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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 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.
  • 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 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

    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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