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 Weapons with Magnetic damage Name Slot Class Attack Name  Magnetic Majority  Battacor Primary Rifle Normal Attack 42 63.64%  Magnetic  Gammacor Secondary Pistol Normal Attack 16 100.00%  Magnetic  Simulor Primary Rifle Orb Explosion 200 100.00%  Magnetic  Synoid Gammacor Secondary Pistol Normal Attack 20 100.00%  Magnetic  Synoid Simulor Primary Rifle Orb Explosion 240 100.00%  Magnetic  Velocitus (Atmosphere) Archgun (Atmosphere) Rifle Charged Shot 800 25.00%  Impact  Velocitus Archgun Archgun Charged Shot 400 25.00%  Impact Enemies[] Mods[] Abilities[] 425+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)  Strength:500 / 750 / 1,000 / 1,250 (damage / s)1,000 / 1,500 / 2,000 / 2,500 (boosted damage / s)  Duration:N/A  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 Only applies  Magnetic damage on shielded enemies. 125 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)  Strength:100 / 125 / 150 / 300 ( Magnetic damage)? m/s (pull velocity)  Duration:N/A  Range:15 / 20 / 22 / 25 m (target range) Misc: 6 m (radial pull)90° (angle) Subsumable to Helminth 375 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)  Strength:250 / 300 / 350 / 400 ( True damage and shield restoration)1x / 1.5x / 2x / 2.5x (explosion damage multiplier as  Magnetic damage)50 (Shard  Puncture and  Slash damage)  Duration:5 s (pulse travel time)  Range:8 m (initial pulse radius) Misc: 5.9 m/s (pulse travel speed)3 m (Shard pickup radius)1 m (Shard damage radius) 4100 Crush Magnetize the bones of nearby enemies, causing them to collapse upon themselves. Introduced in Vanilla (2012-10-25)  Strength:800 / 1000 / 1250 / 1500  Magnetic (base damage)800 / 1000 / 1250 / 1500  Magnetic (extra damage to targeted  Magnetize)10 / 15 / 20 / 25 (shields per hit)  Duration:N/A  Range:18 m Misc: 30 / 45 / 60 / 75 (shields per hit cap) 4100 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)  Strength:15 ( Blast damage on device hit)6 / 8 / 10 / 12 (max targets lifted)2.5 / 5 / 7.5 / 10 % (armor removal per second)50 ( Magnetic damage per second in vortex)  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)  Range:5 / 7 / 8 / 10 m (capture radius) Misc: ?% ( Blast status chance)∞ (armor buff duration in field)1,000 (armor bonus cap)?% ( Magnetic status chance) Sources of Magnetic Resistances[] Arcanes[] Additional Effects[] Some arcanes add additional effects when a  Magnetic occurs or dealing  Magnetic damage. Media[] Magnetic proc on an enemyMagnetic visuals on a melee weapon, with effects similar to those of cold and electricWDR 11 Magnetic Damage (Warframe)-0 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. 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[] Entropy CollapseDamage Mechanics Edit Offense Attack Speed • Buff & Debuff • Critical Hit • Damage (Faction Damage Bonus, Positive Type Modifier, Quantization) • Damage Falloff • Damage Reflection • Enemy Body Parts • Fire Rate • Multishot • Punch Through • Status Effect Defense Armor • Damage Attenuation • Damage Reduction • Health (Healing) • Invulnerability • Negative Damage Type Modifier • Overguard • Shield Damage Types Physical (IPS)  Impact •  Puncture •  Slash Elemental Primary (HCET)  Heat •  Cold •  Electricity •  Toxin Secondary  Blast •  Corrosive •  Gas •  Magnetic •  Radiation •  Viral Special  Tau •  True •  Void Hidden/Internal Cinematic • Energy Drain • Shield Drain Status Effects Physical  Knockback •  Weakened •  Bleed Elemental Primary  Ignite •  Freeze •  Tesla Chain •  Poison Secondary  Inaccuracy •  Corrosion •  Gas Cloud •  Disrupt •  Confusion •  Virus Special  Bullet Attractor Effect Only  Big Stagger •  Disarmed •  Impair (PvP only) •  Knockdown •  Lifted •  Microwave •  Parried •  Ragdoll •  Silence •  Sleep •  Slow •  Stagger •  Stun Shield, Armor, and Health Classes  Tenno Tenno Shield • Tenno Armor • Tenno Flesh  Grineer Grineer • Kuva Grineer  Corpus Corpus • Corpus Amalgam  Infested Infested • Infested Deimos  Corrupted Orokin  Sentient Sentient  Narmer Narmer Zariman Zariman  The Murmur The Murmur Miscellaneous Hit Points • Object • Overguard Calculating Bonuses ↑ "Shards within 3m of Mag now orbit her, inflicting the Slash or Puncture Status Effect to nearby enemies." - Update 32.0