Fandom

WARFRAME Wiki

Damage 2.0/Magnetic Damage

< Damage 2.0 | Redirected from Magnetic

3,071pages on
this wiki
Add New Page
Comments84 Share

Magnetic b Magnetic Damage is one of the six secondary elemental damage types, composed of Cold b Cold and Electricity b Electricity elements. It is very effective at taking down Corpus Shields, but is heavily mitigated by the Alloy Armor worn by many higher-level Grineer units.

The Magnetic b Magnetic status effect is Disrupt, which reduces the target's current shields and maximum shield capacity by 75% over a duration of 4 seconds. The damage of the disrupting shot is applied before the Magnetic b Magnetic proc reduces the shield. After the effect expires, the target's current and maximum shields will be restored while damage done during the proc translates directly onto the current shields.

Affected Tenno suffer additional effects: their HUDs will be disrupted, 100% of their energy will be drained, and they cannot gain energy until the proc ends. Magnetic b Magnetic procs will show blue rings matching the shape of the affected target moving from top to bottom.

Type EffectivenessEdit

IconGrineerBGrineer Health Magnetic b Magnetic Modifier IconCorpusBCorpus Health Magnetic b Magnetic Modifier Infestation bInfested Health Magnetic b Magnetic Modifier
Cloned Flesh Flesh Infested
Ferrite Armor Shield +75% Infested Flesh
Alloy Armor –50% Proto Shield +75% Fossilized
Machinery Robotic Sinew

Magnetic SourcesEdit

WeaponsEdit


EnemiesEdit


ModsEdit


AbilitiesEdit

TentacleSwarmU15 PirateKraken
ENERGY
100
KEY
4
Tentacle Swarm
Summons a creature from the deep to wreak havoc.
Strength:75 / 150 / 225 / 300 (maximum tentacle damage)
50 / 100 / 150 / 200 (capture damage)
7 / 8 / 9 / 12 (tentacles)
Duration:10 / 13 / 18 / 20 s
Range:∞ (cast range)
10 / 12 / 15 / 20 m (spawn radius)

Note that only the initial and final instances of damage are Magnetic b Magnetic; the rest of this attack deals Finisher damage.

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


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)

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


AbsorbModU15 Nyx Absorb
ENERGY
25
KEY
4
Absorb
Nyx absorbs all incoming damage and channels that collected energy into an explosive radial discharge.
Energy Drain: 7 / 6 / 5 / 4 s-1
Strength:160 / 170 / 180 / 200 (passive damage gain)
800 / 900 / 1000 / 1500 (minimum damage)
Duration:N/A
Range:5 / 7 / 8 / 10 m


BounceModU15 VaubanBounce
ENERGY
50
KEY
2
Minelayer
Cycle through four deployable trap mines: Bounce, Trip Laser, Shred and Concuss.
Strength:

75 / 100 / 125 / 175 (damage)
1 / 2 / 3 / 4 (number of bounces)

N/A

200 / 400 (damage)
30 / 40% (armor reduction)

N/A

Duration:

300 s (maximum duration)

20 / 25 / 30 s

300 s (mine duration)
4 s (armor debuff duration)

300 s (mine duration)
8 s (deafen duration)

Range:

N/A

10 m (laser length)

4 / 6 m (explosion radius)

6 m (explosion radius)

VortexModU15 VaubanVortex
ENERGY
100
KEY
4
Vortex
Creates a whirling mass of energy that violently attracts nearby enemies, crushing their atoms into a tiny spec of matter.
Strength:50 (damage)
2x (initial damage multiplier)
15 (contact damage)
Duration:6 / 8 / 10 / 12 s
Range:6 m

TornadoModU15 ZephyrTornado
ENERGY
100
KEY
4
Tornado
Zephyr creates multiple deadly tornadoes.
Strength:50 / 75 / 100 / 120 (damage)
2x (initial damage multiplier)
Duration:10 / 12 / 15 / 20 s
Range:15 / 17 / 20 / 25 m



MediaEdit

  • The visual effect of Magnetic as shown, it combines electric and ice visual effects, creating azure vapor and sedimentation.

Patch HistoryEdit

Update 19.0
  • Fixed an issue where a Magnetic Status Effect would typically lower the victim's Shields further upon expiry (rather than restore them properly) if it had re-triggered the Status Effect.

See AlsoEdit


Start a Discussion Discussions about Damage 2.0/Magnetic Damage