DAMAGE EFFICACY
x1.5 damage to Corpus
x1.5 damage to Corpus Amalgam
x0.5 damage to Narmer
STATUS EFFECT
Created by combining Cold and
Electricity damage.
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
Electricity Status Effect.
—In-game Description
Magnetic Damage is one of the six secondary elemental damage types, composed of
Cold and
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
Electricity proc upon removing all defenses.
Status Effects[]
General[]
- For the game mode, see Disruption.
The status effect of 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.
- 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 Magnetic, the target receives
Electricity damage and status effect equal to 3% of the target's maximum Shields/Overguard per
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 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.
Magnetic procs will show blue rings matching the shape of the affected target moving from top to bottom.
Railjack[]
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
Name | Slot | Class | Attack Name | ![]() |
Majority |
---|---|---|---|---|---|
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Primary | Rifle | Normal Attack | 42 | 63.64% ![]() |
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Secondary | Pistol | Normal Attack | 16 | 100.00% ![]() |
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Primary | Rifle | Orb Explosion | 200 | 100.00% ![]() |
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Secondary | Pistol | Normal Attack | 20 | 100.00% ![]() |
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Primary | Rifle | Orb Explosion | 240 | 100.00% ![]() |
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Archgun (Atmosphere) | Rifle | Charged Shot | 800 | 25.00% ![]() |
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Archgun | Archgun | Charged Shot | 400 | 25.00% ![]() |
Enemies[]
Mods[]
Abilities[]
![]() |
![]() 4 ![]() +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) |
![]() 1,000 / 1,500 / 2,000 / 2,500 (boosted damage / s) |
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![]() 0.05 / 0.1 / 0.15 / 0.2 m (boosted beam radius) | |||
Misc:
9 (number of beams) |
Only applies Magnetic damage on shielded enemies.
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![]() 1 ![]() |
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) |
![]() ![]() ? m/s (pull velocity) |
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Misc:
6 m (radial pull) | |||
Subsumable to Helminth |
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![]() 3 ![]() |
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) |
![]() ![]() 1x / 1.5x / 2x / 2.5x (explosion damage multiplier as ![]() 50 (Shard ![]() ![]() |
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Misc:
5.9 m/s (pulse travel speed) |
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![]() 4 ![]() |
Crush
Magnetize the bones of nearby enemies, causing them to collapse upon themselves. Introduced in Vanilla (2012-10-25) |
![]() ![]() 800 / 1000 / 1250 / 1500 ![]() ![]() 10 / 15 / 20 / 25 (shields per hit) |
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Misc: 30 / 45 / 60 / 75 (shields per hit cap) |
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![]() 4 ![]() |
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) |
![]() ![]() 6 / 8 / 10 / 12 (max targets lifted) 2.5 / 5 / 7.5 / 10 % (armor removal per second) 50 ( ![]() |
![]() 10 / 12 / 13 / 15 s (vortex duration) 10 s (armor buff duration) 3 s (auto collapse vortex duration) | |||
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Misc:
?% ( |
Sources of Magnetic Resistances[]
Arcanes[]
Additional Effects[]
Some arcanes add additional effects when a Magnetic occurs or dealing
Magnetic damage.
Media[]
Patch History[]
Update 36.0 (2024-06-18)
- Simplified Faction Resistances
- Corpus: Vulnerable to Magnetic
- Narmer:
- Resistant to Magnetic
- Corpus Amalgam:
- Resistant to Magnetic
- 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.
- 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.
- 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)
- Introduced.
See Also[]
- ↑ "Shards within 3m of Mag now orbit her, inflicting the Slash or Puncture Status Effect to nearby enemies." - Update 32.0