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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

Info
  • 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.

Augment
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

Tips & Tricks
  • 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

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)

Info
  • 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 the damage from all redirected projectiles, bullets and Polarize shards, and deals 10% / 15% / 20% / 25% of it as damage per half second to all enemies within it.
    • Percentage of damage dealt is affected by Power Strength but unaffected by the redirection multiplier.
    • Absorbed damage does not take critical hits into account.
    • All hitscan weapons with Multishot only have one bullet taken into account for absorbed damage. This applies to innate multishot from e.g. the Hek as well as to mods like Split Chamber. Beam weapons like the Ignis also are affected by this. Projectile weapons like the Supra have all projectiles being taken into account.
  • 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. Each time an enemy gets hit by the damage ticks inside the bubble, 25% of the currently absorbed damage gets added to the explosion damage. For example, if Magnetize absorbs 1000 damage and hits enemies with 20 half-second ticks before its explosion without having any further damage added to it, the expression for explosion damage would be 300 + (20 x 1000 x 0.25) = 5300.
    • Base explosion damage is affected by Power Strength, while portion of absorbed damage added is 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.

Augment
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

Tips & Tricks
  • 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 or 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.
  • While Gas b Gas procs don't increase absorbed damage, they can help in damaging all enemies inside the bubble, especially if Punch Through is on the used weapon, which allows multiple procs to occur per shot.

Maximization

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 (initial and explosion radius)
Misc:5.9 m/s (pulse travel speed)

Info
  • Mag produces a pulse of magnetic energy with an initial radius of 5 / 6 / 7 / 8 meters that expands outwards over 2 / 3 / 4 / 5 seconds at a constant speed of 5.9 meters per second for a 37.5 meters total radius. If the enemy has shields, the pulse deals 250 / 300 / 350 / 400 damage to it. If the enemy has armor, the armor value gets reduced by 250 / 300 / 350 / 400 and the enemy additionally suffers LotusBlack True Damage equal to the armor removed. 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.
    • Shield/armor damage and shield restoration are affected by Ability Strength.
    • Initial radius is affected by Ability Range.
      • Since the wave starts traveling after the initial radius, this also slightly increases the total radius.
    • Pulse travel time is affected by Ability Duration.
    • Initial radius and traveled distance are summed to:
      Total Radius = (1 + Ability Range) × 8 + (1 + Ability Duration) × 5 × 5.9.
      • With maxed Stretch and Continuity, rank-3 Polarize will have a total radius of (1 + 0.45) × 8 + (1 + 0.3) × 29.5 = 49.95 meters.
    • Wave speed is not affected by mods.
    • Cast animation of 1 second is affected by Natural Talent or Speed Drift.
    • Shields must be completely drained from a target before armor depletion can take effect.
    • Restores Mag's own shields, in addition to fellow Tenno, Companions, Shadows of the Dead, hostages, Specters, Sortie Tenno operatives, static mission objectives (such as Cryopods and Excavators), and hacked MOAs spawned from MOA Cabinet Spawners, as well as Mind Controlled targets.
    • If an armored enemy is the target of Magnetize, the damage is multiplied by 200%. This does not affect enemies inside Magnetize that are not target of a cast.
  • 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.
  • Drained enemies drop one or two shards that store 50 damage each that will be absorbed by Magnetize if the shard contacts it.
    • Stored damage is unaffected by Power Strength or amount drained.
    • Shards will not get used up when touching a Magnetize bubble and will instead float around in it and drop to the ground after the bubble ends. They despawn 30 seconds after their creation.
  • 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.

Augment
CounterPulseMod
Main article: Counter Pulse

Counter Pulse is a Warframe Augment Mod for Mag's Polarize that jams enemy weapons and disables Robotic enemies for a set duration.


Rank Duration Increase Cost
0 1s 6
1 2s 7
2 3s 8
3 4s 9

Tips & Tricks
  • 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 enemy with shields/armor is near them and was affected by Polarize.
  • Useless against Flesh.

Maximization

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)
10 / 15 / 20 / 25 (shields per hit)
Duration:N/A
Range:8 / 10 / 13 / 18 m

Info
  • 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 segments. 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 ticks (each tick dealing 1/3 of the total damage) that are inflicted in succesion over the course of the cast animation.
    • Radius is affected by Ability Range.
    • Cast time of 1.5 seconds is affected by Natural Talent and Speed Drift.
  • Additionally, allied Warframes and Companions in the radius of the ability have their shields replenished by 40 on cast, plus an additional 10 / 15 / 20 / 25 per enemy hit per tick.
    • Shield restore per hit is affected by Ability Strength, while the initial amount is not.
    • Crush can create, and boost into, Overshields.
  • Enemies that walk into the area of effect after the ability has been cast will be caught and damaged by the remaining damage ticks, and will contribute to restore shields.
    • 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.

Augment
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

Tips & Tricks
  • 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

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.


Bugs
  • 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.
  • Overshields will apply to allied Operators as well, up to a maximum of 500 shields.


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

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