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With full command of surrounding magnetic energy, Mag is an expert at enemy manipulation.

This is Mag, a force to be reckoned with.

Mag is a team player, Tenno, and a worthy addition to any squad.

Mag is a Warframe based on magnetic force. She boasts high shield strength in exchange for reduced health, and her abilities make her a potent medium for crowd control and manipulation. She is one of three starter options for new players.

Manufacturing Requirements
Credits64
25,000
Helmet
1
Chassis
1
Systems
1
OrokinCell64
1
Time: 72 hrs
Rush: Platinum64 50
Market Price: Platinum64 75 Blueprint Price: Credits64 25,000
Neuroptics
Credits64
15,000
AlloyPlate64
150
NeuralSensor64
1
PolymerBundle64
150
Rubedo64
500
Time: 12 hrs
Rush: Platinum64 25
Chassis
Credits64
15,000
Morphics64
1
Ferrite64
1000
Rubedo64
300

Time: 12 hrs
Rush: Platinum64 25
Systems
Credits64
15,000
ControlModule64
1
Morphics64
1
Salvage64
500
Plastids64
220
Time: 12 hrs
Rush: Platinum64 25

Acquisition

Component blueprints drop from The Sergeant (Iliad, Phobos). A completely assembled Mag frame can be purchased from Teshin for ReputationLargeBlack‍60,000 once players have achieved Typhoon rank in the Conclave.

From The Sergeant, the probability distribution of the parts is 38.72%, 38.72%, 22.56% for Neuroptics, Chassis, Systems as it is for most boss-rewarded Warframe components, with an expected required number of tries to obtain each at least once of 7.

Warframe Guides

See Category:Mag Guides to read user-made guides on how to play this Warframe.

Trivia

  • Mag's given name is inspired from a shortened form of magnetism, used in a feminine fashion (see: Magdalene). Other possible inspirations include the concept of magnitude, a tribute to her affinity for dealing "in extremes".
  • Mag replaced Volt as an initial choice of Warframe in Update 7, though Volt would later replace Loki as a starter Warframe choice in Update 14.0.
  • The color of the energy of Mag's mask can be changed (effective as of Update 7.9).
  • Mag is the first female Warframe to possess a Prime variant.
  • Both of Mag's alternate helmets are named after the Gauss projectile accelerator consisting of one or more coils used as linear electromagnets to accelerate a magnetic or conducting projectile to high velocity. Weapons using said mechanic are commonly referred to as either Gauss guns or Coilguns.
  • A Mag is briefly shown in Livestream 17 along with Alad V.

Edit Tab

Warframe Archive - Debrief excerpt

We sat strapped in, safeties off, waiting for the punch. Waiting for death. Through my filthy porthole I saw stars among the outlines of the other Splinter ships queuing for the Solar Rail. It would soon grip us with an incomprehensible power and cast us through the void into the mouth of our enemy.

I watched the ships one-by-one bending and gone. Each crammed with zero-tech soldiers sucking stale air, white knuckling their percussion rifles. Each filled with a desperation that comes from extinction. Our ship would be the last to cross the gap. Our ship had special cargo.

It was essentially empty. Just ten men, like me, strapped in with the best zero-tech suits and weapons the empire could build... and "it". "It" stood in the aisle, a slender and eyeless metal form. A Tenno inside its Warframe. Vaguely human, vaguely feminine. Was this armor or some ornate carapace for the monster that lived inside? I strained against the harness as the ship yawed for final approach. I could see the Tenno standing there freely. Solemn and gold-gleaming, oblivious to the inertial force.

I had been, until then, a Tenno denier. They were ghosts, propaganda, twisted casualties of the void era. Not possibly real. Yet here it was in the flesh. The Empire, in their desperation, was going to turn the demons loose and hope for the best. Who did we fear more, the enemy or this monster? We had our safeties off, could we trust it? Then it didn't matter anymore. The punch came - and our windows became blinding. When we could see again our ship was somewhere else, shattered and dead in an instant.

My lungs were flattened, eyes full of death. Ship debris glittered like a night snow. The alien blue star was dark and blinding beyond us. The countless articulating worm-ships of our enemy, ringed in glowing discs, undulating and heat-bursting the surviving soldiers like me. This is where I died. I was in R-disc, sweeping over my right and setting my blood on fire. My vision flattened, the hearing muffled and buzzed. I could feel the side of my face going slack and wet.

I was in a dying dream. I saw a bright spot blurring and weaving toward me. I felt a tug toward it from the metal clasps on my suit. It reached me, rising up - a gleaming beast, a plume of golden wings rising and unfolding behind it. An angel. It snatched me from my death. I could feel my lungs fill as it wrapped me in its wings. Its Void Shield shimmered blue, strained under the enemy beams. I felt a suddenly tug of acceleration. I closed my eyes and held on it like a child.

I awoke on the floor, the sting of crisping flesh on my face and side. It was standing over me, the wings gone. I heard the cracking of weapons echoing down the corridor. Maybe the mission would be saved, but I was dying and so I waved my hand to send it away. I felt a pistol thrust in my hand as I was heaved to my feet. The angel had saved me, pulled me from hell, but it would not pity me. I was to die on my feet, by its side. I turned my good side toward the gunfire and raised the gun. It nodded, its outstretched metal hand surging and pulsing in ancient shapes as blue shimmered around me. It turned, drawing its blade and together we surged headlong into the hailstorm of death and fire that awaited us.

Release Date: September 13th, 2013

Mag Prime is the primed variant of the Mag Warframe featuring more powerful stats: possessing increased health, as well as an additional Madurai Pol polarity.

On June 29, 2015, it was announced that Mag Prime would enter the Prime Vault and be retired from the reward tables on July 7, 2015. Any pre-existing components or fully-built frames will remain as is.

Mag Prime, along with Dakra Prime and Boar Prime, was again accessible from June 28th 2016 to July 26th, 2016 when the Prime Vault was unsealed.

Manufacturing Requirements
Credits64
25,000
PrimeHelmet
1
PrimeChassis
1
PrimeSystems
1
OrokinCell64
3
Time: 72 hrs
Rush: Platinum64 50
Market Price: N/A Blueprint Price: N/A
Neuroptics
Credits64
15,000
AlloyPlate64
150
NeuralSensor64
2
PolymerBundle64
150
Rubedo64
750
Time: 12 hrs
Rush: Platinum64 25
Chassis
Credits64
15,000
Morphics64
3
Ferrite64
1,000
Rubedo64
400

Time: 12 hrs
Rush: Platinum64 25
Systems
Credits64
15,000
ControlModule64
3
Morphics64
1
Salvage64
500
Plastids64
500
Time: 12 hrs
Rush: Platinum64 25
Drop Locations

Blueprint Lith M1 Rare
Neuroptics Axi V2 Common
Chassis Meso B1 Uncommon
Systems Neo D1 Common


Lith/Meso/Neo/Axi refer to the Void Relics

Notes

  • As a prime Warframe, Mag Prime possesses a special passive ability where contact with an Orokin Void Death Orb will make them release an energy pulse that grants 250 Energy to all nearby allies. This effect can only occur once per Death Orb, and can occur even if the Death Orb has been previously destroyed.

Trivia

  • Mag Prime was added in Update 10.0 along with the Boar Prime and Dakra Prime weapons.  She was the third prime Warframe added to the game and is also the first female prime Warframe to be added.
  • Mag Prime is one of the first Warframes (with the other being Nekros) to require three Orokin Cells to craft.
  • As with all prime Warframes, Mag Prime can use her original default helmet, while also being able to use the alternate helmets Coil Mag Helmet and Gauss Mag Helmet.
  • Prior to Update 10.3, Mag Prime's secondary color could tint the gold accents on her body.
  • The floating gold plates by Mag Prime's shoulders are considered customization Armor parts, and will be removed if any other arm plates are used.
  • The "wings" mentioned in Mag Prime's Codex entry foreshadowed the Archwing, a feature added in Update 15.0. This was mentioned in Devstream 36, which showcased Archwing gameplay.
  • Mag Prime's Crush features golden debris being lifted off the ground, unlike the standard version.

Media

  • MAG PRIME, levitating Despair (Agile animation set)
  • MAG PRIME, levitating Despair (Noble animation set)
  • Mag Prime Polarities
  • Mag Prime Coil Helmet

See also

  • Prime, the original Orokin version of a Warframe or weapon.

Edit Tab

Magnetic Attraction

Mag pulls nearby Pickups towards her when Bullet Jumping, similar to Vacuum.

Abilities

PullModU15 Pull
ENERGY
25
KEY
1
Pull
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)
Duration:N/A
Range:15 / 20 / 22 / 25 m

  • Mag produces a strong magnetic field, pulling every enemy within 15 / 20 / 22 / 25 meters towards her and inflicting 100 / 125 / 150 / 300 Magnetic b Magnetic damage. The damage is doubled if the enemy is currently under the effect of Magnetize. Enemies killed by Pull have a 10% / 15% / 20% / 25% increased chance to drop an energy orb.
    • Damage and energy orb drop chance are affected by Power Strength.
    • Affected enemies are ragdolled, rendering them stunned for several seconds.
    • Range is affected by Power Range.
  • Pull's area of effect is cone-shaped in addition to a small circular area around Mag. Enemies behind Mag are not affected unless they're within the circular area.
  • Will not pull but will still damage some special enemies, such as Ospreys and Bosses.
  • Will not stop certain enemy abilities mid-animation, such as Heavy Grineer's Radial Blast and the Volatile Runner's detonation.
  • Can be used in mid-air.
  • Has a cast time of ~0.5 seconds and an after cast cooldown of ~0.25 seconds.

GreedyPull2
Main article: Greedy Pull

Greedy Pull is a Warframe Augment Mod that gives Mag's Pull the ability to attract pickups towards herself.

Rank Effect Cost
0 40% 6
1 60% 7
2 80% 8
3 100% 9

  • This is a great crowd controlling ability, as using it will disorient enemies, drawing away open fires for several seconds.
    • It can be used to stop enemies from storm-firing your team.
    • It can also be used keep enemies at bay when reviving fallen teammates.
  • Consider using this ability to destroy minor enemies such as Shield, Mine and Leech Osprey; and Rollers along with Latchers.

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.


BulletAttractorModU15 BulletAttractor
ENERGY
50
KEY
2
Magnetize
Creates a magnetic field around a target, ensnaring nearby enemies and dealing damage over time. The field reacts to bullets and shards created from Polarize to increase the damage.
Strength:10 / 15 / 20 / 25% (absorption)
1.25x / 1.5x / 1.75x / 2x (multiplier)
50 / 150 / 200 / 300 (explosion damage)
Duration:10 / 12 / 13 /15 s
Range:2 / 3 / 3.5 / 4 m (field radius)
5 / 10 / 12 / 15 m (explosion radius)

  • Mag generates a powerful magnetic field that encompasses a target and anchors it in place. The field has a 2 / 3 / 3.5 / 4 meter radius and lasts for 10 / 12 / 13 / 15 seconds. All projectiles, bullets, enemies, and Polarize shards are pulled to the center of the field. During the field's lifetime, incoming damage from all sources will be multiplied by 125% / 150% / 175% / 200%. Additionally, the field deals 10 / 15 / 20 / 25% of absorbed damage per second to all enemies in range. If the initial target is killed, the field destabilizes and explodes at the end of Magnetize's duration for 50 / 150 / 200 / 300 Blast b Blast damage in a 5 / 10 / 12 / 15 meter radius. The explosion damage is increased by 125 / 150 / 175 / 200 percent of the total damage of the field.
    • Damage multiplier and explosion damage are affected by Power Strength.
    • Explosion damage diminishes with distance and does not bypass obstacles in the environment.
    • Field duration is affected by Power Duration.
    • Field radius and explosion radius is affected by Power Range.
  • Redirected projectiles travel in a straight line from the point of impact to the center of the sphere which can draw fire away from enemy weak spots. However, you can target vital areas by aiming for any point on the sphere that is perpendicular to the weak spot. Hitscan weapons have less difficulty hitting weak spots; simply aiming at the target's weak spots will yield extra damage in most cases.
  • Shots fired within the field are also redirected, including shots fired by the magnetized target.
  • In addition to firearms, Magnetize can redirect Radial Javelin blades, Prism lasers, Exalted Blade's waves, Artemis Bow's arrow fan, and bouncing projectiles such as the Glaive into a single target.
  • Does not redirect area-of-effect abilities and gunblades' projectiles.
  • Has a cast time of 1 second.
  • If the target dies before the Magnetize bubble appears, energy used for Magnetize will be refunded.

  • This ability can be used defensively. No bullets or projectiles can pass through the field without being redirected.
  • Maximized Power Range is a very effective choice of maximization for this ability as it provides a large radius of protection from most enemy damage.
  • Extremely effective against heavy enemies, especially fast moving, such as Oxium Osprey or Bursas.
  • When this ability is used with Punch Through weapons like the Lanka and Miter as the bullet or projectile will hit the target multiple times. However this does not increase the damage over time produced by the field by much and the damage of the final explosion. This is ideal for taking out specific targets.
  • Using beam weapons such as the Ignis, Atomos, Gammacor, Quanta, etc. will not hit the enemies multiple times the same way that punch through projectiles do but will greatly increase the damage over time generated by the field and the final explosion. This is ideal for creating chokepoints where every enemy that walks through the bubble gets killed by the field's damage over time effect.
  • Using Gas b Gas damage on weapons really amplifies the overall damage per second of the bubble to make up for not having much damage over time from the field on projectile weapons with Punch Through. This helps on beam weapons too but not completely necessary to have.

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

  • Maximized Power Duration increases duration to 42.3 seconds.
    • Reduces field radius to 1.4 meters and explosion radius to 5.1.
  • Maximized Power Efficiency reduces cost to 12.5 energy.
    • Reduces duration to 6 seconds.
  • Maximized Power Range increases field radius to 10 meters and explosion radius to 37.5.
    • Reduces damage multiplier to 0.8x and explosion damage to 120.
  • Maximized Power Strength increases damage multiplier to 7x and explosion damage to 1047.
    • Without Energy Conversion, increases damage multiplier to 6x and explosion damage to 897.
    • Increases cost to 77.5 energy.
    • Reduces duration to 10.9 seconds.



ShieldPolarizeModU15 ShieldPolarize
ENERGY
75
KEY
3
Polarize
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)

  • Mag creates a wave of energy that travels outward at 7.5 m/s and deals 250 / 300 / 350 / 400 damage to enemy shields and armor. The damage done to armor or shields is multiplied by 1 / 1.5 / 2 / 2.5 and stored as shards on the ground. These shards can be attracted by Magnetize to increase its damage. Drained shields will explode, inflicting damage on nearby enemies. Additionally, allies' shields are restored by 250 / 300 / 350 / 400 if they are present in initial range or touch the wave.
    • Damage dealt, shield restoration, shield depletion, armor depletion, and shard damage multiplier is affected by Power Strength.
    • Initial radius and explosion radius are affected by Power Range.
    • Pulse travel time is affected by Power Duration.
    • Restores Mag's own shields, in addition to fellow Tenno, Companions, Hostages, Cryopod/Artifact shields on Defense missions, and the shields of hacked MOAs spawned from MOA Cabinet Spawners.
    • Damage dealt to armored enemies also depletes their armor by the same amount. Shields must be completely drained before Armor depletion can take effect.
  • A drained target produces a violent outburst of magnetic energy inflicting 1x / 1.5x / 2x / 2.5x of the enemy's drained shields or armor as Magnetic b Magnetic damage. The explosion will affect all enemies within a 5 / 6 / 7 / 8 meter radius of the drained target.
    • Damage multiplier is affected by Power Strength, and the explosion damage diminishes with distance.
    • Damage bypasses obstacles in the environment and is capable of hitting unprotected enemy body parts.
    • Explosion radius is affected by Power Range.
    • Enemies who have been drained are not damaged by their own explosion, but they can be damaged by nearby enemies who were also drained.
  • Has a 1 second cast time and a delay between casts of 0.2 seconds.

ShieldTransference2
Main article: Shield Transference

Shield Transference is a Warframe Augment Mod for Mag's Shield Polarize that gives Mag Overshields equal to a percentage of enemy shields drained.

Rank Effect Cost Conclave
0 12.5% 6 C3
1 25% 7 C3
2 32.5% 8 C4
3 50% 9 C5

  • Can be used to restore shields to the Cryopod, Cryocore, Excavator in an Excavation mission or an Artifact in a Defense mission.
  • Can break reinforced glass in Corpus Ships and Laser Plates/Rotation Plates on Orokin Tower laser traps.
  • Can be used in mid-air.
  • Useless against Flesh.
  • Shield Polarize's animation overwrites other animations and tends to be a brake on Mag's speed by preventing movement and sliding; however, Mag retains momentum while casting this ability while airborne. Use this quirk to avoid enemy fire as enemies are more likely to hit you while you are stationary.

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

  • Maximized Power Duration increases wave duration to 14.1 seconds.
    • Reduces explosion range to 2.7 meters.
  • Maximized Power Efficiency reduces cost to 18.75 energy.
    • Reduces wave duration to 2 seconds.
  • Maximized Power Range increases explosion range to 20 meters.
    • Reduces damage and shield restoration to 160 and multipliers to 1x.
  • Maximized Power Strength increases damage and shield restoration to 1396 and multipliers to 8.7x.
    • Without Energy Conversion, increases damage and shield restoration to 1196 and multipliers to 7.5x.
    • Increases cost to 116.25 energy.
    • Reduces wave duration to 3.6 seconds.


CrushModU15 Crush
ENERGY
100
KEY
4
Crush
Magnetizes the bones of nearby enemies, causing them to collapse upon themselves.
Strength:800 / 1000 / 1250/ 1500
Duration:N/A
Range:8 / 10 / 13 / 18 m

  • Magnetizing the bones of enemies within 8 / 10 / 13 / 18 meters, Mag suspends her victims in the air and forcefully compresses their bodies inflicting a total 800 / 1000 / 1250/ 1500 Magnetic b Magnetic damage over three ticks. Enemies affected by Magnetize take an extra 800 / 1000 / 1250 / 1500 damage, unaffected by mods.
    • Damage is affected by Power Strength.
    • Damage is evenly divided into three segments over three ticks (each tick dealing 1/3 of the total damage) that are inflicted in succession over the course of the cast animation.
    • Radius is affected by Power Range.
    • Enemies that walk into the area of effect after the ability has been cast will be caught during each damage tick.
    • Suspended enemies are incapacitated and suffer a Knockdown when the final damage tick is applied.
  • Cannot be used while in mid-air.
  • Has a cast time of 2.7 seconds and a cooldown between casts of 0.75 seconds.
  • Tenno in Conclave duels receive 150 damage and are knocked down.
  • Crush's visual effects will appear gold when cast by Mag Prime.

FracturingCrush
Main article: Fracturing Crush

Fracturing Crush is a Warframe Augment Mod for Mag that gives Crush the ability to reduce enemy armor as well as temporarily immobilize survivors.

Rank Armor Reduction Root Duration Cost Conclave
0 20% 4s 6 C3
1 30% 5s 7 C3
2 40% 6s 8 C4
3 50% 7s 9 C5

  • Crush deals less damage against the Grineer but deals extra to shielded Corpus units, due to the traditional effects of Magnetic damage.
  • Crush does not rely on line of sight like Pull or the damage pulses from Shield Polarize, using mods for enemy radar such Enemy Sense makes it relatively easy to Crush large groups of enemies through floors, walls and ceilings.

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

  • Sliding while casting Crush causes enemies that left the AoE to crumple permanently until a stagger source is made to reset their animation, however damage taken by enemies no longer in range have been cancelled normally.
  • Dying while casting crush will cause all affected enemies to drop to the ground in a ragdoll state similar to enemies broken while frozen. The enemies in this state will still be able to attack despite missing several limbs and being tied to the ground.


  • Strength Mods

    IntensifyModU145

    Duration Mods

    ContinuityModU145

    Range Mods

    StretchModU145

    Pull Pull
    BulletAttractor BulletAttractor BulletAttractor
    ShieldPolarize ShieldPolarize ShieldPolarize
    Crush Crush

    Edit Tab

    Mag is a master of crowd control and damaging multiple targets. Though she has lower than average health, Mag is fairly durable due to her high shields and average armor. Her abilities are extremely versatile, and while an in-game tip states Mag is great for single target encounters, she is one of the best Warframes in the game at dealing with multiple targets and very powerful if used correctly. A weakness can be the power cost, especially of the later abilities and while leveling the frame up, as with the Magnetic b Magnetic damage which some targets are quite resistant to.

    Skills

    Pull

    Pull yanks enemies upwards and literally tosses them in Mag's general direction. As an area of effect ability it is excellent, clearing rooms quickly as it deals significant initial damage and has decent base range, as well as being at its most efficient when engaging multiple targets. It is also very effective at crowd control, as enemies are helpless while flying through the air and take several seconds to recover after landing due to the ragdoll effect. Combining this with slide maneuvers can help ensure it hits a good amount of targets.

    The ability was updated in Update 9.8, which drastically changed the functionality of Pull from pseudo-teleporting enemies to Mag's feet without crowd control. It had synergy with Punch Through-modded guns and long reach weapons.

    Shield Polarize

    This ability mostly damages enemy shields, emitting an explosion when it hits. This is effective against Corpus, especially as units protected by Shield Ospreys will act as additional sources of the ability's radial damage. The cumulative damage from a large group of Corpus that are being protected is usually enough to kill all the Ospreys instantly and possibly even eliminate some of the other units. At the very least the entire group will be knocked down.

    Out of all abilities, Shield Polarize benefits the best from Power Strength mods (Intensify and Blind Rage) as it applies the multiplier twice. The first improves its shield drain percentage and the second improves the damage percentage dealt to nearby.

    Be cautious around explosive barrels and reinforced glass as the damage can break environmental objects in a large radius around each affected enemy.

    Bullet Attractor

    This ability is effective against bosses and units in cover as it effectively expands the hitbox of the target, as well as blocking enemy fire. Increasing the range of the Attractor through fusion, the Stretch mod and the will allow the field to clip through more walls and obstacles, significantly improving Mag's ability to hit an affected enemy while remaining behind cover, and defensively blocking enemy fire over a larger area.

    Although enemy fire inside the field is redirected, it will still damage Mag or her allies if they are inside with the affected target.

    The Coil helmet was once useful but stats were removed in Update 10.0.

    Crush

    When playing solo, the knockdown portion of Crush will disable enemies that Mag really doesn't want to pull – such as Grineer heavies in the middle of a Radial Blast animation – long enough after the animation ends for her to shoot them or escape. Crush is also effective as a panic button for the same reason since the aforementioned enemy types will be well within the range of the ability if they're close enough to threaten Mag with their signature abilities. Its power cost is high, however, which makes it more situational.

    Edit Tab

    Mag can be equipped with the following items:

    Cosmetics

    Augments

    See also

    Edit Tab

    Hotfix: The Index Preview 4
    • Fixed friendly Mag Specter in The Index from damaging ally players with her Polarize ability.

    Hotfix: Specters of the Rail 10

    • Updated metal and diffuse maps on Mag Alta helm & body

    Update: Specters of the Rail

    • Fixed unneeded resources floating where they touched Mag when she bullet jumps in the Simulacrum.

    Update 18.3.2

    • Fixed Mag dealing self-damage with Magnetize.

    Update 18.5

    • Fixed the left Edo and Left Prisma Edo Shoulder Plate clipping through Mag Prime’s shoulder.
    • Fixed the Atomos causing Mag’s Bullet Attractor bubble to turn black when hit.

    Update 18.3

    • Mag's Bullet Attractor no longer requires a target to activate in Conclave, encouraging greater accuracy and less button spam

    Update 18.0

    • Mag Prime and Volt have been given a fresh PBR upgrade!

    Update 17.0

    • Mag Prime base hp increased from 75 to 100.

    Update 16.3.1

    • Fixed emblems not sitting properly on Mag Prime.

    Update 16.0

    • Mag Augment: Sapping Reach - Pull steals up to 25 energy from the target
    • Mag Augment: Shield Overload - Increases the time for a target’s shields to regenerate by 9 seconds.

    Update 15.13

    • Mag Prime’s Crush now has a bit of Prime flair to its visual effect.

    Update 15.6

    • Added Mag: Shield Polarize augment: Shield Transference: Creates a small shield dome around Mag that protects for 15%/25%/35%/50% of depleted enemy shields.

    Update 0.0

    • Introduced with game release.


    Edit

    Update 18.13 Rework

    Videos

    Start a Discussion Discussions about Mag

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