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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 generates a strong magnetic current, 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.
  • 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.
    • Affected enemies are ragdolled, rendering them stunned for several seconds.
    • Still deals damage to enemies immune to crowd control.
    • Will not stop certain enemy abilities mid-animation, such as Heavy Grineer's Radial Blast and the Volatile Runner's detonation.
  • Pull's visual effects, including a tint on enemies affected by it, are affected by Mag's chosen energy color.
  • Casting Pull is a One-Handed Action that can be done while performing many actions without interrupting them, including reloading, charging, shooting, and moving (either sprinting or sliding).
    • Can be used in mid-air, but not while on a zipline.

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: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)
Misc:10% / 15% / 20% / 25% (absorption)

  • Mag creates a powerful magnetic field that encompasses a target and anchors it in place. The field has a 2 / 3 / 3.5 / 4 meter radius, lasts for 10 / 12 / 13 / 15 seconds, and slowly drags in all enemies in range. During the field's lifetime, all projectiles, bullets, and Polarize shards will be redirected towards the center of the field, and incoming damage from all sources will be multiplied by 125% / 150% / 175% / 200%.
  • Additionally, the field absorbs 10% / 15% / 20% / 25% of the damage from all redirected projectiles, bullets and Polarize shards, and deals it as damage per second to all enemies within it. If the initial target dies while magnetized, the field destabilizes and explodes at the end of its 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% of the total damage absorbed by the field.[citation needed]
    • Explosion damage is affected by Ability Strength, while absorption and explosion percentages are not.
      • Explosion damage diminishes with distance and does not bypass obstacles in the environment.
    • Explosion radius is affected by Ability Range.
  • Only 4 Magnetize bubbles can be active at the same time, magnetizing a fifth target will make the first field either explode or disappear (whether the original target died or not).
  • 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 glaives into a single target.
    • Does not redirect area-of-effect abilities and gunblades' projectiles.
  • If the target dies before the Magnetize bubble appears, energy used for Magnetize will be refunded.
  • Magnetize's visual effects are affected by Mag's chosen energy color.
  • Casting Magnetize is a One-Handed Action that can be done while performing many actions without interrupting them, including reloading, charging, shooting, and moving (either sprinting or sliding).
    • Can be used in mid-air, but not while on a zipline.

MagnetizedDischargeMod
Main article: Magnetized Discharge

Magnetized Discharge is a Warframe Augment Mod for Mag's Magnetize that allows manual detonation by recasting the ability on an active Magnetize bubble. Enemies hit by the detonation have a chance to be disarmed.

Rank Disarm Chance Cost
0 12.5% 6
1 25% 7
2 37.5% 8
3 50% 9

  • This ability can be used defensively. No bullets or projectiles can pass through the field without being redirected.
    • Maximized Ability Range is a very effective choice of maximization for this ability as it provides a large radius of protection from most enemy damage.
  • Synergizes very well with Excalibur's Exalted Blade, as his blade waves have infinite Punch Through and are redirected around the magnetic field, allowing them to damage enemies several times.
  • 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, 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 choke-points 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 Ability Duration increases duration to 45.9 seconds.
    • Reduces field radius to 1.36 meters and explosion radius to 5.1.
  • Maximized Ability Efficiency reduces cost to 12.5 energy.
    • Reduces duration to 6 seconds.
  • Maximized Ability Range increases field radius to 11.2 meters and explosion radius to 42.
    • Reduces damage multiplier to 0.8x and explosion damage to 120.
  • Maximized Ability Strength increases damage multiplier to 7.46x and explosion damage to 1119.
    • Without Energy Conversion, increases damage multiplier to 6.46x and explosion damage to 969.
    • Increases cost to 77.5 energy.
    • Reduces duration to 10.88 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)
Misc:7.5 m/s (pulse travel speed)

  • Mag produces a pulse of magnetic energy that travels outwards over 2 / 3 / 4 / 5 seconds at a speed of 7.5 m/s (unaffected by mods). The pulse deals 250 / 300 / 350 / 400 damage to enemies' shields and armor, which is then multiplied by 100% / 150% / 200% / 250% and stored as glowing shards on the ground. These shards can be attracted by Magnetize to increase its damage. Additionally, allies' shields are restored by 250 / 300 / 350 / 400 if they are present in the initial radius or come in contact with the pulse.
  • All enemies with shields or armor within the initial radius, or that come in contact with the expanding pulse, will produce a violent outburst of magnetic energy inflicting 100% / 150% / 200% / 250% of the drained shields or armor as Magnetic b Magnetic damage to all other enemies within a 5 / 6 / 7 / 8 meter radius of each drained target.
    • Damage multiplier is affected by Ability Strength, and the explosion damage diminishes with distance.
    • Explosion radius is affected by Ability 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.
  • Polarize's visual effects, including shards, are affected by Mag's chosen energy color.
  • Casting Polarize is a One-Handed Action that can be done while performing many actions without interrupting them, including reloading, charging, shooting, and moving (either sprinting or sliding).
    • Can be used in mid-air, but not while on a zipline.

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
0 12.5% 6
1 25% 7
2 32.5% 8
3 50% 9

  • 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, given an enmy with shields/armor is near them and was affected by Polarize.
  • Useless against Flesh.

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 Ability Duration increases wave duration to 15.3 seconds.
    • Reduces explosion range to 2.72 meters.
  • Maximized Ability Efficiency reduces cost to 18.75 energy.
    • Reduces wave duration to 2 seconds.
  • Maximized Ability Range increases explosion range to 22.4 meters.
    • Reduces damage and shield restoration to 160 and multipliers to 1x.
  • Maximized Ability Strength increases damage and shield restoration to 1492 and multipliers to 9.33x.
    • Without Energy Conversion, increases damage and shield restoration to 1292 and multipliers to 8.08x.
    • Increases cost to 116.25 energy.
    • Reduces wave duration to 3.63 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 (damage)
Duration:N/A
Range:8 / 10 / 13 / 18 m

  • Magnetizing the bones of all enemies within a 8 / 10 / 13 / 18 meter radius, Mag suspends her victims in the air and forcefully compresses their bodies inflicting 800 / 1000 / 1250/ 1500 Magnetic b Magnetic damage over three ticks. Crush deals 800 / 1000 / 1250/ 1500 extra damage to targets being affected by Magnetize.
    • Damage is affected by Ability Strength, while extra damage to magnetized targets is not.
      • 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.
      • Enemies that walk into the area of effect after the ability has been cast will be caught for the remaining damage ticks.
    • Radius is affected by Ability Range.
    • Cast time of 2.7 seconds is affected by Natural Talent or Speed Drift.
  • Suspended enemies are incapacitated and suffer a Knockdown when the final damage tick is applied.
  • Tenno in Conclave duels receive 150 damage and are knocked down.
  • Crush's visual effects are affected by Mag's chosen energy color.
    • Some of them will appear gold when cast by Mag Prime.
  • Casting Crush will interrupt any other action and will force Mag in place for the entire animation.
    • Cannot be used in mid-air or while on a zipline.

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
0 20% 4s 6
1 30% 5s 7
2 40% 6s 8
3 50% 7s 9

  • 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, 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

Start a Discussion Discussions about Mag/Abilities

  • Mag Bullet Attractor Bug

    • There is a bug i found on the frame Mag, when using Bullet Attractor on an infested ancient it got stuck in the "ability in use" err...

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