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Mag (Warframe)

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Mag

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Mag
MAG
Base Statistics
Health 75.0 (225.0 at rank 30)
Power 100.0 (150.0 at rank 30)
Armor 65.0
Shield Capacity 150.0 (450.0 at rank 30)
Sprint Speed 1.0
Stamina 100
Polarities 4x Ability
2x Bar
Aura Polarity V
With full command of surrounding magnetic energy, Mag is an expert at enemy manipulation.

Mag is a Warframe based on magnetic force. She boasts high shield strength in exchange for reduced suit integrity and average power capacity. Her abilities make her a potent medium for crowd control. She is one of three starter options for new players.

Component blueprints drop from Sgt. Nef Anyo (War, Mars)

Manufacturing Requirements
Credits64
25000
Helmet
1
Chassis
1
Systems
1
OrokinCell64
1
Time: 72 hrs
Rush: Platinum64 50
Market Price: Platinum64 175 Blueprint Price: Credits64 25,000
Helmet
Credits64
15000
AlloyPlate64
150
NeuralSensor64
1
PolymerBundle64
150
Rubedo64
500
Time: 12 hrs
Rush: Platinum64 25
Chassis
Credits64
15000
Morphics64
1
Ferrite64
1000
Rubedo64
300

Time: 12 hrs
Rush: Platinum64 25
Systems
Credits64
15000
ControlModule64
1
Morphics64
1
Salvage64
500
Plastids64
220
Time: 12 hrs
Rush: Platinum64 25

Trivia

  • Mag's given name is simply a shortened name for magnet, used in a feminine fashion.
  • Mag has replaced Volt as an initial choice of Warframe since Update 7.
  • As of Update 7.9, the color of the energy on Mag's mask can be changed.
  • Mag appears to be the shortest Warframe.
  • Mag is the first female primed Warframe.
  • Both of Mag's alternate helmets are named after 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

Mag Prime
MagPrime
Base Statistics
Health 75.0 (225.0 at rank 30)
Power 100.0 (150.0 at rank 30)
Armor 65.0
Shield Capacity 150.0 (450.0 at rank 30)
Sprint Speed 1.0
Stamina 100
Polarities 4x Ability
2x Bar
1x V
Aura Polarity V
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 features an additional V polarity slot, but has an otherwise identical slot layout to Mag's. The blueprint for Mag Prime and its components is known to be attainable from Orokin Void missions.

Manufacturing Requirements
Credits64
25,000
Helmet
1
Chassis
1
Systems
1
OrokinCell64
3
Time: 72 hrs
Rush: Platinum64 50
Market Price: N/A Blueprint Price: N/A
Helmet
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 Void Tower III Exterminate / Tower III Defense [Wave 15+] / Tower IV Defense [Wave 10-15]
Helmet Void Tower II Survival [Rotation C] / Tower IV Survival [Rotation C]
Chassis Void Tower II Survival [Rotation C] / Tower III Exterminate / Tower IV Exterminate
Systems Void Tower III Survival [Rotation C] / Tower IV Interception [Round 2]

Blueprint Void Tower III Exterminate / Defense
Helmet Void Tower II Survival
Chassis Void Tower III Exterminate / Tower II Survival
Systems Void Tower III Survival

Blueprint
Helmet
Chassis
Systems

Trivia

  • Mag Prime was added in Update 10 and is the third Prime warframe added to the game.
  • Mag Prime is one of the first Warframes (with the other being Nekros) to require 3 Orokin Cells to craft.
  • Mag Prime has a secret interaction with Death Orbs. Upon approaching one, it will replenish your energy by 250 points and the swirling energy in the Death Orb will change to just black. This can only be done once per Death Orb. This is true for all Prime Warframes.
  • As with all Prime Warframes, Mag Prime can use alternate helmets Coil Mag Helmet & Gauss Mag Helmet as well as regular Mag's default helmet.
  • Prior to Update 10.3.0, 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 the Codex entry have connections with the Archwing, an upcoming feature in Update 15. This was mentioned in Dev Stream #36 during the Archwing Gameplay.

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

Pull Pull Energy: 25Energy small Power #: 1 PullModU15
Magnetic force pulls enemies toward you, stunning them and bringing them into melee range.
Power Strength:
100 / 125 / 150 / 300
Power Range:
15 / 20 / 22 / 25 m
Power Duration:
N/A

  • 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.
    • Damage is 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.
  • Conclave rating: 10 / 10 / 30 / 50.

  • 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.
  • Is very useful in Capture missions because it can stop the target from escaping.

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.


ShieldPolarize Shield Polarize Energy: 50Energy small Power #: 2 ShieldPolarizeModU15
Restores or depletes and explodes the shields of surrounding targets, depending if they are friend or foe.
Power Strength:
10% / 15% / 25% / 50% (shield boost/drain)
1x / 1.5x / 2x / 2.5x (damage multiplier)
Power Range:
10 / 15 / 20 / 25 m (aura radius)
5 / 8 / 11 / 14 m (explosion radius)
Power Duration:
N/A

  • Mag exudes a polarizing aura of magnetic energy that restores 10% / 15% / 25% / 50% of friendly shields and depletes the same percentage from enemy shields within a 10 / 15 / 20 / 25 meter radius.
    • Shield restoration/depletion is affected by Power Strength. Intensify's +30% power strength will increase the shield boost from 50% to 65%.
    • Aura radius is affected by Power Range.
    • 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.
  • A drained target produces a violent outburst of magnetic energy inflicting 100% / 150% / 200% / 250% of the enemy's drained shields as Magnetic b Magnetic damage. The explosion will affect all enemies within a 5 / 8 / 11 / 14 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.
    • The overlapping area-of-effect damage dealt from shield drains on a group of enemies does not stack with each other; each enemy will only take damage from the single strongest shield drain that could apply to it.
  • Has a 1 second cast time and a delay between casts of 0.2 seconds.
  • Conclave rating: 20 / 20 / 50 / 80.

  • Can be used to restore shields to the Cryopod, Cryocore or Artifact in a Defense mission.
  • Can break reinforced glass in Corpus Ships.
  • Can be used in mid-air.
  • This is a great ability for dealing with shielded crowds, especially the Corpus. The shield explosions will most likely kill, if not deal decent damage to enemies.
  • This is a great ability to use against heavies. Enemies that suffer from the heavies' shield explosions will most likely die or be stunned for several seconds should they survive the blasts.
  • Shield Polarize and Nova's Molecular Prime go very well together. Shield Polarize's damage will double after the Molecular Prime's debuff, and should an enemy not be killed by the shield explosion, the prime explosions from other enemies will be the second layer of devastating damage.

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 has no positive effect on this ability.
    • Reduces aura radius to 8.5 meters and shield explosion radius to 4.76 meters.
  • Maximized Power Efficiency reduces cost to 12.5 energy.
    • Has no negative effect on this ability.
  • Maximized Power Range increases aura radius to 65 meters and shield explosion radius to 36.4 meters.
    • Reduces shields drained/restored to 20% and the radial damage multiplier to 100%.
    • Reduces shields by 5%.
  • Maximized Power Strength increases the amount of shields drained/restored to 100% and the radial damage multiplier to 572.5%.
    • Increases cost to 77.5 energy.

Special Note

  • Since Maximized Power Strength increases both the amount of shields drained and the damage dealt by it, this maximization multiplies the damage by 458% compared to a non-maximized cast.


BulletAttractor Bullet Attractor Energy: 75Energy small Power #: 3 BulletAttractorModU15
Magnetizes a target, causing passing bullets to seek the target. Field detonates if target dies.
Power Strength:
1.25x / 1.5x / 1.75x / 2x (damage multiplier)
50 / 150 / 200 / 300 (explosion damage)
Power Range:
3 / 6 / 9 / 12 m (field radius)
5 / 10 / 12 / 15 m (explosion radius)
Power Duration:
15 s

  • Mag generates a powerful magnetic field that encompasses a target and redirects all incoming attacks towards the target. The field has a 3 / 6 / 9 / 12 meter radius and lasts for a maximum of 15 seconds. During the field's lifetime, incoming damage from all sources will be multiplied by 125% / 150% / 175% / 200%. If the target dies while the field is still active, the field will become volatile and explode for 50 / 150 / 200 / 300 Blast b Blast damage in a 5 / 10 / 12 / 15 meter radius.
    • Damage multiplier and explosion damage are not 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 is affected by Power Range, and the explosion radius is 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, the attractor can redirect Radial Javelin blades, Prism lasers, and bouncing projectiles such as the Glaive into a single target.
  • Does not redirect area-of-effect abilities.
  • Can redirect projectiles through obstacles and walls.
  • Has a cast time of 1 second.
  • Conclave rating: 30 / 30 / 65 / 100.

  • This ability can be used defensively: If you target a nearby heavy unit, they will effectively become an impenetrable shield as long as unit lives.
    • Nyx's Mind Control is a good ability to combine with Bullet Attractor as it will prevent the heavy unit from firing at you.
  • Maximized Power Range is a very effective choice of maximization for this ability as it provides an extremely large radius of protection with no drawback.

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.


Crush Crush Energy: 100Energy small Power #: 4 CrushModU15
Magnetizes the bones of nearby enemies, causing them to collapse upon themselves.
Power Strength:
1000
Power Range:
8 / 10 / 13 / 18 m
Power Duration:
N/A

  • Magnetizing the bones of enemies within 8 / 10 / 13 / 18 meters, Mag suspends her victims in the air and forcefully compresses their bodies inflicting 1000 Magnetic b Magnetic damage.
    • Damage is affected by Power Strength.
    • Radius is affected by Power Range.
    • Enemies that walk into the area of effect after the ability has been cast are not affected.
    • Suspended enemies are incapacitated until the damage is applied. Enemies that aren't killed by the damage will land on their feet and resume their assault.
  • Cannot be used while in mid-air.
  • Has a cast time of 2.7 seconds and a cooldown between casts of 0.75 seconds.
  • Conclave rating: 50 / 50 / 85 / 120.
  • Tenno in Conclave duels receive 150 damage and are knocked down.

  • 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 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.

Overview

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 armour. Though 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.Edit Tab

Skills

Pull

Update 9.8 drastically changed the functionality of Pull. Instead of pseudo-teleporting enemies in its reach to Mag's feet, the ability yanks enemies upwards and literally tosses them in Mag's general direction. While this change almost completely eliminates Pull's old synergy with Punch Through-modded guns and long reach weapons, the ability's crowd control ability has been significantly increased as enemies are helpless while flying through the air and take several seconds to recover after landing due to the ragdoll effect.

The significant initial damage dealt by the skill and its long base range allows Mag to clear whole rooms by repeatedly using Pull in the direction of the enemies.

Shield Polarize

This ability is especially effective against Corpus as units protected by Shield Ospreys will act as 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

Increasing the range of the Attractor through fusion, the Stretch mod and the Coil helm 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 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.

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.

Edit Tab

Mag can be equipped with:

See Also

Edit

Warframe Mag Prime Pro Builds 1 Forma Update 13.906:24

Warframe Mag Prime Pro Builds 1 Forma Update 13.9.0-0

 

Start a Discussion Discussions about Mag (Warframe)

  • Starter warframes

    14 messages
    • Everyone looks the same how am I suppose to know who's who? 
    • Just look at the IP address at the top of each post, next to A Lone Tenno. ^
  • Cool Idle Animation

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    • I just got Hikou and equipped it. I started hearing weird noises, since I put the game in the background I didn't know whats going on. Turns ...
    • yo is that windows 98

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