / 150 / 300 (damage)|
10% / 15% / 20% / 25% (energy drop chance)
|Range:15 / 20 / 22 / 25 m|
Emit an energy pulse that depletes enemy shields and armor, creating shards which become deadly when mixed with Magnetize. Shields of allies touched by the pulse are restored.
|Strength:250 / 300 / 350 / 400 (damage)|
1x / 1.5x / 2x / 2.5x (damage multiplier)
|Duration:2 / 3 / 4 / 5 s (pulse travel time)|
|Range:5 / 6 / 7 / 8 m (explosion radius)|
Nyx absorbs all incoming damage and channels that collected energy into an explosive radial discharge.
Energy Drain: 7 / 6 / 5 / 4 s-1
|Strength:160 / 170 / 180 / 200 (passive damage gain)|
800 / 900 / 1000 / 1500 (minimum damage)
|Range:5 / 7 / 8 / 10 m|
Cycle through four deployable trap mines: Bounce, Trip Laser, Shred and Concuss.
75 / 100 / 125 / 175 (damage)
1 / 2 / 3 / 4 (number of bounces)
200 / 400 (damage)
30 / 40% (armor reduction)
300 s (maximum duration)
20 / 25 / 30 s
300 s (mine duration)
4 s (armor debuff duration)
300 s (mine duration)
8 s (deafen duration)
10 m (laser length)
4 / 6 m (explosion radius)
6 m (explosion radius)
|Offense||Critical Hit • Damage • Enemy Body Parts • Multishot • Punch Through|
|Defense||Armor • Health • Shield|
|Physical||Impact • Puncture • Slash • Finishing|
|Elemental||Cold • Electricity • Heat • Toxin|
|Combined||Blast • Corrosive • Gas • Magnetic • Radiation • Viral|