DAMAGE EFFICACY
x1.5 damage to Corpus
x1.5 damage to Corpus Amalgam
x0.5 damage to Narmer

STATUS EFFECT
Created by combining DmgColdSmall64 Cold and DmgElectricitySmall64 Electricity damage.

DmgMagneticSmall64 Magnetic increases Shield damage by up to 325% with multiple stacks and disables the target's Shield regeneration for a short duration. When Shields or Overguard breaks, deal Electricity Damage for 3% of enemy's Max Shield or Overguard per stack with a forced DmgElectricitySmall64 Electricity Status Effect.

DmgMagneticSmall64 Magnetic Damage is one of the six secondary elemental damage types, composed of DmgColdSmall64 Cold and DmgElectricitySmall64 Electricity elements. Deals increased damage to Corpus and Corpus Amalgam, but reduced against Narmer. It is particularly effective for destroying nullifier bubbles, and its Status Effect increases damage dealt to Shields and Overguard, negates shield regeneration, and inflicts an DmgElectricitySmall64 Electricity proc upon removing all defenses.

Status Effects[]

General[]

For the game mode, see Disruption.

The status effect of DmgMagneticSmall64 Magnetic damage is Disrupt. It amplifies damage to the Shields and Overguard of the afflicted target by 100% and reduces natural shield regeneration for 6 seconds. Subsequent procs add 25% increased damage to Shields/Overguard up to 325% in total after 10 stacks, with each stack having their own duration. Any stacks applied after the 10th will replace the oldest stack.

Resultant Damage to Shields = Modded Damage × [ 2 + ( 0.25 × ( Number of Magnetic Stacks 1 ) ) ] {\displaystyle { \begin{aligned} \text{Resultant Damage to Shields} &= \text{Modded Damage} \times [2 + (0.25 \times (\text{Number of Magnetic Stacks} - 1) ) ] \end{aligned} } } {\displaystyle {\begin{aligned}{\text{Resultant Damage to Shields}}&={\text{Modded Damage}}\times [2+(0.25\times ({\text{Number of Magnetic Stacks}}-1))]\end{aligned}}}

Calculating resultant damage if at least one Magnetic proc is on target. Damage Vulnerability provided by Magnetic procs are multiplicative with other damage bonuses.

Upon breaking the Shields/Overguard of an enemy affected by DmgMagneticSmall64 Magnetic, the target receives DmgElectricitySmall64 Electricity damage and status effect equal to 3% of the target's maximum Shields/Overguard per DmgMagneticSmall64 Magnetic status effect, to a maximum of 30% at full stacks. This effect can be improved by status damage and duration mods on the weapon that applied the status, not the one that breaks the defense.

Effects that restore shields, such as Shield Osprey's and Orokin Drone's shield links, will bypass DmgMagneticSmall64 Magnetic's recharge penalty.

Affected Tenno suffer additional effects: their HUDs will be distorted and lose 90 Energy over the 3 second duration (or 30 Energy per tick). Status cleanse will stop the energy drain and the HUD static.

DmgMagneticSmall64 Magnetic procs will show blue rings matching the shape of the affected target moving from top to bottom.

Railjack[]

DmgMagneticSmall64 Magnetic does not have a Railjack space counterpart and is thus not able to proc any status effect nor is it included in calculations for status proc weighting.

Magnetic Sources[]

Main article: Category:Magnetic Damage

Weapons[]

Main article: Category:Magnetic Damage Weapons
Weapons with Magnetic damage
Name Slot Class Attack Name DmgMagneticSmall64 Magnetic Majority
Battacor Battacor Primary Rifle Normal Attack 42 63.64% DmgMagneticSmall64 Magnetic
Gammacor Gammacor Secondary Pistol Normal Attack 16 100.00% DmgMagneticSmall64 Magnetic
Simulor Simulor Primary Rifle Orb Explosion 200 100.00% DmgMagneticSmall64 Magnetic
SynoidGammacor Synoid Gammacor Secondary Pistol Normal Attack 20 100.00% DmgMagneticSmall64 Magnetic
SynoidSimulor Synoid Simulor Primary Rifle Orb Explosion 240 100.00% DmgMagneticSmall64 Magnetic
Velocitus Velocitus (Atmosphere) Archgun (Atmosphere) Rifle Charged Shot 800 25.00% DmgImpactSmall64 Impact
Velocitus Velocitus Archgun Archgun Charged Shot 400 25.00% DmgImpactSmall64 Impact

Enemies[]

Mods[]

Abilities[]

DanseMacabreModx256 DanseMacabre130xWhite
4
EnergyOrb25
+20-40/s
Danse Macabre

Erupt with a multitude of Eidolon energy beams and sweep a circle of death around Revenant. The beams will modify their Damage Type to target select defenses, while incoming damage is redirected back into the beams. Hold fire to boost Status Effects and Damage, at the cost of increased energy consumption. Thralls killed by this leave overshield pickups.

Introduced in Update 23.5 (2018-08-24)

AbilityStrengthBuff Strength:500 / 750 / 1,000 / 1,250 (damage / s)
1,000 / 1,500 / 2,000 / 2,500 (boosted damage / s)
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:0.03 / 0.05 / 0.08 / 0.1 m (beam radius)
0.05 / 0.1 / 0.15 / 0.2 m (boosted beam radius)

Misc:

9 (number of beams)100 m (sweep area)1 rev/sec (rotation speed)20% (status chance)40% (boosted status chance)50 (overshield points per pickup)

23.33% stored damage decay/sec

Info

  • Revenant unleashes the might of the Eidolon essence emanating from his left arm, dispersing the Sentient energy into 9 energy beams as he levitates and spins counterclockwise. Energy beams oscillate in angle vertically as Revenant rotates, rapidly sweeping across a 100 meter radius area with rotation speed 1 rev/sec in a pentagonal shape. Each energy beam has a thickness of AbilityRangeBuff0.03 / 0.05 / 0.08 / 0.1 meter radius and continuously inflicts AbilityStrengthBuff500 / 750 / 1,000 / 1,250 damage per second with a 20% status chance to all enemies caught in its path.
    • Casting speed is affected by Casting Speed.
    • Energy beams possess innate Punch Through, allowing them to bypass terrain and obstacles in the environment.
    • Energy beams cannot hit enemies standing above Revenant's left arm due to the oscillation pattern.
    • While active, all damage received by Revenant is stored into a total damage pool. The stored damage is displayed as a buff. The current displayed value is added to each beam as a flat damage bonus.
      • Stored damage decays at a rate of ~23.33% current damage per second, which equates to ~39.5% every 2 seconds, ~52.1% every 3 seconds, etc.
      • Damage resisted by MesmerSkin130xWhite Mesmer Skin is stored, despite not injuring Revenant.
    • Revenant is able to move with reduced movement speed while channeling Danse Macabre. Speed the same as Revenant's running speed (without sprint) and affected only by Hobbled Dragon Key, VoltIcon272 Volt's Speed130xWhite Speed, and WispIcon272 Wisp's Reservoirs130xWhite Reservoirs Haste Mote.
  • Holding the fire button (default LMB ) increases the beams' damage per second to AbilityStrengthBuff1,000 / 1,500 / 2,000 / 2,500, status chance to 40%, and beam radius to AbilityRangeBuff0.05 / 0.1 / 0.15 / 0.2 meters.
  • Energy beams autonomously adapt their damage type to the attributes of the enemies they hit: DmgCorrosiveSmall64 Corrosive against armored enemies, DmgMagneticSmall64 Magnetic against shielded enemies, and DmgGasSmall64 Gas against Infested.
  • Danse Macabre costs EnergyOrb25 energy to activate, then consumes EnergyOrbAbilityDurationBuff20 energy per second (EnergyOrbAbilityDurationBuff40 energy per second during the boosted version) while active and will remain active until Revenant's energy is depleted, or the ability is deactivated by pressing the ability key again.
  • Ability Synergy:
    • Enemies affected by Enthrall130xWhite Enthrall when killed by Danse Macrabe drop a unique pickup that grants 50 Overshields when collected by Revenant or his allies.
    • Enthrall energy pillars explode to inflict damage radially when struck by Danse Macabre lasers.
      • Explosion deals the remaining damage of the pillar to surrounding enemies.
      • Explosion damage diminishes with distance.
    • Damage reflected by MesmerSkin130xWhite Mesmer Skin also accumulates into Danse Macabre's energy beam damage pool.
    • Reave130xWhite Reave costs halved energy during DanseMacabre130xWhite Danse Macabre, with instantaneous casting speed and Danse Macabre's stopping animation can be skipped if deactivated during Reave.
  • Revenant cannot cast Enthrall, Mesmer Skin, subsumed abilities over Enthrall or Mesmer Skin via the Helminth system, perform parkour Maneuvers or general interactions while channeling this ability.
  • Revenant can cast Reave or a subsumed ability over Reave via the Helminth system while channeling this ability.
  • Revenant is immune to Knockdown b Knockdown while channeling this ability.
  • Casting Danse Macabre is a full body animation that interrupts grounded movement and other actions.
  • Revenant visually extends his left arm outward and his right arm upward, as he hovers and rotates in place. Energy beams are generated and spread throughout his left arm, while droplets and gaseous energy particles emit from both hands. When the fire button is held, a surge of Sentient energy resembling Enthrall's energy pillars continuously erupt skyward from beneath Revenant's feet.
  • Energy beams, energy particles, and energy surge color tinting are affected by Revenant's chosen Warframe energy color.

Bugs

  • Beam punch through is inconsistent, often failing to penetrate terrain to hit enemies in range. No known causes nor workarounds, unfortunately.
Expand/Collapse
Only applies DmgMagneticSmall64 Magnetic damage on shielded enemies.
PullModx256 Pull130xWhite
1
EnergyOrb25
Pull

Mag stuns enemies as she manifests a magnetic vortex. The vortex pulls in Polarize Shards and stunned enemies to place them directly in front of her.

Introduced in Vanilla (2012-10-25)

AbilityStrengthBuff Strength:100 / 125 / 150 / 300 (DmgMagneticSmall64 Magnetic damage)
? m/s (pull velocity)
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:15 / 20 / 22 / 25 m (target range)

Misc: 6 m (radial pull)
90° (angle)

Subsumable to Helminth

Info

  • Mag expends EnergyOrb25 energy to generate a strong magnetic vortex in front of her lasting for 2 seconds, pulling every enemy within a 6 meter radius around herself, as well as enemies within AbilityRangeBuff15 / 20 / 22 / 25 meters and a 90° angle of the aiming reticle. Affected enemies are Ragdoll b Ragdolled and pulled into the vortex at a velocity of AbilityStrengthBuff? meters per second, while dealt AbilityStrengthBuff100 / 125 / 150 / 300 DmgMagneticSmall64 Magnetic damage.
    • Cast animation of ~0.5 seconds, affected by Casting Speed.
    • Still inflicts 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.
  • Ability Synergy:
    • Pull can pull Polarize130xWhite Polarize Shards toward Mag.
  • 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.
  • Pull grounds fliers, rather than pulling them toward the player.
  • Subsuming Mag to the Helminth will offer Pull and its augments to be used by other Warframes.
    • However, Subsumed Pull's pull range is reduced to AbilityRangeBuff7.5 / 10 / 11 / 12.5 meters.

Augment

GreedyPullMod
Main article: Greedy Pull

Greedy Pull is a Warframe Augment Mod that gives MagIcon272 Mag's Pull130xWhite Pull the ability to attract pickups towards herself.

Greedy Pull

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.
Expand/Collapse
PolarizeModx256 Polarize130xWhite
3
EnergyOrb75
Polarize

Emit an energy pulse that depletes enemy shields and armor as it restores ally shields. Debris left over from the pulse becomes Polarize Shards. Nearby Polarize Shards orbit Mag and cut enemies, inflicting bleed status.

Introduced in Vanilla (2012-10-25)

AbilityStrengthBuff Strength:250 / 300 / 350 / 400 (DmgTrueSmall64 True damage and shield restoration)
1x / 1.5x / 2x / 2.5x (explosion damage multiplier as DmgMagneticSmall64 Magnetic damage)
50 (Shard DmgPunctureSmall64 Puncture and DmgSlashSmall64 Slash damage)
AbilityDurationBuff Duration:5 s (pulse travel time)
AbilityRangeBuff Range:8 m (initial pulse radius)

Misc:

5.9 m/s (pulse travel speed)3 m (Shard pickup radius)

1 m (Shard damage radius)

Info

  • Mag expends EnergyOrb75 energy to emit a spherical pulse of magnetic energy from herself with an initial radius of AbilityRangeBuff8 meters. The pulse expands outwards for AbilityDurationBuff5 seconds, at a constant rate of 5.9 meters per second, reaching a total radius of 37.5 meters. If the pulse comes into contact with an enemy that has shields, the pulse will drain up to AbilityStrengthBuff250 / 300 / 350 / 400 of them. If the enemy has armor, it will be permanently drained by up to AbilityStrengthBuff250 / 300 / 350 / 400 points with the enemy additionally suffering DmgTrueSmall64 True damage equal to the amount removed. Any allies that come into contact with the pulse will have their shields restored by up to AbilityStrengthBuff250 / 300 / 350 / 400.
    • Restores Mag's own shields, in addition to fellow Tenno, Companions, ShadowsOfTheDead130xWhite Shadows of the Dead, hostages, Specters, Sortie Tenno Operatives, static mission objectives (such as Cryopods and Excavators), hacked MOAs (spawned from MOA Cabinet Spawners), and MindControl130xWhite Mind Control targets.
    • Shield restore does not flow into Overshields.
    • Initial radius and traveled distance are summed to:
      Total Radius = (1 + Ability Range) × 8 + (1 + Ability Duration) × 5 × 5.9.
      • With maxed Mod TT 20px Stretch and Mod TT 20px Continuity, rank-3 Polarize will have a total radius of (1 + 0.45) × 8 + (1 + 0.3) × 29.5 = 49.95 meters.
    • Cast animation of 1 second, affected by Casting Speed.
    • Shields must be completely drained from a target before a new Polarize cast can deplete armor as well.
  • All drained enemies will produce a violent outburst of magnetic energy inflicting AbilityStrengthBuff100% / 150% / 200% / 250% of the drained shields or armor as DmgMagneticSmall64 Magnetic damage to all other enemies within a AbilityRangeBuff2.5 / 3 / 3.5 / 4 meter radius of them.
    • Explosion damage diminishes with distance.
      • Damage bypasses obstacles in the environment.
    • Explosion radius is increased by 0.5̅5 meters for each meter the pulse grows outwards after the initial radius.
    • Explosion can hit objects, such as Containers and Resource Nodes.
    • Enemies who have been drained are not damaged by their own explosion, but they can be damaged by nearby enemies who were also drained.
  • All drained enemies drop one Polarize Shard that lingers for 30 seconds, with a 50% chance to drop two. These Shards are automatically picked up by Mag once she is within 3 meters of them, and will rapidly orbit her to attack enemies within 1 meter. Polarize Shards inflict AbilityStrengthBuff50 damage distributed evenly between DmgPunctureSmall64 Puncture and DmgSlashSmall64 Slash, scaling with the total shields or armor drained, and with a guaranteed status effect.[1]
    • Shard damage is affected by total shields or armor drained, gaining 25% of the total drained value as damage.
    • Shards are weapons, and as such, can be affected by universal weapon buffs like GrendelIcon272 Grendel's Nourish130xWhite Nourish, and CitrineIcon272 Citrine's PrismaticGem130xWhite Prismatic Gem.
  • Ability Synergy:
    • Pull130xWhite Pull can bring Polarize Shards to Mag.
    • Magnetize130xWhite Magnetize will absorb Polarize Shards, trapping the Shards within and allowing them to do immense damage.
      • Shards will return to their previous state when Magnetize ends.
  • 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 MagIcon272 Mag's Polarize130xWhite Polarize that jams enemy weapons and disables Robotic enemies for a set duration.

Counter Pulse

Tips & Tricks

  • Can be used to restore shields to stationary defense objectives such as Cryopods and Excavators.
  • Explosions can damage or break objects such as Containers, Resource Nodes, Laser Plates, and Rotation Plates in the Orokin Tower, given a drained enemy was close enough to them.
  • Shards can inflict high amounts of DmgSlashSmall64 Slash procs, if used in conjunction with Magnetize130xWhite Magnetize they can cause immense Bleed damage.
    • Pairing this combo with Nourish130xWhite Nourish will grant Shards DmgViralSmall64 Viral damage and status, allowing you increase their Bleed damage even further.
  • The damage portion of Polarize is useless in missions where enemies completely lack shields and armor.
  • At 139% strength, Polarize will fully replenishes Mag's shields.
  • Due to the high base shield replenishment, using Mod TT 20px Catalyzing Shields will drop down your shields to 111 on max rank, making negative strength still fully replenish at percentages as low as 30% strength.
Expand/Collapse
CrushModx256 Crush130xWhite
4
EnergyOrb100
Crush

Magnetize the bones of nearby enemies, causing them to collapse upon themselves.

Introduced in Vanilla (2012-10-25)

AbilityStrengthBuff Strength:800 / 1000 / 1250 / 1500 DmgMagneticSmall64 Magnetic (base damage)
800 / 1000 / 1250 / 1500 DmgMagneticSmall64 Magnetic (extra damage to targeted Magnetize130xWhite Magnetize)
10 / 15 / 20 / 25 (shields per hit)
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:18 m

Misc: 30 / 45 / 60 / 75 (shields per hit cap)

Info

  • Mag expends EnergyOrb100 energy to magnetize the bones of all enemies within a AbilityRangeBuff18 meter radius, suspending her victims in the air and forcefully compresses their bodies inflicting AbilityStrengthBuff800 / 1000 / 1250 / 1500 DmgMagneticSmall64 Magnetic damage over three segments and Knockdown b Knockdown on the final segment. Additionally, Mag and her allies recover AbilityStrengthBuff10 / 15 / 20 / 25 shields per enemy hit per tick, to a maximum of 30 / 45 / 60 / 75 per enemy.
    • Damage is evenly divided into three ticks (each tick dealing 1/3 of the total damage) that are inflicted in succession over the course of the cast animation, whereas extra damage is fully dealt on each tick.
      • With a maxed Mod TT 20px Blind Rage and Mod TT 20px Intensify, a rank-3 Crush will deal
        ((Base Damage ÷ 3) + Extra Damage ) × (1 + Strength Mods)Magnetize130xWhite Magnetize bonus damage = ((1500 ÷ 3) + 1500 ) × (1 + 0.30)^2 = 3,380 damage for each tick. Totaling to 10,140 damage.
    • Cast time of 1.5 seconds, affected by Casting Speed and Mod TT 20px Fracturing Crush.
    • Shield restore can flow into Overshields.
  • Allies affected by the shield restore include all Warframes, Companions, Eidolon Lures, summoned allied units such as Specters, allied Invasion units, Hostages, Kavor Defectors, Sortie and Arbitrations Defense Operatives, and Defense Objects.
  • 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.
  • Ability Synergy: The main target of Magnetize130xWhite Magnetize receives an additional AbilityStrengthBuff 800 / 1000 / 1250 / 1500 DmgMagneticSmall64 Magnetic damage from Crush.
  • Some of Crush's visual effects will appear gold when cast by Mag Prime.
  • Casting Crush is a full-body animation that will prevent movement for the entire animation.

Augment

FracturingCrushMod
Main article: Fracturing Crush

Fracturing Crush is a Warframe Augment Mod for MagIcon272 Mag that increases the Casting Speed of Crush130xWhite Crush and allows to permanently reduce armor and temporarily immobilize survivors.

Fracturing Crush

Tips & Tricks

  • Crush deals less damage against the Grineer but deals extra to shielded Corpus units, due to the traditional effects of DmgMagneticSmall64 Magnetic damage.
  • Crush does not rely on line of sight, using mods for enemy radar such Mod TT 20px Enemy Sense makes it relatively easy to Crush large groups of enemies through floors, walls and ceilings.

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.
Expand/Collapse
BastilleModx256 Bastille130xWhite
4
EnergyOrb100
Bastille

Erect a containment field to capture enemies and suspended them in stasis, stripping their armor. Hold to collapse all Bastilles into a single damaging vortex.

Introduced in Update 7.11 (2013-05-17)

AbilityStrengthBuff Strength:
15 (DmgBlastSmall64 Blast damage on device hit)6 / 8 / 10 / 12 (max targets lifted)2.5 / 5 / 7.5 / 10 % (armor removal per second)

50 (DmgMagneticSmall64 Magnetic damage per second in vortex)

AbilityDurationBuff Duration:
8 / 10 / 12 / 15 s (bastille duration)10 / 12 / 13 / 15 s (vortex duration)10 s (armor buff duration)

3 s (auto collapse vortex duration)

AbilityRangeBuff Range:5 / 7 / 8 / 10 m (capture radius)

Misc:

?% (DmgBlastSmall64 Blast status chance)∞ (armor buff duration in field)1,000 (armor bonus cap)

?% (DmgMagneticSmall64 Magnetic status chance)

Info

  • Vauban expends EnergyOrb100 energy to throws a modular device in an arcing trajectory toward the aiming reticle. Upon striking an enemy, the device inflicts AbilityStrengthBuff15 DmgBlastSmall64 Blast damage with a ?% status chance. Upon contact with a surface, the device erects a Bastille energy containment field that suspends up to AbilityStrengthBuff6 / 8 / 10 / 12 enemies into the air within a AbilityRangeBuff5 / 7 / 8 / 10 meter radius. Armored enemies suspended by Bastille permanently lose AbilityStrengthBuff2.5% / 5% / 7.5% / 10% of their total Armor points per second, while unarmored enemies are simply held captive; simultaneously, Vauban and allies standing inside the containment field gain an armor bonus up to 1,000 armor points, based on the amount stripped from the suspended armored and unarmored enemies within. Bastille armor bonus lasts indefinitely while inside the field and remains active for AbilityDurationBuff10 seconds once outside.
    • Bastille still grants Vauban and his allies an armor bonus if the suspended enemies are unarmored. The armor bonus is gained at a reduced rate compared to directly stripping armor from armored enemies.
    • Bastille armor bonus duration is reset to full when moving into any Bastille containment fields.
    • Suspended enemies are lifted into the air and completely immobilized, allowing headshots to hit their mark without resistance.
    • Bastille containment field will continue to capture enemies up to the max target count throughout its duration, in the event captured enemies are killed and new enemies come into range.
  • After AbilityDurationBuff8 / 10 / 12 / 15 seconds have elapsed, the containment field automatically collapses into a Vortex singularity for AbilityDurationBuff3 seconds. The Vortex constantly Ragdoll b Ragdolls and draws in all enemies within the same radius toward the device, inflicting AbilityStrengthBuff50 DmgMagneticSmall64 Magnetic damage per second with ?% status chance.
    • Hold down the ability key (default 4 ) without any containment fields active to throw a new device set to Vortex mode. Hold down the ability key to collapse all active Bastille containment fields into Vortexes. Both methods of manually creating Vortexes resets the new and existing devices to last for AbilityDurationBuff10 / 12 / 13 / 15 seconds.
    • If Bastille fields are in range of each other, manually collapsing them into vortexes causes them to converge on the location of the first active Bastille, based on the order of creation. Enemies and pickups captured by the vortexes will be dragged along toward the new destination.
    • Vortex also draws in Pickups within its radius for convenient collection.
  • Ability Synergy:
    • Enemies suspended by Bastille or pulled by Vortex passively receive 25% increased damage from Vauban's weapons and abilities.
    • Minelayer130xWhite Minelayer's Tether Coil and Vector Pad can bring enemies into range of Bastille. Enemies tied to Tether Coils are released into Bastille's containment field for suspension, freeing the coils to seek new targets.
      • Coils are not freed if enemies tied to Tether Coil are pulled into Bastille's vortex mode, however.
    • PhotonStrike130xWhite Photon Strike's targeting beacon is attracted to Bastille's vortex mode, causing the beacon to home in on the device with the laser striking all enemies within range.
  • Can be used while performing many actions without interrupting them, including reloading.
  • Can be cast multiple times while active.
  • If cast while in midair, the casting animation changes with Vauban hovering briefly in the air as he throws the device.
  • Bastille is a one-handed action. As such, it can be used while performing various maneuvers and actions without interruption.

Augment

RepellingBastilleMod
Main article: Repelling Bastille

Repelling Bastille is a Warframe Augment Mod for VaubanIcon272 Vauban's Bastille130xWhite Bastille that repels new enemies when it reaches the maximum amount of enemies it can contain, and increases Vortex's duration for every additional Vortex thrown into it.

Repelling Bastille

Tips & Tricks

  • When used in narrow hallways or choke-points, enemies that are held up in the field block the path of others behind, negating the enemy limit and blocking all the enemies from advancing.
  • Bastille spawns from a ball that Vauban throws in an arc, so it can be deployed where aimed.

Bugs

  • If Vauban is playing as client, PhotonStrike130xWhite Photon Strike's beacon will not be attracted to Bastille's vortex even when thrown into its suction range.
  • Vortex will slow down allied specters such as the Corrupted Lancer specter.
Expand/Collapse

Sources of Magnetic Resistances[]

Arcanes[]

Additional Effects[]

Some arcanes add additional effects when a DmgMagneticSmall64 Magnetic occurs or dealing DmgMagneticSmall64 Magnetic damage.

Media[]

Patch History[]

Update 36.0 (2024-06-18)

Simplified Faction Resistances
  • Corpus: Vulnerable to Magnetic
  • Narmer:
  • Corpus Amalgam:
Status Effect Reworks

Magnetic

Magnetic has received a few buffs to increase its effectiveness against Shields and to hammer home the power fantasy of overloading enemy Shields.

Magnetic Changes:

  • Damage to Nullifier Bubbles has been increased
    • Minimum Damage raised to 300 Damage per shot.
    • Maximum Damage raised to 1200 Damage per shot.
      • Additionally, we now show the minimum and maximum damage numbers against Nullifier Bubbles, with Magnetic attacks displaying the buffed damage shown above, while non-Magnetic sources will display the original, unbuffed damage.
        • Known issue: Clients see the incorrectly unbuffed damage from Magnetic sources, which is strictly a UI/visual bug. Magnetic sources will continue to deal increased damage towards Nullifier Bubbles despite the incorrect numbers displayed. We will look to resolve this in a future Hotfix/Update.
  • Reduced Shield Regeneration by a percentage per Magnetic stack against affected targets.
  • Upon Shield/Overguard Breaking a target, the enemy will now be dealt Electric Status damage for a percentage of Max Shields/Overguard per Magnetic stack while also forcing an Electric Status Effect.
  • Magnetic stacks on an enemy with Overguard now allow for bonus damage to Overguard, similar to how Magnetic affects Shields.

Update 35.0 (2023-12-13)

  • Reduced the duration of Magnetic Status Effects when applied to players from 6 to 3 seconds and decreased the total Energy drain from 120 to 90.
    • In addition to general feedback on Magnetic Damage being a bit harsh, the new tileset has many Magnetic Damage sources so the following changes were made to ensure it still had an impact without becoming unmanageable.

Update 31.6 (2022-06-09)

  • Reduced the Energy drain from Magnetic procs from 50 to 20 per tick.
    • This not only applies to Thrax enemies, but to Magnetic damage across the game (laser doors, magnetic water in the Plains of Eidolon, etc.)! A default Magnetic proc used to drain 250 Energy, now it will do 100.

Update 27.2 (2020-03-05)

  • New Status Effect entirely: enhanced Damage! First Magnetic Status Effect deals 100% additional Shield damage, subsequent Magnetic Status add +25% for a total of 325% (capped). Enemies under a Magnetic Status Effect cannot regenerate Shields. Magnetic Status Duration is now 6 seconds.

Update 22.0 (2017-10-12)

  • Magnetic Damage Status Effects now drain energy over time as opposed to completely draining all energy.

Update 19.0 (2016-11-11)

  • 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.

Update 11.0 (2013-11-20)

See Also[]

  1. "Shards within 3m of Mag now orbit her, inflicting the Slash or Puncture Status Effect to nearby enemies." - Update 32.0