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Mag (Warframe)

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[ShurikenIconEdit Tab]
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 80
Polarities 4x Ability
2x Bar
Aura Polarity V
CODEX Entry: MagCodexbw
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
Credits 32px
25000
Helmet
1
Chassis
1
Systems
1
OrokinCell
1
Time: 72 hrs
Rush: Platinumicon 50
Market Price: Platinumicon 175 Blueprint Price: Credits 32px 25,000
Helmet
Credits 32px
15000
AlloyPlate
150
NeuralSensor
1
Polymer Bundle 32px
150
Rubedo 32px
500
Time: 12 hrs
Rush: Platinumicon 25
Chassis
Credits 32px
15000
Morphics
1
Ferrite 32px
1000
Rubedo 32px
300

Time: 12 hrs
Rush: Platinumicon 25
Systems
Credits 32px
15000
ControlModule
1
Morphics
1
Salvage
500
Plastids
220
Time: 12 hrs
Rush: Platinumicon 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 electromagnets linearly to accelerate a magnetic or conducting projectile to high velocity. Many people have made airsoft guns by exploiting the said projectile accelerator, hence the name Gauss gun, also known as Coil gun.
  • A Mag is briefly shown in Livestream 17 along with Alad V.

[ShurikenIconEdit 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 80
Polarities 4x Ability
2x Bar
1x V
Aura Polarity V
CODEX Entry: Mag PrimeCodexbw
The exquisite Mag Prime offers the same abilities as Mag but with unique mod polarities for greater customization.

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
Credits 32px
25,000
Helmet
1
Chassis
1
Systems
1
OrokinCell
3
Time: 72 hrs
Rush: Platinumicon 50
Market Price: N/A Blueprint Price: N/A
Helmet
Credits 32px
15,000
AlloyPlate
150
NeuralSensor
2
Polymer Bundle 32px
150
Rubedo 32px
750
Time: 12 hrs
Rush: Platinumicon 25
Chassis
Credits 32px
15,000
Morphics
3
Ferrite 32px
1,000
Rubedo 32px
400

Time: 12 hrs
Rush: Platinumicon 25
Systems
Credits 32px
15,000
ControlModule
3
Morphics
1
Salvage
500
Plastids
500
Time: 12 hrs
Rush: Platinumicon 25
Drop Locations

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

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

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 Box Trap. 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.

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.

[ShurikenIconEdit Tab]
Pull Pull Energy: 25Energy small Power #: 1 PullMod
Magnetic force pulls the enemy towards you, stunning them and bringing them into melee range.
Equip Cost:
0 / 1 / 2 / 3
Power Strength:
100 / 125 / 150 / 300
Power Range:
15 / 20 / 22 / 25 m
Power Duration:
N/A

  • Mag creates a magnetic field in her hand, pulling every enemy within 15 / 20 / 22 / 25 meters towards her and damaging them for 100 / 125 / 150 / 300 damage.
    • Will ragdoll enemies in range, rendering them stunned for several seconds.
  • The area of effect of this ability is cone-shaped, with additional of small circle around Mag. Enemies behind are not affected.
  • 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.
  • Has a cast time of ~ 0.5 sec and an after cast cooldown of ~ 0.25 sec.
  • Can be used in mid-air.

  • 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.


ShieldPolarize Shield Polarize Energy: 50Energy small Power #: 2 ShieldPolarizeMod
Restores or depletes the shields of surrounding targets, depending if they are friend or foe.
Equip Cost:
4 / 5 / 6 / 7
Power Strength:
10% / 15% / 25% / 50% (shields)
1.0x / 1.5x / 2.0x / 2.5x (explosion)
Power Range:
10 / 15 / 20 / 25 m (shields)
5 / 8 / 11 / 14 m (explosion)
Power Duration:
N/A

  • Mag exudes a polarizing aura of magnetic energy 10 / 15 / 20 / 25 meters wide that restores 10% / 15% / 25% / 50% of friendly shields and depletes the same percentage from enemy shields.
    • Restores Mag's own shields.
    • Restores Cryopod/Artifact shields on Defense missions.
  • Shields which are drained cause 100% / 150% / 200% / 250% drained points as damage in a 5 / 8 / 11 / 14 meter explosion.
    • 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.
    • Capable of hitting unprotected enemy body parts, like the head.
  • Has a 1 second cast time and a delay between casts of 0.2 seconds.

  • 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 ability radius to 8.5 meters and shield explosion radius to 4.8 meters.
  • Maximized Power Efficiency reduces cost to 12.5 energy.
    • Has no negative effect on this ability.
  • Maximized Power Range increases ability 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 114.5% which caps out at 100%. Increases the damage ratio of shields drained 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 increases damage by 458% compared to a non-maximized cast.


BulletAttractor Bullet Attractor Energy: 75Energy small Power #: 3 BulletAttractorMod
Strongly magnetizes a target enemy, causing bullets that pass nearby to change direction and strike the enemy.
Equip Cost:
6 / 7 / 8 / 9
Power Strength:
1.25x / 1.5x / 1.75x / 2x (damage multiplier)
50 / 100 / 200 / 300 (explosion)
Power Range:
3 / 6 / 9 / 12 m (bubble)
5 / 10 / 12 / 15 m (explosion)
Power Duration:
15 s

  • Mag strongly magnetizes a target for 15 seconds, redirecting all attacks that strike the bubble to be redirected towards the target. The bubble has a radius of 3 / 6 / 9 / 12 meters.
    • The attractor size is affected by Power Range.
  • During the attractor's lifetime, the enemy will take 125% / 150% / 175% / 200% damage from any source. This increased damage is not affected by Power Strength.
  • If a target dies while still magnetized, the field will become volatile and explode for 50 / 100 / 200 / 300 damage in a 5 / 10 / 12 / 15 meter radius.
  • Redirected projectiles travel in a straight line from the point of impact to the center of the sphere, which draws fire away from weakpoints. However, you can target vital areas by aiming for any point on the sphere that is perpendicular to the weakspot.
  • Throwing knives deal damage twice (two separate damage pop-ups) and throwing weapons (Glaive, Kestrel) will deal charge damage three times to enemies affected by Bullet Attractor.
  • Does not redirect area-of-effect abilities.
  • Can redirect projectiles through obstacles and walls.
  • Has a cast time of 1 second.

  • 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 CrushMod
Magnetize the bones of nearby enemies, causing them to collapse upon themselves.
Equip Cost:
10 / 11 / 12 / 13
Power Strength:
1000
Power Range:
8 / 10 / 13 / 18 m
Power Duration:
N/A

  • Magnetizes the bones of enemies within 8 / 10 / 13 / 18 meters, collapsing their skeletons into their bodies to cause 1000 damage.
  • Stuns enemies during animation.
  • Enemies that walk into the AoE after the ability has been cast are not affected.
  • Cannot be used while in mid-air.
  • Has a cast time of 2.7 seconds and a cooldown between casts of 0.75 seconds.
  • Gives Conclave rating of 40 / 40 / 80 / 120.
    • Tenno 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.

[ShurikenIconEdit 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.

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Mag can be equipped with:

See Also

[ShurikenIconedit]

Start a Discussion Discussions about Mag (Warframe)

  • Mag prime.. is it worth it still ?

    18 messages
    • Shield Polarize's OP against shielded enemies/crowd. You don't even need Magnetic combo on weapons if you'll drain their shields and then j...
    • I love Mag/prime, awesome corpus killer and reliable in the void, too. Spam shield polarize to kill shield ospreys, then pull to get them cl...
  • CRUSH ABILITY

    41 messages
    • it's now magnetic damage. Crush now OBLITERATES corpus... and pretty much shouldn't be used against heavy grineer. lol This needs to be address...
    • 98.231.224.253 wrote:it's now magnetic damage. Crush now OBLITERATES corpus... and pretty much shouldn't be used against heavy grineer. lol T...
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