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(Vauban) (Vauban PrimeIcon272) ⭐ (/wiki/Volt) (Volt) (VoltIcon272) (/wiki/Volt) (Volt) Volt (/wiki/Volt) (Volt) (Volt PrimeIcon272) (/wiki/Voruna) (Voruna) (VorunaIcon272) (/wiki/Voruna) (Voruna) Voruna ⭐ (/wiki/Wisp) (Wisp) (WispIcon272) (/wiki/Wisp) (Wisp) Wisp (/wiki/Wisp) (Wisp) (WispPrimeIcon272) ⭐ (/wiki/Wukong) (Wukong) (WukongIcon272) (/wiki/Wukong) (Wukong) Wukong (/wiki/Wukong) (Wukong) (Wukong PrimeIcon272) ⭐ (/wiki/Xaku) (Xaku) (XakuIcon272) (/wiki/Xaku) (Xaku) Xaku (/wiki/Xaku) (Xaku) (XakuPrimeIcon272) (/wiki/Yareli) (Yareli) (YareliIcon272) (/wiki/Yareli) (Yareli) Yareli ⭐ (/wiki/Zephyr) (Zephyr) (ZephyrIcon272) (/wiki/Zephyr) (Zephyr) Zephyr (/wiki/Zephyr) (Zephyr) (Zephyr PrimeIcon272) (/wiki/Warframes) (Warframes) (TopWarframe) (/wiki/Warframes) (Warframes) Warframes (/wiki/Prime) (Prime) (PrimeAccessIconWhite) (/wiki/Prime) (Prime) Prime (/wiki/Conclave:Mag) (Conclave:Mag) (ConclaveSigil) (/wiki/Conclave:Mag) (Conclave:Mag) CONCLAVE (PvP) Main Prime Abilities Alternate Equipment Patch History Media () (https://warframe.fandom.com/wiki/Mag/Main?action=edit) Edit Tab (https://static.wikia.nocookie.net/warframe/images/1/15/MagLargePortrait.png/revision/latest?cb=20230627042650) (MagLargePortrait) Mag Portrait In-Game Menus (https://static.wikia.nocookie.net/warframe/images/6/6c/MagFull.png/revision/latest?cb=20141124023147) (Portrait) (Portrait) (https://static.wikia.nocookie.net/warframe/images/7/71/Mag.png/revision/latest?cb=20221110215117) (In-Game Menus) (In-Game Menus) (/wiki/Module:Warframes/data) (Module:Warframes/data) 📝 Update Infobox Data Description Take down your enemies with magnetic force. Mag alters magnetic fields to provide crowd control and strip enemy defenses. Few can resist her attraction or her repulsion. Passive Bullet jumping pulls-in nearby items for easy collection. Abilities 1st Ability (/wiki/Pull) (Pull130xWhite) (/wiki/Pull) Pull 2nd Ability (/wiki/Magnetize) (Magnetize130xWhite) (/wiki/Magnetize) Magnetize 3rd Ability (/wiki/Polarize) (Polarize130xWhite) (/wiki/Polarize) Polarize 4th Ability (/wiki/Crush) (Crush130xWhite) (/wiki/Crush) Crush General Information Sex Female (/wiki/Mastery_Rank) (Mastery Rank) Mastery Rank 0 Max Rank 30 (/wiki/Health) (Health) Health 180 (280 at Rank 30) (/wiki/Shield) (Shield) Shields 455 (555 at Rank 30) (/wiki/Armor) (Armor) Armor 105 (/wiki/Energy_Capacity) (Energy Capacity) Energy 140 (190 at Rank 30) (/wiki/Energy_Capacity#Warframe_Starting_Energy) (Energy Capacity) Starting Energy 75 (/wiki/Sprint_Speed) (Sprint Speed) Sprint Speed 1 (/wiki/Aura) (Aura) Aura Polarity (https://static.wikia.nocookie.net/warframe/images/b/b2/Madurai_Pol.svg/revision/latest?cb=20220203074907) (Madurai Pol) (/wiki/Exilus_Adapter) (Exilus Adapter) Exilus Polarity None (/wiki/Mods#Polarity) (Mods) Polarities (https://static.wikia.nocookie.net/warframe/images/6/60/Naramon_Pol.svg/revision/latest?cb=20220203080356) (Naramon Pol) (https://static.wikia.nocookie.net/warframe/images/6/60/Naramon_Pol.svg/revision/latest?cb=20220203080356) (Naramon Pol) Introduced (/wiki/Closed_Beta_Updates#Vanilla) (Closed Beta Updates) Vanilla (2012-10-25) Themes Magnetism (/wiki/Lich_System#Progenitor_Warframe) (Lich System) Progenitor Element (/wiki/Damage/Magnetic_Damage) (DmgMagneticSmall64) (/wiki/Damage/Magnetic_Damage) Magnetic (/wiki/Helminth#Ability_Replacement) (Helminth) Subsumed Ability (/wiki/Pull) (Pull130xWhite) (/wiki/Pull) Pull (/wiki/Railjack/Tactical_Menu#Ability_Kinesis) (Railjack/Tactical Menu) Tactical Ability (/wiki/Magnetize) (Magnetize130xWhite) (/wiki/Magnetize) Magnetize Sell Price (/wiki/Credits) (Credits) 10,000 Official Drop Tables (https://www.warframe.com/droptables) https://www.warframe.com/droptables (/wiki/Codex) (Codex) CODEX Take down your enemies with magnetic force. Mag alters magnetic fields to provide crowd control and strip enemy defenses. Few can resist her attraction or her repulsion. This is Mag, a force to be reckoned with. Mag is a team player, Tenno, and a worthy addition to any squad. —(/wiki/Lotus) (Lotus) Lotus Release Date: October 25th, 2012 Mag is a Warframe based on magnetic force. She boasts high shield strength in exchange for reduced health, and her abilities make her a potent medium for crowd control and manipulation. She is one of three starter options for new players. Acquisition Mag is one of the three starter Warframes, alongside (/wiki/Excalibur) (ExcaliburIcon272) (/wiki/Excalibur) Excalibur and (/wiki/Volt) (VoltIcon272) (/wiki/Volt) Volt , during (/wiki/Awakening) (Awakening) Awakening . Mag's main (/wiki/Blueprint) (Blueprint) blueprint can be purchased from the (/wiki/Market) (Market) Market . Mag's component blueprints can be obtained from defeating (/wiki/The_Sergeant) (The Sergeant) The Sergeant on (/wiki/Iliad) (Iliad) Iliad , (/wiki/Phobos) (Phobos) Phobos .(Sort ascending) Item (Sort ascending) Source (Sort ascending) Chance Expected Nearly Guaranteed (/wiki/Blueprints) (Systems) Systems Blueprint (/wiki/The_Sergeant#Locations) (The Sergeant) The Sergeant Assassination 22.56% ~ 4 Kills 27 ± 9 Kills (/wiki/Blueprints) (Helmet) Neuroptics Blueprint (/wiki/The_Sergeant#Locations) (The Sergeant) The Sergeant Assassination 38.72% ~ 2 Kills 14 ± 4 Kills (/wiki/Blueprints) (Chassis) Chassis Blueprint (/wiki/The_Sergeant#Locations) (The Sergeant) The Sergeant Assassination 38.72% ~ 2 Kills 14 ± 4 Kills All drop rates data is obtained from (https://warframe.com/droptables) DE's official drop tables stored on (/wiki/Module:DropTables/data) (Module:DropTables/data) Module:DropTables/data . See (/wiki/Mission_Rewards#Standard_Missions) (Mission Rewards) Mission Rewards#Standard Missions for definitions on reward table rotations.For more detailed definitions and information, visit (/wiki/User_blog:FINNER/Warframe_Expected_%26_Nearly_Guaranteed_Numbers_-_An_Explanation) (User blog:FINNER/Warframe Expected & Nearly Guaranteed Numbers - An Explanation) here . Alternatively, upon completion of (/wiki/The_Duviri_Paradox) (The Duviri Paradox) The Duviri Paradox , Mag's main and component blueprints can be earned from (/wiki/The_Circuit) (The Circuit) The Circuit . By selecting her on the rotating week she is available, players can earn her blueprints after reaching Tier 2 (Neuroptics), 5 (Chassis), 8 (Systems), and 10 (Main) rewards. Mag can also be bought complete from (/wiki/Teshin) (Teshin) Teshin for 60,000 (/wiki/Standing) (Standing) Standing (/wiki/Standing) (Standing) (ReputationLarge) 60,000 once players have achieved Typhoon rank in the (/wiki/Conclave) (Conclave) Conclave . Crafting (/wiki/Foundry) (Foundry) Manufacturing Requirements📝 (/wiki/Module:Blueprints/data) (Module:Blueprints/data) Edit blueprint requirements (/wiki/Credits) (Credits) 25,000 (/wiki/Blueprints) (Helmet) 1 (/wiki/Blueprints) (Chassis) 1 (/wiki/Blueprints) (Systems) 1 (/wiki/Orokin_Cell) (OrokinCell) (/wiki/Orokin_Cell) Orokin Cell 1 Time: 3 Day(s) Rush: (/wiki/Platinum) (PlatinumLarge) 50 (/wiki/Market) (Market) (MarketIcon) (/wiki/Market) (Market) Market Price: (/wiki/Platinum) (PlatinumLarge) 75 (/wiki/Blueprints) (Blueprints) (Blueprint2) (/wiki/Blueprints) (Blueprints) Blueprints Price: (/wiki/Credits) (Credits) 25,000 Mag Neuroptics Blueprint (/wiki/Credits) (Credits) 15,000 (/wiki/Alloy_Plate) (AlloyPlate) (/wiki/Alloy_Plate) Alloy Plate 150 (/wiki/Neural_Sensors) (NeuralSensors) (/wiki/Neural_Sensors) Neural Sensors 1 (/wiki/Polymer_Bundle) (PolymerBundle) (/wiki/Polymer_Bundle) Polymer Bundle 150 (/wiki/Rubedo) (Rubedo) (/wiki/Rubedo) Rubedo 500 Time: 12 Hour(s) Rush: (/wiki/Platinum) (PlatinumLarge) 25 Mag Chassis Blueprint (/wiki/Credits) (Credits) 15,000 (/wiki/Morphics) (Morphics) (/wiki/Morphics) Morphics 1 (/wiki/Ferrite) (Ferrite) (/wiki/Ferrite) Ferrite 1,000 (/wiki/Rubedo) (Rubedo) (/wiki/Rubedo) Rubedo 300 Time: 12 Hour(s) Rush: (/wiki/Platinum) (PlatinumLarge) 25 Mag Systems Blueprint (/wiki/Credits) (Credits) 15,000 (/wiki/Control_Module) (ControlModule) (/wiki/Control_Module) Control Module 1 (/wiki/Morphics) (Morphics) (/wiki/Morphics) Morphics 1 (/wiki/Salvage) (Salvage) (/wiki/Salvage) Salvage 500 (/wiki/Plastids) (Plastids) (/wiki/Plastids) Plastids 220 Time: 12 Hour(s) Rush: (/wiki/Platinum) (PlatinumLarge) 25 Trivia Mag's given name is inspired from a shortened form of magnetism , used in a feminine fashion (see: Magdalene ). Other possible inspirations include the concept of magnitude , a tribute to her affinity for dealing "in extremes". Mag replaced (/wiki/Volt) (VoltIcon272) (/wiki/Volt) Volt as an initial choice of Warframe in (/wiki/Update_7#Update_7) (Update 7) Update 7.0 (2013-03-18), though Volt would later replace (/wiki/Loki) (LokiIcon272) (/wiki/Loki) Loki as a starter Warframe choice in (/wiki/Update_14#Update_14.0) (Update 14) Update 14.0 (2014-07-18). The energy of Mag's helmet can be colored with the Warframe's energy colors, instead of the emissive colors. Mag is the first female Warframe to possess a (/wiki/Prime) (Prime) Prime variant. Both of Mag's alternate helmets are named after the Gauss (https://en.wikipedia.org/wiki/Coilgun) (wikipedia:Coilgun) projectile accelerator consisting of one or more coils used as linear electromagnets to accelerate a magnetic or conducting projectile to high velocity. Weapons using said mechanic are commonly referred to as either Gauss guns or Coil guns. (/wiki/Gauss) (GaussIcon272) (/wiki/Gauss) Gauss , another Warframe inspired by the creator of the mechanism mentioned above, has an alternate helmet ((/wiki/Gauss_Mag_Helmet) (Gauss Mag Helmet) Gauss Mag Helmet ) which is deliberately a reversal of one of Mag's alternate helmets, the (/wiki/Mag_Gauss_Helmet) (Mag Gauss Helmet) Mag Gauss Helmet . A Mag is briefly shown in (/wiki/Livestream_17) (Livestream 17) Livestream 17 along with (/wiki/Alad_V) (Alad V) Alad V . () (https://warframe.fandom.com/wiki/Mag/Prime?action=edit) Edit Tab (/wiki/Alad_V) (Alad V) (AladVPortrait d) “Market forces dictate that you need to evolve or die.” Mag Prime is (/wiki/Prime_Vault) (Prime Vault) Vaulted .The (/wiki/Void_Relic) (Void Relic) Void Relics for this item have been removed from the (/wiki/Drop_Tables) (Drop Tables) drop tables and do not drop during missions at this time. Check the current (/wiki/Prime_Resurgence) (Prime Resurgence) Prime Resurgence rotation to see if (/wiki/Varzia) (Varzia) Varzia offers relics for this item. Vaulted Void Relics already contained in player inventories are not affected and can still be either opened or (/wiki/Trading) (Trading) traded between players. (Minimize) (Dismiss) x (https://static.wikia.nocookie.net/warframe/images/e/eb/MagPrimeLargePortrait.png/revision/latest?cb=20230627042653) (MagPrimeLargePortrait) Mag Prime Portrait In-Game Menus (https://static.wikia.nocookie.net/warframe/images/8/8e/MagPrimeFull.png/revision/latest?cb=20141124023154) (Portrait) (Portrait) (https://static.wikia.nocookie.net/warframe/images/f/ff/MagPrime.png/revision/latest?cb=20220727010119) (In-Game Menus) (In-Game Menus) (/wiki/Module:Warframes/data) (Module:Warframes/data) 📝 Update Infobox Data Description The exquisite Mag Prime offers the same abilities as Mag but with unique mod polarities for greater customization. Passive Bullet jumping pulls-in nearby items for easy collection. Abilities 1st Ability (/wiki/Pull) (Pull130xWhite) (/wiki/Pull) Pull 2nd Ability (/wiki/Magnetize) (Magnetize130xWhite) (/wiki/Magnetize) Magnetize 3rd Ability (/wiki/Polarize) (Polarize130xWhite) (/wiki/Polarize) Polarize 4th Ability (/wiki/Crush) (Crush130xWhite) (/wiki/Crush) Crush General Information Sex Female (/wiki/Mastery_Rank) (Mastery Rank) Mastery Rank 0 Max Rank 30 (/wiki/Health) (Health) Health 270 (370 at Rank 30) (/wiki/Shield) (Shield) Shields 455 (555 at Rank 30) (/wiki/Armor) (Armor) Armor 135 (/wiki/Energy_Capacity) (Energy Capacity) Energy 215 (265 at Rank 30) (/wiki/Energy_Capacity#Warframe_Starting_Energy) (Energy Capacity) Starting Energy 100 (/wiki/Sprint_Speed) (Sprint Speed) Sprint Speed 1 (/wiki/Aura) (Aura) Aura Polarity (https://static.wikia.nocookie.net/warframe/images/b/b2/Madurai_Pol.svg/revision/latest?cb=20220203074907) (Madurai Pol) (/wiki/Exilus_Adapter) (Exilus Adapter) Exilus Polarity None (/wiki/Mods#Polarity) (Mods) Polarities (https://static.wikia.nocookie.net/warframe/images/6/60/Naramon_Pol.svg/revision/latest?cb=20220203080356) (Naramon Pol) (https://static.wikia.nocookie.net/warframe/images/6/60/Naramon_Pol.svg/revision/latest?cb=20220203080356) (Naramon Pol) (https://static.wikia.nocookie.net/warframe/images/b/b2/Madurai_Pol.svg/revision/latest?cb=20220203074907) (Madurai Pol) Introduced (/wiki/Update_10#Update_10.0) (Update 10) Update 10.0 (2013-09-13) Themes Magnetism (/wiki/Lich_System#Progenitor_Warframe) (Lich System) Progenitor Element (/wiki/Damage/Magnetic_Damage) (DmgMagneticSmall64) (/wiki/Damage/Magnetic_Damage) Magnetic (/wiki/Railjack/Tactical_Menu#Ability_Kinesis) (Railjack/Tactical Menu) Tactical Ability (/wiki/Magnetize) (Magnetize130xWhite) (/wiki/Magnetize) Magnetize Sell Price (/wiki/Credits) (Credits) 25,000 Official Drop Tables (https://www.warframe.com/droptables) https://www.warframe.com/droptables (/wiki/Codex) (Codex) CODEX Warframe Archive - Debrief excerpt We sat strapped in, safeties off, waiting for the punch. Waiting for death. Through my filthy porthole I saw stars among the outlines of the other Splinter ships queuing for the Solar Rail. It would soon grip us with an incomprehensible power and cast us through the void into the mouth of our enemy. I watched the ships one-by-one bending and gone. Each crammed with zero-tech soldiers sucking stale air, white knuckling their percussion rifles. Each filled with a desperation that comes from extinction. Our ship would be the last to cross the gap. Our ship had special cargo. It was essentially empty. Just ten men, like me, strapped in with the best zero-tech suits and weapons the empire could build... and "it". "It" stood in the aisle, a slender and eyeless metal form. A Tenno inside its Warframe. Vaguely human, vaguely feminine. Was this armor or some ornate carapace for the monster that lived inside? I strained against the harness as the ship yawed for final approach. I could see the Tenno standing there freely. Solemn and gold-gleaming, oblivious to the inertial force. I had been, until then, a Tenno denier. They were ghosts, propaganda, twisted casualties of the void era. Not possibly real. Yet here it was in the flesh. The Empire, in their desperation, was going to turn the demons loose and hope for the best. Who did we fear more, the enemy or this monster? We had our safeties off, could we trust it? Then it didn't matter anymore. The punch came - and our windows became blinding. When we could see again our ship was somewhere else, shattered and dead in an instant. My lungs were flattened, eyes full of death. Ship debris glittered like a night snow. The alien blue star was dark and blinding beyond us. The countless articulating worm-ships of our enemy, ringed in glowing discs, undulating and heat-bursting the surviving soldiers like me. This is where I died. I was in R-disc, sweeping over my right and setting my blood on fire. My vision flattened, the hearing muffled and buzzed. I could feel the side of my face going slack and wet. I was in a dying dream. I saw a bright spot blurring and weaving toward me. I felt a tug toward it from the metal clasps on my suit. It reached me, rising up - a gleaming beast, a plume of golden wings rising and unfolding behind it. An angel. It snatched me from my death. I could feel my lungs fill as it wrapped me in its wings. Its Void Shield shimmered blue, strained under the enemy beams. I felt a suddenly tug of acceleration. I closed my eyes and held on it like a child. I awoke on the floor, the sting of crisping flesh on my face and side. It was standing over me, the wings gone. I heard the cracking of weapons echoing down the corridor. Maybe the mission would be saved, but I was dying and so I waved my hand to send it away. I felt a pistol thrust in my hand as I was heaved to my feet. The angel had saved me, pulled me from hell, but it would not pity me. I was to die on my feet, by its side. I turned my good side toward the gunfire and raised the gun. It nodded, its outstretched metal hand surging and pulsing in ancient shapes as blue shimmered around me. It turned, drawing its blade and together we surged headlong into the hailstorm of death and fire that awaited us. The exquisite Mag Prime offers the same abilities as Mag but with unique mod polarities for greater customization. —In-game Description Release Date: September 13th, 2013 Mag Prime is the (/wiki/Prime) (Prime) Primed variant of (/wiki/Mag) (MagIcon272) Mag , possessing increased (/wiki/Health) (Health) health , (/wiki/Armor) (Armor) armor , and (/wiki/Energy) (Energy) energy capacity, as well as an additional (https://static.wikia.nocookie.net/warframe/images/b/b2/Madurai_Pol.svg/revision/latest?cb=20220203074907) (Madurai Pol) polarity. Mag Prime was released alongside (/wiki/Boar_Prime) (BoarPrime) (/wiki/Boar_Prime) Boar Prime and (/wiki/Dakra_Prime) (DakraPrime) (/wiki/Dakra_Prime) Dakra Prime . Acquisition Lith, Meso, Neo, and Axi refer to (/wiki/Void_Relic) (Void Relic) Void Relics |  ((/wiki/Prime_Vault) (Prime Vault) V ) Denotes (/wiki/Prime_Vault) (Prime Vault) Vaulted Void Relics  |  ((/wiki/Baro_Ki%27Teer) (Baro Ki'Teer) B ) Denotes (/wiki/Baro_Ki%27Teer) (Baro Ki'Teer) Baro Ki'Teer Exclusive Void Relic Mag Prime's Relic Drops Chassis Blueprint (/wiki/Mag/Prime) (Mag PrimeIcon272) Blueprint Systems Blueprint Neuroptics Blueprint (/wiki/Meso_B1) (MesoRelicIntact) (/wiki/Meso_B1) Meso B1 Uncommon ((/wiki/Prime_Vault) (Prime Vault) V )(/wiki/Meso_B3) (MesoRelicIntact) (/wiki/Meso_B3) Meso B3 Uncommon ((/wiki/Prime_Vault) (Prime Vault) V )(/wiki/Meso_F4) (MesoRelicIntact) (/wiki/Meso_F4) Meso F4 Uncommon ((/wiki/Prime_Vault) (Prime Vault) V )(/wiki/Neo_B3) (NeoRelicIntact) (/wiki/Neo_B3) Neo B3 Uncommon ((/wiki/Prime_Vault) (Prime Vault) V ) (/wiki/Lith_M1) (LithRelicIntact) (/wiki/Lith_M1) Lith M1 Rare ((/wiki/Prime_Vault) (Prime Vault) V )(/wiki/Lith_M2) (LithRelicIntact) (/wiki/Lith_M2) Lith M2 Rare ((/wiki/Prime_Vault) (Prime Vault) V )(/wiki/Lith_M8) (LithRelicIntact) (/wiki/Lith_M8) Lith M8 Rare ((/wiki/Prime_Vault) (Prime Vault) V )(/wiki/Meso_M1) (MesoRelicIntact) (/wiki/Meso_M1) Meso M1 Rare ((/wiki/Prime_Vault) (Prime Vault) V ) (/wiki/Axi_R1) (AxiRelicIntact) (/wiki/Axi_R1) Axi R1 Common ((/wiki/Prime_Vault) (Prime Vault) V )(/wiki/Axi_S4) (AxiRelicIntact) (/wiki/Axi_S4) Axi S4 Common ((/wiki/Prime_Vault) (Prime Vault) V )(/wiki/Lith_L4) (LithRelicIntact) (/wiki/Lith_L4) Lith L4 Common ((/wiki/Prime_Vault) (Prime Vault) V )(/wiki/Neo_D1) (NeoRelicIntact) (/wiki/Neo_D1) Neo D1 Common ((/wiki/Prime_Vault) (Prime Vault) V ) (/wiki/Axi_D4) (AxiRelicIntact) (/wiki/Axi_D4) Axi D4 Uncommon ((/wiki/Prime_Vault) (Prime Vault) V )(/wiki/Axi_V2) (AxiRelicIntact) (/wiki/Axi_V2) Axi V2 Common ((/wiki/Prime_Vault) (Prime Vault) V )(/wiki/Lith_B1) (LithRelicIntact) (/wiki/Lith_B1) Lith B1 Common ((/wiki/Prime_Vault) (Prime Vault) V )(/wiki/Neo_N9) (NeoRelicIntact) (/wiki/Neo_N9) Neo N9 Common ((/wiki/Prime_Vault) (Prime Vault) V ) Vaultings On (https://forums.warframe.com/index.php?/topic/482945-last-chance-for-mag-prime-parts-in-the-void/) June 29, 2015 , it was announced that Mag Prime, alongside (/wiki/Boar_Prime) (BoarPrime) (/wiki/Boar_Prime) Boar Prime and (/wiki/Dakra_Prime) (DakraPrime) (/wiki/Dakra_Prime) Dakra Prime , would enter the (/wiki/Prime_Vault) (Prime Vault) Prime Vault and be retired from the reward tables on July 7th, 2015. Any pre-existing components or fully-built frames will remain as is. Mag Prime, alongside (/wiki/Boar_Prime) (BoarPrime) (/wiki/Boar_Prime) Boar Prime and (/wiki/Dakra_Prime) (DakraPrime) (/wiki/Dakra_Prime) Dakra Prime , was again accessible from June 28th, 2016 to July 26th, 2016 when the (https://www.warframe.com/news/prime-vault-unsealed) Prime Vault was unsealed . Mag Prime, alongside (/wiki/Boar_Prime) (BoarPrime) (/wiki/Boar_Prime) Boar Prime , (/wiki/Dakra_Prime) (DakraPrime) (/wiki/Dakra_Prime) Dakra Prime , (/wiki/Rhino/Prime) (Rhino PrimeIcon272) (/wiki/Rhino/Prime) Rhino Prime , (/wiki/Ankyros_Prime) (AnkyrosPrime) (/wiki/Ankyros_Prime) Ankyros Prime , and (/wiki/Boltor_Prime) (BoltorPrime) (/wiki/Boltor_Prime) Boltor Prime , was again accessible from June 27th, 2017 to August 1st, 2017. Mag Prime emerged from the Vault on (https://forums.warframe.com/topic/1027106-the-prime-vault-is-open/) November 13th, 2018 , alongside (/wiki/Nova/Prime) (Nova PrimeIcon272) (/wiki/Nova/Prime) Nova Prime , (/wiki/Boar_Prime) (BoarPrime) (/wiki/Boar_Prime) Boar Prime , (/wiki/Dakra_Prime) (DakraPrime) (/wiki/Dakra_Prime) Dakra Prime , (/wiki/Soma_Prime) (SomaPrime) (/wiki/Soma_Prime) Soma Prime , and (/wiki/Vasto_Prime) (VastoPrime) (/wiki/Vasto_Prime) Vasto Prime , and was available until January 15th (Switch) or January 29th, 2019 (PC, Xbox One, PS4). Mag Prime was available from (/wiki/Prime_Resurgence) (Prime Resurgence) Prime Resurgence which ran from November 16, 2021 to January 25, 2022. Crafting (/wiki/Foundry) (Foundry) Manufacturing Requirements📝 (/wiki/Module:Blueprints/data) (Module:Blueprints/data) Edit blueprint requirements (/wiki/Credits) (Credits) 25,000 (/wiki/Blueprints) (PrimeHelmet) 1 (/wiki/Blueprints) (PrimeChassis) 1 (/wiki/Blueprints) (PrimeSystems) 1 (/wiki/Orokin_Cell) (OrokinCell) (/wiki/Orokin_Cell) Orokin Cell 3 Time: 3 Day(s) Rush: (/wiki/Platinum) (PlatinumLarge) 50 (/wiki/Market) (Market) (MarketIcon) (/wiki/Market) (Market) Market Price: (/wiki/Platinum) (PlatinumLarge) N/A (/wiki/Blueprints) (Blueprints) (Blueprint2) (/wiki/Blueprints) (Blueprints) Blueprints Price: N/A Mag Prime Neuroptics Blueprint (/wiki/Credits) (Credits) 15,000 (/wiki/Alloy_Plate) (AlloyPlate) (/wiki/Alloy_Plate) Alloy Plate 150 (/wiki/Neural_Sensors) (NeuralSensors) (/wiki/Neural_Sensors) Neural Sensors 2 (/wiki/Polymer_Bundle) (PolymerBundle) (/wiki/Polymer_Bundle) Polymer Bundle 150 (/wiki/Rubedo) (Rubedo) (/wiki/Rubedo) Rubedo 750 Time: 12 Hour(s) Rush: (/wiki/Platinum) (PlatinumLarge) 25 Mag Prime Chassis Blueprint (/wiki/Credits) (Credits) 15,000 (/wiki/Morphics) (Morphics) (/wiki/Morphics) Morphics 3 (/wiki/Ferrite) (Ferrite) (/wiki/Ferrite) Ferrite 1,000 (/wiki/Rubedo) (Rubedo) (/wiki/Rubedo) Rubedo 400 Time: 12 Hour(s) Rush: (/wiki/Platinum) (PlatinumLarge) 25 Mag Prime Systems Blueprint (/wiki/Credits) (Credits) 15,000 (/wiki/Control_Module) (ControlModule) (/wiki/Control_Module) Control Module 3 (/wiki/Morphics) (Morphics) (/wiki/Morphics) Morphics 1 (/wiki/Salvage) (Salvage) (/wiki/Salvage) Salvage 500 (/wiki/Plastids) (Plastids) (/wiki/Plastids) Plastids 500 Time: 12 Hour(s) Rush: (/wiki/Platinum) (PlatinumLarge) 25 Notes Mag Prime, compared to (/wiki/Mag) (MagIcon272) Mag : Higher (/wiki/Health) (Health) Health (270/370 vs. 180/280) Higher (/wiki/Armor) (Armor) Armor (135 vs. 105) Higher (/wiki/Energy) (Energy) Energy (215/265 vs. 140/190) Higher Starting Energy (100 vs. 75) Additional (https://static.wikia.nocookie.net/warframe/images/b/b2/Madurai_Pol.svg/revision/latest?cb=20220203074907) (Madurai Pol) Polarity ((https://static.wikia.nocookie.net/warframe/images/6/60/Naramon_Pol.svg/revision/latest?cb=20220203080356) (Naramon Pol) (https://static.wikia.nocookie.net/warframe/images/6/60/Naramon_Pol.svg/revision/latest?cb=20220203080356) (Naramon Pol) (https://static.wikia.nocookie.net/warframe/images/b/b2/Madurai_Pol.svg/revision/latest?cb=20220203074907) (Madurai Pol) vs. (https://static.wikia.nocookie.net/warframe/images/6/60/Naramon_Pol.svg/revision/latest?cb=20220203080356) (Naramon Pol) (https://static.wikia.nocookie.net/warframe/images/6/60/Naramon_Pol.svg/revision/latest?cb=20220203080356) (Naramon Pol) ) As with any other (/wiki/Prime) (Prime) Prime Warframe, moving close to the location of an (/wiki/Orokin_Void) (Orokin Void) Orokin Void (/wiki/Death_Orb) (Death Orb) Death Orb will restore a pulse of 250 (/wiki/Energy) (Energy) Energy to nearby allies, even if that Death Orb is inactive, destroyed, or non-present. This effect can only occur once per orb. Trivia Mag Prime was added in (/wiki/Update_10#Update_10.0) (Update 10) Update 10.0 (2013-09-13) along with the (/wiki/Boar_Prime) (BoarPrime) (/wiki/Boar_Prime) Boar Prime and (/wiki/Dakra_Prime) (DakraPrime) (/wiki/Dakra_Prime) Dakra Prime weapons. She was the third prime Warframe added to the game and is also the first female prime Warframe to be added. Mag Prime is one of the first Warframes (with the other being (/wiki/Nekros) (NekrosIcon272) (/wiki/Nekros) Nekros ) to require three (/wiki/Orokin_Cell) (Orokin Cell) Orokin Cells to craft. Prior to (/wiki/Update_10#Update_10.3) (Update 10) Update 10.3 (2013-10-09), Mag Prime's secondary color could tint the gold accents on her body. The floating gold plates by Mag Prime's shoulders are considered customization (/wiki/Warframe_Cosmetics#Armor) (Warframe Cosmetics) Armor parts, and will be removed if any other arm plates are used. The "wings" mentioned in Mag Prime's Codex entry foreshadowed the (/wiki/Archwing) (Archwing) Archwing , a feature added in (/wiki/Update_15#Update_15.0) (Update 15) Update 15.0 (2014-10-24). This was mentioned in (/wiki/Devstream_36) (Devstream 36) Devstream 36 , which showcased Archwing gameplay. Mag Prime's (/wiki/Crush) (Crush130xWhite) (/wiki/Crush) Crush features golden debris being lifted off the ground, unlike the standard version. Media (Previous photo) (Next photo) (Expand slideshow) (MagPrimePromo) (Expand slideshow) (MAG PRIME, levitating Despair (Agile animation set)) MAG PRIME, levitating Despair (Agile animation set) (Expand slideshow) (MAG PRIME, levitating Despair (Noble animation set)) MAG PRIME, levitating Despair (Noble animation set) (Expand slideshow) (Mag Prime Polarities) Mag Prime Polarities (Expand slideshow) (Mag Prime Coil Helmet) Mag Prime Coil Helmet (Expand slideshow) (Warframe0020) 1/6 (/wiki/File:WARFRAME_-_Mag_Revisit) (WARFRAME - Mag Revisit (11 KB)) (WARFRAME - Mag Revisit (11 KB)) (WARFRAME - Mag Revisit) (WARFRAME - Mag Revisit (11 KB)) (WARFRAME - Mag Revisit) WARFRAME - Mag Revisit (/wiki/File:Warframe_Mag_Prime_-How_to_get) (Warframe Mag Prime -How to get (33 KB)) (Warframe Mag Prime -How to get (33 KB)) (Warframe Mag Prime -How to get) (Warframe Mag Prime -How to get (33 KB)) (Warframe Mag Prime -How to get) Warframe Mag Prime -How to get (/wiki/File:Warframe_Mag_Prime_Pro_Builds_1_Forma_Update_13.9.0) (Warframe Mag Prime Pro Builds 1 Forma Update 13.9.0 (27 KB)) (Warframe Mag Prime Pro Builds 1 Forma Update 13.9.0 (27 KB)) (Warframe Mag Prime Pro Builds 1 Forma Update 13.9) (Warframe Mag Prime Pro Builds 1 Forma Update 13.9.0 (27 KB)) (Warframe Mag Prime Pro Builds 1 Forma Update 13.9) Warframe Mag Prime Pro Builds 1 Forma Update 13.9.0 (/wiki/File:Warframe_HOW_TO_PLAY_MAG_LIKE_A_BOSS_ENDGAME_BUILD_2019) (Warframe HOW TO PLAY MAG LIKE A BOSS ENDGAME BUILD 2019 (29 KB)) (Warframe HOW TO PLAY MAG LIKE A BOSS ENDGAME BUILD 2019 (29 KB)) (Warframe HOW TO PLAY MAG LIKE A BOSS ENDGAME BUILD 2019) (Warframe HOW TO PLAY MAG LIKE A BOSS ENDGAME BUILD 2019 (29 KB)) (Warframe HOW TO PLAY MAG LIKE A BOSS ENDGAME BUILD 2019) Warframe HOW TO PLAY MAG LIKE A BOSS ENDGAME BUILD 2019 (/wiki/File:Warframe_Codex_-_Prime_Warframe_Dioramas_(2013)) (Warframe Codex - Prime Warframe Dioramas (2013) (26 KB)) (Warframe Codex - Prime Warframe Dioramas (2013) (26 KB)) (Warframe Codex - Prime Warframe Dioramas (2013)) (Warframe Codex - Prime Warframe Dioramas (2013) (26 KB)) (Warframe Codex - Prime Warframe Dioramas (2013)) Warframe Codex - Prime Warframe Dioramas (2013) See also (/wiki/Prime) (Prime) Prime , the original Orokin version of a Warframe or weapon. () (https://warframe.fandom.com/wiki/Mag/Abilities?action=edit) Edit Tab Passive (/wiki/Mag) (MagIcon272) Mag automatically (/wiki/Vacuum) (Mod TT 20px) (/wiki/Vacuum) Vacuums (/wiki/Pickups) (Pickups) Pickups that are within 8 meters towards her. The passive does not stack with mods like (/wiki/Vacuum) (Mod TT 20px) (/wiki/Vacuum) Vacuum or (/wiki/Fetch) (Mod TT 20px) (/wiki/Fetch) Fetch , making it useless if these mods are used, since they override her passive due to providing more range. Abilities View Maximization ▾ ▾ (/wiki/User_blog:Cephalon_Scientia/Sunsetting_of_Maximization_Calculators) (User blog:Cephalon Scientia/Sunsetting of Maximization Calculators) (Lotusiconsmall) This calculator feature is sunsetted on the wiki. It may not see further updates, but will be present on articles for the time being since some people still find use for them. See (/wiki/User_blog:Cephalon_Scientia/Sunsetting_of_Maximization_Calculators) (User blog:Cephalon Scientia/Sunsetting of Maximization Calculators) User blog:Cephalon Scientia/Sunsetting of Maximization Calculators for more details. (Minimize) (Dismiss) x Strength: (100) Range: (100) Efficiency: (100) Duration: (100) (/wiki/Pull) Pull (/wiki/Greedy_Pull) Greedy Pull (NaN) 300 Damage (NaN) 25% Energy drop chance (NaN) 25.00s Range (NaN) 25.00 Energy N/A (/wiki/Magnetize) Magnetize (/wiki/Magnetized_Discharge) Magnetized Discharge (NaN) 2.00% Multiplier (NaN) 300 Explosion damage (NaN) 15.00s Duration (NaN) 4.00m Field radius (NaN) 15.00m Explosion radius (NaN) 50.00 Energy (NaN) 50.00% Disarm chance (/wiki/Polarize) Polarize (/wiki/Counter_Pulse) Counter Pulse (NaN) 400 Damage (NaN) 2.50x Damage multiplier (NaN) 5.00s Duration (NaN) 8.00m Initial/explosion radius (NaN) 37.50m Maximum pulse range (NaN) 75.00 Energy (NaN) 4.00s Disable/jamming duration (/wiki/Crush) Crush (/wiki/Fracturing_Crush) Fracturing Crush (NaN) 1500 Damage (NaN) NaN Shields restored (NaN) 18.00m Range (NaN) 100.00 Energy (NaN) 75.00% Armor reduction (NaN) 7.00s Root duration This section is (https://en.wikipedia.org/wiki/Help:Transclusion) (wikipedia:Help:Transclusion) transcluded from (/wiki/Pull) (Pull) Pull . To change it, please (https://warframe.fandom.com/wiki/Pull?action=edit) edit the transcluded page . (/wiki/Pull) (Pull) (PullModx256) (/wiki/Pull) (Pull) (Pull130xWhite) (/wiki/Key_Bindings) (Key Bindings) 1 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 25 (/wiki/Pull) 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 (/wiki/Closed_Beta_Updates#Vanilla) (Closed Beta Updates) Vanilla (2012-10-25) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 100 / 125 / 150 / 300 ((/wiki/Damage/Magnetic_Damage) (DmgMagneticSmall64) (/wiki/Damage/Magnetic_Damage) Magnetic damage)? m/s (pull velocity) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : N/A (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : 15 / 20 / 22 / 25 m (target range) (Stats unlisted in-game, not affected by Mods) Misc : 6 m (radial pull)90° (angle) (/wiki/Helminth#Ability_Replacement) (Helminth) Subsumable to Helminth Info Augment Tips & Tricks Info Mag expends (/wiki/Ability_Efficiency) (EnergyOrb) 25 (/wiki/Energy) (Energy) 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 (/wiki/Ability_Range) (AbilityRangeBuff) 15 / 20 / 22 / 25 meters and a 90° angle of the aiming reticle. Affected enemies are (/wiki/Ragdoll) (Ragdoll b) (/wiki/Ragdoll) Ragdolled and pulled into the vortex at a velocity of (/wiki/Ability_Strength) (AbilityStrengthBuff) ? meters per second, while dealt (/wiki/Ability_Strength) (AbilityStrengthBuff) 100 / 125 / 150 / 300 (/wiki/Damage/Magnetic_Damage) (DmgMagneticSmall64) (/wiki/Damage/Magnetic_Damage) Magnetic damage. Cast animation of ~0.5 seconds, affected by (/wiki/Casting_Speed) (Casting Speed) Casting Speed . Still inflicts damage to enemies immune to crowd control. Will not stop certain enemy abilities mid-animation, such as Heavy (/wiki/Grineer) (Grineer) Grineer 's Radial Blast and the (/wiki/Volatile_Runner) (Volatile Runner) Volatile Runner 's detonation. Ability Synergy: Pull can pull (/wiki/Polarize) (Polarize130xWhite) (/wiki/Polarize) 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 (/wiki/One-Handed_Action) (One-Handed Action) One-Handed Action that can be done while performing many actions without interrupting them, including (/wiki/Reload) (Reload) reloading , charging, shooting, and moving (either (/wiki/Maneuvers#Sprinting) (Maneuvers) sprinting or (/wiki/Maneuvers#Sliding) (Maneuvers) sliding ). Can be used in mid-air, but not while on a (/wiki/Maneuvers#Zipline) (Maneuvers) zipline . Pull grounds fliers, rather than pulling them toward the player. Subsuming Mag to the (/wiki/Helminth) (Helminth) Helminth will offer Pull and its augments to be used by other Warframes. However, Subsumed Pull's pull range is reduced to (/wiki/Ability_Range) (AbilityRangeBuff) 7.5 / 10 / 11 / 12.5 meters. Augment (https://static.wikia.nocookie.net/warframe/images/a/a6/GreedyPullMod.png/revision/latest?cb=20230116090033) (GreedyPullMod) Main article: (/wiki/Greedy_Pull) (Greedy Pull) Greedy Pull Greedy Pull is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod that gives (/wiki/Mag) (MagIcon272) Mag 's (/wiki/Pull) (Pull130xWhite) (/wiki/Pull) Pull the ability to attract (/wiki/Pickups) (Pickups) pickups towards herself. (/wiki/Greedy_Pull) (Greedy Pull) 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 (/wiki/Shield_Osprey) (Shield Osprey) Shield , (/wiki/Mine_Osprey) (Mine Osprey) Mine and (/wiki/Leech_Osprey) (Leech Osprey) Leech Osprey ; and (/wiki/Roller) (Roller) Rollers along with (/wiki/Latcher) (Latcher) Latchers . (Expand/Collapse) (Expand/Collapse) This section is (https://en.wikipedia.org/wiki/Help:Transclusion) (wikipedia:Help:Transclusion) transcluded from (/wiki/Magnetize) (Magnetize) Magnetize . To change it, please (https://warframe.fandom.com/wiki/Magnetize?action=edit) edit the transcluded page . (/wiki/Magnetize) (Magnetize) (MagnetizeModx256) (/wiki/Magnetize) (Magnetize) (Magnetize130xWhite) (/wiki/Key_Bindings) (Key Bindings) 2 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 50 (/wiki/Magnetize) Magnetize (TAP) Enclose a target in a magnetic field that ensnares nearby enemies and deals damage over time. The field pulls Polarize Shards that orbited Mag and shrapnel into the deadly mix. (HOLD) Mag surrounds herself in a magnetic field that absorbs ranged attacks and reflects damage back in a destructive cone. Introduced in (/wiki/Update_18#Update_18.13) (Update 18) Update 18.13 (2016-05-27) Targeted Protective (/wiki/Ability_Strength) (Ability Strength) Strength : 50 / 150 / 200 / 300 ((/wiki/Damage/Blast_Damage) (DmgBlastSmall64) (/wiki/Damage/Blast_Damage) Blast explosion base damage)1.25x / 1.5x / 1.75x / 2x (damage multiplier)2x / 2.5x / 3.5x / 4x (magnetic pull) (/wiki/Ability_Duration) (Ability Duration) Duration : 10 / 12 / 13 / 15 s (/wiki/Ability_Range) (Ability Range) Range : 15 m (explosion radius)4 m (field radius) Misc: 10% / 15% / 20% / 25% (damage absorption)∞ (cast range) (/wiki/Ability_Strength) (Ability Strength) Strength : 50 / 150 / 200 / 300 ((/wiki/Damage/Blast_Damage) (DmgBlastSmall64) (/wiki/Damage/Blast_Damage) Blast base damage)10 / 15 / 20 / 25 ((/wiki/Damage/Blast_Damage) (DmgBlastSmall64) (/wiki/Damage/Blast_Damage) Blast damage increase per second)2x (absorption multiplier)200 / 300 / 400 / 500 (polarize shard damage) (/wiki/Ability_Duration) (Ability Duration) Duration : 10 / 12 / 13 / 15 s (/wiki/Ability_Range) (Ability Range) Range : 15 m (blast range) Misc: 120° (blast angle)4 m (absorption radius) Info Augment Tips & Tricks Bugs Info Mag expends (/wiki/Ability_Efficiency) (EnergyOrb) 50 (/wiki/Energy) (Energy) energy to create a magnetic field around an enemy target by tapping the ability key (default 2 ) when aiming at them over an unrestricted range. By holding down the ability key, Mag creates the magnetic singularity between her hands instead, protecting her from enemy fire. Cast animation of 1 second, affected by (/wiki/Casting_Speed) (Casting Speed) Casting Speed . Once the protective singularity is formed, the ability key may be released without deactivating the ability. Targeted Protective An enemy affected by Magnetize is anchored in place and cannot move. The magnetic field has a radius of (/wiki/Ability_Range) (AbilityRangeBuff) 4 meters encompassing the target, and slowly drags in all enemies within (/wiki/Ability_Range) (AbilityRangeBuff) 4 / 6 / 7 / 8 meters with a magnetic pull of (/wiki/Ability_Strength) (AbilityStrengthBuff) 2x / 2.5x / 3.5x / 4x . During the field's lifetime, all projectiles, bullets, and (/wiki/Polarize) (Polarize130xWhite) (/wiki/Polarize) Polarize shards will be redirected towards its center, and incoming damage from all sources will be increased (/wiki/Ability_Strength) (AbilityStrengthBuff) 1.25x / 1.5x / 1.75x / 2x . Only the main target is affected by the damage multiplier. The magnetized target can still attack and cast abilities, among other actions. Enemies immune to crowd control such as (/wiki/Overguard) Overguard will not be anchored, but magnetic fields will move with them. Additionally, the field absorbs 10% / 15% / 20% / 25% of the damage from all redirected projectiles and bullets. All stored damage will be dealt per second in full to all enemies within the field. The field deals (/wiki/Damage/Magnetic_Damage) (DmgMagneticSmall64) (/wiki/Damage/Magnetic_Damage) Magnetic damage, and damage is applied in half-second increments. Damage decreases radially from the center of the Magnetize field, down to a minimum of 50% damage. Weapons of all types have every projectile taken into account for absorbed damage. Explosive weapon damage is not absorbed by Magnetize. Absorbed damage is not affected by critical hit bonuses. Absorbed damage is not affected by damage type bonuses. Absorbed damage is not affected by on hit effects. If the initial target dies while magnetized, the field destabilizes and explodes at the end of its duration for (/wiki/Ability_Strength) (AbilityStrengthBuff) 50 / 150 / 200 / 300 (/wiki/Damage/Blast_Damage) (DmgBlastSmall64) (/wiki/Damage/Blast_Damage) Blast base damage in a (/wiki/Ability_Range) (AbilityRangeBuff) 15 meter radius. Each time an enemy gets hit by the damage ticks inside the bubble, 100% of the currently absorbed damage gets added to the explosion damage. For example, if Magnetize is shot once with a 1000 damage weapon, it will absorb 250 damage, so each tick of damage dealt to an enemy will add 250 damage to the explosion. If one enemy is hit with 20 half-second ticks of damage before the explosion without having any further damage added to the field, the expression for explosion damage would be 300 + (20 × 1000 × 0.25) = 5,300 . Explosion damage diminishes with distance and does not bypass obstacles in the environment. Should the initial target's corpse despawn before the duration is over, the enemy pull effect is disabled, but the explosion will still happen. Redirected projectiles travel in a straight line from the point of impact to the center of the sphere which can draw fire away from enemy weak spots. However, you can target vital areas by aiming for any point on the sphere that is perpendicular to the weak spot. Hitscan weapons have less difficulty hitting weak spots; simply aiming at the target's weak spots will yield extra damage in most cases. Shots fired within the field are also redirected, including shots fired by the magnetized target. In addition to firearms, Magnetize can redirect (/wiki/Radial_Javelin) (RadialJavelin130xWhite) (/wiki/Radial_Javelin) Radial Javelin blades, (/wiki/Prism) (Prism130xWhite) (/wiki/Prism) Prism lasers, (/wiki/Exalted_Blade) (ExaltedBlade130xWhite) (/wiki/Exalted_Blade) Exalted Blade 's waves, and (/wiki/Artemis_Bow) (ArtemisBow130xWhite) (/wiki/Artemis_Bow) Artemis Bow 's arrow, (/wiki/Surging_Blades) (Surging Blades) Surging Blades ' blade and even thrown (/wiki/Category:Glaive) (Category:Glaive) glaives . In addition to the Warframe abilities mentioned above, Magnetize will also affect the grenades from each of (/wiki/Vauban) (VaubanIcon272) (/wiki/Vauban) Vauban 's abilities. All grenades are pulled to the center of the sphere and will function normally if they contact a surface (i.e enemy body, wall, door, etc). Assuming no surface is met, they are held suspended (and inactive) until Magnetize dissipates, upon which time they may or may not be launched unpredictably. (/wiki/Photon_Strike) (PhotonStrike130xWhite) (/wiki/Photon_Strike) Photon Strike is held inactive as it detonates after a set duration of being thrown, surface or no. Additionally, any active ability grenades will be pulled to the center of the sphere and continue to function should a new placed Magnetize overlap the current position of the grenade. Does not redirect area-of-effect abilities & (/wiki/Category:Gunblade) (Category:Gunblade) gunblades . Casting Magnetize on a target is a (/wiki/One-Handed_Action) (One-Handed Action) One-Handed Action that can be done while performing many actions without interrupting them, including (/wiki/Reload) (Reload) reloading , charging, shooting, and moving (either (/wiki/Maneuvers#Sprinting) (Maneuvers) sprinting or (/wiki/Maneuvers#Sliding) (Maneuvers) sliding ). Can be used in mid-air, but not while on a (/wiki/Maneuvers#Zipline) (Maneuvers) zipline . The magnetic singularity grows in power, starting with (/wiki/Ability_Strength) (AbilityStrengthBuff) 50 / 150 / 200 / 300 (/wiki/Damage/Blast_Damage) (DmgBlastSmall64) (/wiki/Damage/Blast_Damage) Blast damage at base and increasing by (/wiki/Ability_Duration) (AbilityDurationBuff) 10 / 15 / 20 / 25 (/wiki/Damage/Blast_Damage) (DmgBlastSmall64) (/wiki/Damage/Blast_Damage) Blast damage every second, for as long as its held. All bullets and projectiles caught within 4 meters around Mag are absorbed by the singularity, their damage is then multiplied by 2x and added to the total damage stored. Any (/wiki/Polarize) (Polarize130xWhite) (/wiki/Polarize) Polarize shards caught within will add (/wiki/Ability_Strength) (AbilityStrengthBuff) 200 / 300 / 400 / 500 to the total damage stored. When the duration ends, or the ability is recast while active, Mag releases all stored damage in front of her as an explosive blast, damaging enemies in an angle of 120 degrees and up to (/wiki/Ability_Range) (AbilityRangeBuff) 15 meters away. The singularity does not absorb area or melee damage nor friendly fire. When activated, Mag will holster her weapons and start walking at a slow pace, still being able to jump from the floor and aim glide. However, crouching (default Ctrl ), rolling (default Shift ) and double jumping is disabled for the duration. Mag can still pick up portable items (such as (/wiki/Mobile_Defense) (Mobile Defense) datamasses or (/wiki/Excavation#Mechanics) (Excavation) power cores ) and interact with (/wiki/Mobile_Defense) (Mobile Defense) Mobile Defense terminals and (/wiki/Defense) (Defense) Defense operatives, but cannot hack consoles nor revive teammates. Mag will be susceptible to melee assailants and damage over time effects. Holding Magnetize is an upper-body action that can be done while moving, but will interrupt (/wiki/Reload) (Reload) reloading , charging, shooting and (/wiki/Maneuvers#Sprinting) (Maneuvers) sprinting . Can be used in mid-air, but not while on a (/wiki/Maneuvers#Zipline) (Maneuvers) zipline . Only 3 Magnetized enemy fields can be active at the same time, magnetizing a fourth target will make the first field either explode or disappear (whether the original target died or not). The Protective singularity from holding down the ability does not count towards this limit. If the target dies before the Magnetize field appears, energy used for Magnetize will be refunded. Ability Synergy: Shards dropped by (/wiki/Polarize) (Polarize130xWhite) (/wiki/Polarize) Polarize can be picked up by Magnetize, inflicting (/wiki/Ability_Strength) (AbilityStrengthBuff) 50 damage distributed evenly between (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture and (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) (/wiki/Damage/Slash_Damage) Slash , further increased by 25% of the total drained value. (/wiki/Crush) (Crush130xWhite) (/wiki/Crush) Crush inflicts an extra (/wiki/Ability_Strength) (AbilityStrengthBuff) 800 / 1000 / 1250 / 1500 (/wiki/Damage/Magnetic_Damage) (DmgMagneticSmall64) (/wiki/Damage/Magnetic_Damage) Magnetic damage to the enemy targeted by Magnetize. Magnetize's visual effects are affected by Mag's chosen energy colors. Augment (https://static.wikia.nocookie.net/warframe/images/5/58/MagnetizedDischargeMod.png/revision/latest?cb=20230116093410) (MagnetizedDischargeMod) Main article: (/wiki/Magnetized_Discharge) (Magnetized Discharge) Magnetized Discharge Magnetized Discharge is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod for (/wiki/Mag) (MagIcon272) Mag 's (/wiki/Magnetize) (Magnetize130xWhite) (/wiki/Magnetize) Magnetize that allows manual detonation by recasting the ability on an active Magnetize bubble. Enemies hit by the detonation have a chance to be (/wiki/Disarm) (Disarm) disarmed . Additionally increases Magnetize's range. (/wiki/Magnetized_Discharge) (Magnetized Discharge) Magnetized Discharge Tips & Tricks As the pull effect is disabled when the initial target's corpse despawns, some effects, like the (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat status effect or the innate vaporization on death of weapons like (/wiki/Ferrox) (Ferrox) (/wiki/Ferrox) Ferrox , can preemptively disable the pull effect by making the corpse despawn almost immediately after their death. As such it is advisable to use (/wiki/Magnetize) (Magnetize130xWhite) (/wiki/Magnetize) Magnetize in tandem with an ability that prevents the original enemy from dying and ending the pull effect early such as (/wiki/Garuda) (GarudaIcon272) (/wiki/Garuda) Garuda 's (/wiki/Blood_Altar) (BloodAltar130xWhite) (/wiki/Blood_Altar) Blood Altar . This ability can be used defensively. No bullets or projectiles can pass through the field without being redirected. (/wiki/Maximized_Ability_Range) (Maximized Ability Range) Maximized Ability Range is a very effective choice of maximization for this ability as it provides a large radius of protection from most enemy damage. Beware, however, as physical projectiles can still damage you while inside it if you find yourself between the entering point of the bullet and the center of the bubble. Synergizes very well with (/wiki/Excalibur) (ExcaliburIcon272) (/wiki/Excalibur) Excalibur 's (/wiki/Exalted_Blade) (ExaltedBlade130xWhite) (/wiki/Exalted_Blade) Exalted Blade , as his blade waves have infinite (/wiki/Punch_through) (Punch through) punch through and are redirected around the magnetic field, allowing them to damage enemies several times until dissipating after traversing 40m. (/wiki/Yareli) (YareliIcon272) (/wiki/Yareli) Yareli 's (/wiki/Aquablades) (Aquablades130xWhite) (/wiki/Aquablades) Aquablades and it's augment (/wiki/Surging_Blades) (Mod TT 20px) (/wiki/Surging_Blades) Surging Blades have great synergy with Magnetize, due to having infinite body (/wiki/Punch_Through) (Punch Through) punch through . Extremely effective against heavy enemies, especially fast moving, such as (/wiki/Oxium_Osprey) (Oxium Osprey) Oxium Osprey or (/wiki/Bursa) (Bursa) Bursas . When this ability is used with (/wiki/Punch_through) (Punch through) punch through weapons, like the (/wiki/Lanka) (Lanka) (/wiki/Lanka) Lanka and (/wiki/Miter) (Miter) (/wiki/Miter) Miter , the bullet or projectile will hit the target multiple times. However, this does not increase the damage over time produced by the field or the damage of the final explosion. This is ideal for taking out specific targets. Using beam weapons, such as the (/wiki/Ignis) (Ignis) (/wiki/Ignis) Ignis , (/wiki/Atomos) (Atomos) (/wiki/Atomos) Atomos , (/wiki/Gammacor) (Gammacor) (/wiki/Gammacor) Gammacor , (/wiki/Quanta) (Quanta) (/wiki/Quanta) Quanta , etc., will not hit the enemies multiple times the same way that (/wiki/Punch_through) (Punch through) punch through projectiles do, but will greatly increase the damage over time generated by the field and the final explosion. This is ideal for creating choke-points where every enemy that walks through the bubble gets killed by the field's damage over time effect. Weapons with the ability to empty their magazines into a single torrent of shot, such as the (/wiki/Kuva_Kraken) (KuvaKraken) (/wiki/Kuva_Kraken) Kuva Kraken , (/wiki/Tenet_Detron) (TenetDetron) (/wiki/Tenet_Detron) Tenet Detron , (/wiki/Pandero) (Pandero) (/wiki/Pandero) Pandero ((/wiki/Pandero_Prime) (PanderoPrime) (/wiki/Pandero_Prime) Prime ), and (/wiki/Kuva_Hek) (KuvaHek) (/wiki/Kuva_Hek) Kuva Hek , synergize especially well with the short-tap Magnetize bubble. Combined with a high reload speed, these weapons can quickly turn the bubble into a deadly trap and time bomb. A (/wiki/Grakata) (Grakata) (/wiki/Grakata) Grakata with (/wiki/Wild_Frenzy) (Mod TT 20px) (/wiki/Wild_Frenzy) Wild Frenzy synergizes extremely well with Magnetize, as the bubble greatly increases the mod's two-kill ammo refund requirement and thus almost ensuring a limitless supply of bullets to feed the bubble. While (/wiki/Damage/Gas_Damage) (DmgGasSmall64) (/wiki/Damage/Gas_Damage) Gas (/wiki/Status_Effect) (Status Effect) effects don't increase absorbed damage, they can help in damaging all enemies inside the bubble, especially if (/wiki/Punch_through) (Punch through) punch through is on the used weapon, which allows multiple procs to occur per shot. Holding down the ability and getting hit by enemy bullets, while not taking damage, they still contribute towards (/wiki/Adaptation) (Mod TT 20px) (/wiki/Adaptation) Adaptation 's build-up. This makes for a safe way to cap the resistances. As Eximus unit cannot be pulled by magnetic bubbles, they're priority target for Magnetize because the bubbles can prevent them from damaging the Tenno with firearms. They can also potentially sweep more enemies into magnetized bubbles as the bubbles move with them. Bugs The blast cone from holding the ability is not centered towards the aiming reticle, but noticeably to the left. (Expand/Collapse) (Expand/Collapse) This section is (https://en.wikipedia.org/wiki/Help:Transclusion) (wikipedia:Help:Transclusion) transcluded from (/wiki/Polarize) (Polarize) Polarize . To change it, please (https://warframe.fandom.com/wiki/Polarize?action=edit) edit the transcluded page . (/wiki/Polarize) (Polarize) (PolarizeModx256) (/wiki/Polarize) (Polarize) (Polarize130xWhite) (/wiki/Key_Bindings) (Key Bindings) 3 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 75 (/wiki/Polarize) 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 (/wiki/Closed_Beta_Updates#Vanilla) (Closed Beta Updates) Vanilla (2012-10-25) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 250 / 300 / 350 / 400 ((/wiki/Damage/True_Damage) (DmgTrueSmall64) (/wiki/Damage/True_Damage) True damage and shield restoration)1x / 1.5x / 2x / 2.5x (explosion damage multiplier as (/wiki/Damage/Magnetic_Damage) (DmgMagneticSmall64) (/wiki/Damage/Magnetic_Damage) Magnetic damage)50 (Shard (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture and (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) (/wiki/Damage/Slash_Damage) Slash damage) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : 5 s (pulse travel time) (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : 8 m (initial pulse radius) (Stats unlisted in-game, not affected by Mods) Misc : 5.9 m/s (pulse travel speed)3 m (Shard pickup radius)1 m (Shard damage radius) Info Augment Tips & Tricks Info Mag expends (/wiki/Ability_Efficiency) (EnergyOrb) 75 (/wiki/Energy) (Energy) energy to emit a spherical pulse of magnetic energy from herself with an initial radius of (/wiki/Ability_Range) (AbilityRangeBuff) 8 meters. The pulse expands outwards for (/wiki/Ability_Duration) (AbilityDurationBuff) 5 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 (/wiki/Shield) (Shield) shields , the pulse will drain up to (/wiki/Ability_Strength) (AbilityStrengthBuff) 250 / 300 / 350 / 400 of them. If the enemy has (/wiki/Armor) (Armor) armor , it will be permanently drained by up to (/wiki/Ability_Strength) (AbilityStrengthBuff) 250 / 300 / 350 / 400 points with the enemy additionally suffering (/wiki/Damage/True_Damage) (DmgTrueSmall64) (/wiki/Damage/True_Damage) True damage equal to the amount removed. Any allies that come into contact with the pulse will have their (/wiki/Shield) (Shield) shields restored by up to (/wiki/Ability_Strength) (AbilityStrengthBuff) 250 / 300 / 350 / 400 . Restores Mag's own shields, in addition to fellow (/wiki/Tenno) (Tenno) Tenno , (/wiki/Companions) (Companions) Companions , (/wiki/Shadows_of_the_Dead) (ShadowsOfTheDead130xWhite) (/wiki/Shadows_of_the_Dead) Shadows of the Dead , (/wiki/Rescue) (Rescue) hostages , (/wiki/Specter) (Specter) Specters , (/wiki/Sortie#Mission_Conditions) (Sortie) Sortie Tenno Operatives, static mission objectives (such as (/wiki/Defense) (Defense) Cryopods and (/wiki/Excavator) (Excavator) Excavators ), hacked MOAs (spawned from (/wiki/MOA_Cabinet_Spawner) (MOA Cabinet Spawner) MOA Cabinet Spawners ), and (/wiki/Mind_Control) (MindControl130xWhite) (/wiki/Mind_Control) 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 (/wiki/Stretch) (Mod TT 20px) (/wiki/Stretch) Stretch and (/wiki/Continuity) (Mod TT 20px) (/wiki/Continuity) 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 (/wiki/Casting_Speed) (Casting Speed) 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 (/wiki/Ability_Strength) (AbilityStrengthBuff) 100% / 150% / 200% / 250% of the drained shields or armor as (/wiki/Damage/Magnetic_Damage) (DmgMagneticSmall64) (/wiki/Damage/Magnetic_Damage) Magnetic damage to all other enemies within a (/wiki/Ability_Range) (AbilityRangeBuff) 2.5 / 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 (/wiki/Ability_Strength) (AbilityStrengthBuff) 50 damage distributed evenly between (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture and (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) (/wiki/Damage/Slash_Damage) Slash , scaling with the total (/wiki/Shield) (Shield) shields or (/wiki/Armor) (Armor) armor drained, and with a guaranteed status effect.[1] Shard damage is affected by total (/wiki/Shield) (Shield) shields or (/wiki/Armor) (Armor) 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 (/wiki/Grendel) (GrendelIcon272) (/wiki/Grendel) Grendel 's (/wiki/Nourish) (Nourish130xWhite) (/wiki/Nourish) Nourish , and (/wiki/Citrine) (CitrineIcon272) (/wiki/Citrine) Citrine 's (/wiki/Prismatic_Gem) (PrismaticGem130xWhite) (/wiki/Prismatic_Gem) Prismatic Gem . Ability Synergy: (/wiki/Pull) (Pull130xWhite) (/wiki/Pull) Pull can bring Polarize Shards to Mag. (/wiki/Magnetize) (Magnetize130xWhite) (/wiki/Magnetize) 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 (/wiki/One-Handed_Action) (One-Handed Action) One-Handed Action that can be done while performing many actions without interrupting them, including (/wiki/Reload) (Reload) reloading , charging, shooting, and moving (either (/wiki/Maneuvers#Sprinting) (Maneuvers) sprinting or (/wiki/Maneuvers#Sliding) (Maneuvers) sliding ). Can be used in mid-air, but not while on a (/wiki/Maneuvers#Zipline) (Maneuvers) zipline . Augment (https://static.wikia.nocookie.net/warframe/images/9/96/CounterPulseMod.png/revision/latest?cb=20230116085720) (CounterPulseMod) Main article: (/wiki/Counter_Pulse) (Counter Pulse) Counter Pulse Counter Pulse is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod for (/wiki/Mag) (MagIcon272) Mag 's (/wiki/Polarize) (Polarize130xWhite) (/wiki/Polarize) Polarize that jams enemy weapons and disables (/wiki/Robotic) (Robotic) Robotic enemies for a set duration. (/wiki/Counter_Pulse) (Counter Pulse) 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 (/wiki/Orokin_Tower) (Orokin Tower) Orokin Tower , given a drained enemy was close enough to them. Shards can inflict high amounts of (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) (/wiki/Damage/Slash_Damage) Slash procs, if used in conjunction with (/wiki/Magnetize) (Magnetize130xWhite) (/wiki/Magnetize) Magnetize they can cause immense Bleed damage. Pairing this combo with (/wiki/Nourish) (Nourish130xWhite) (/wiki/Nourish) Nourish will grant Shards (/wiki/Damage/Viral_Damage) (DmgViralSmall64) (/wiki/Damage/Viral_Damage) 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 (/wiki/Shield) (Shield) shields and (/wiki/Armor) (Armor) armor . At 139% (/wiki/Ability_Strength) (Ability Strength) strength , Polarize will fully replenishes Mag's shields. Due to the high base shield replenishment, using (/wiki/Catalyzing_Shields) (Mod TT 20px) (/wiki/Catalyzing_Shields) Catalyzing Shields will drop down your shields to 111 on max rank, making negative strength still fully replenish at percentages as low as 30% (/wiki/Ability_Strength) (Ability Strength) strength . (Expand/Collapse) (Expand/Collapse) This section is (https://en.wikipedia.org/wiki/Help:Transclusion) (wikipedia:Help:Transclusion) transcluded from (/wiki/Crush) (Crush) Crush . To change it, please (https://warframe.fandom.com/wiki/Crush?action=edit) edit the transcluded page . (/wiki/Crush) (Crush) (CrushModx256) (/wiki/Crush) (Crush) (Crush130xWhite) (/wiki/Key_Bindings) (Key Bindings) 4 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 100 (/wiki/Crush) Crush Magnetize the bones of nearby enemies, causing them to collapse upon themselves. Introduced in (/wiki/Closed_Beta_Updates#Vanilla) (Closed Beta Updates) Vanilla (2012-10-25) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 800 / 1000 / 1250 / 1500 (/wiki/Damage/Magnetic_Damage) (DmgMagneticSmall64) (/wiki/Damage/Magnetic_Damage) Magnetic (base damage)800 / 1000 / 1250 / 1500 (/wiki/Damage/Magnetic_Damage) (DmgMagneticSmall64) (/wiki/Damage/Magnetic_Damage) Magnetic (extra damage to targeted (/wiki/Magnetize) (Magnetize130xWhite) (/wiki/Magnetize) Magnetize )10 / 15 / 20 / 25 (shields per hit) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : N/A (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : 18 m (Stats unlisted in-game, not affected by Mods) Misc : 30 / 45 / 60 / 75 (shields per hit cap) Info Augment Tips & Tricks Bugs Info Mag expends (/wiki/Ability_Efficiency) (EnergyOrb) 100 (/wiki/Energy) (Energy) energy to magnetize the bones of all enemies within a (/wiki/Ability_Range) (AbilityRangeBuff) 18 meter radius, suspending her victims in the air and forcefully compresses their bodies inflicting (/wiki/Ability_Strength) (AbilityStrengthBuff) 800 / 1000 / 1250 / 1500 (/wiki/Damage/Magnetic_Damage) (DmgMagneticSmall64) (/wiki/Damage/Magnetic_Damage) Magnetic damage over three segments and (/wiki/Knockdown) (Knockdown b) (/wiki/Knockdown) Knockdown on the final segment. Additionally, Mag and her allies recover (/wiki/Ability_Strength) (AbilityStrengthBuff) 10 / 15 / 20 / 25 (/wiki/Shield) (Shield) 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 (/wiki/Blind_Rage) (Mod TT 20px) (/wiki/Blind_Rage) Blind Rage and (/wiki/Intensify) (Mod TT 20px) (/wiki/Intensify) Intensify , a rank-3 Crush will deal((Base Damage ÷ 3) + Extra Damage ) × (1 + Strength Mods)(/wiki/Magnetize) (Magnetize130xWhite) (/wiki/Magnetize) 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 (/wiki/Casting_Speed) (Casting Speed) Casting Speed and (/wiki/Fracturing_Crush) (Mod TT 20px) (/wiki/Fracturing_Crush) Fracturing Crush . Shield restore can flow into (/wiki/Overshields) (Overshields) Overshields . Allies affected by the shield restore include all Warframes, (/wiki/Companions) (Companions) Companions , (/wiki/Eidolon_Lure) (Eidolon Lure) Eidolon Lures , summoned allied units such as (/wiki/Specter) (Specter) Specters , allied (/wiki/Invasion) (Invasion) Invasion units, (/wiki/Rescue) (Rescue) Hostages , (/wiki/Kavor_Defector) (Kavor Defector) Kavor Defectors , (/wiki/Sortie) (Sortie) Sortie and (/wiki/Arbitrations) (Arbitrations) Arbitrations Defense Operatives, and (/wiki/Defense_Objects) (Defense Objects) 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 (/wiki/Magnetize) (Magnetize130xWhite) (/wiki/Magnetize) Magnetize receives an additional (/wiki/Ability_Strength) (AbilityStrengthBuff) 800 / 1000 / 1250 / 1500 (/wiki/Damage/Magnetic_Damage) (DmgMagneticSmall64) (/wiki/Damage/Magnetic_Damage) 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 (https://static.wikia.nocookie.net/warframe/images/1/1c/FracturingCrushMod.png/revision/latest?cb=20220907221336) (FracturingCrushMod) Main article: (/wiki/Fracturing_Crush) (Fracturing Crush) Fracturing Crush Fracturing Crush is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod for (/wiki/Mag) (MagIcon272) Mag that increases the (/wiki/Casting_Speed) (Casting Speed) Casting Speed of (/wiki/Crush) (Crush130xWhite) (/wiki/Crush) Crush and allows to permanently reduce (/wiki/Armor) (Armor) armor and temporarily immobilize survivors. (/wiki/Fracturing_Crush) (Fracturing Crush) Fracturing Crush Tips & Tricks Crush deals less damage against the (/wiki/Grineer) (Grineer) Grineer but deals extra to shielded (/wiki/Corpus) (Corpus) Corpus units, due to the traditional effects of (/wiki/Damage/Magnetic_Damage) (DmgMagneticSmall64) (/wiki/Damage/Magnetic_Damage) Magnetic damage. Crush does not rely on line of sight, using mods for enemy radar such (/wiki/Enemy_Sense) (Mod TT 20px) (/wiki/Enemy_Sense) Enemy Sense makes it relatively easy to Crush large groups of enemies through floors, walls and ceilings. Bugs (/wiki/Maneuvers) (Maneuvers) 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 (/wiki/Damage/Cold_Damage) (Damage/Cold Damage) frozen . The enemies in this state will still be able to attack despite missing several limbs and being tied to the ground. (/wiki/Shields#Overshield) (Shields) Overshields will apply to allied (/wiki/Operator) (Operator) Operators as well, up to a maximum of 500 (/wiki/Shield) (Shield) shields . (Expand/Collapse) (Expand/Collapse) Strength Mods (/wiki/Ability_Strength) (Ability Strength) (IntensifyMod) Duration Mods (/wiki/Ability_Duration) (Ability Duration) (ContinuityMod) Range Mods (/wiki/Ability_Range) (Ability Range) (StretchMod) (/wiki/Pull) (Pull) (Pull) (/wiki/Pull) (Pull) (Pull) (/wiki/Magnetize) (Magnetize) (BulletAttractor) (/wiki/Magnetize) (Magnetize) (BulletAttractor) (/wiki/Magnetize) (Magnetize) (BulletAttractor) (/wiki/Polarize) (Polarize) (ShieldPolarize) (/wiki/Polarize) (Polarize) (ShieldPolarize) (/wiki/Polarize) (Polarize) (ShieldPolarize) (/wiki/Crush) (Crush) (Crush) (/wiki/Crush) (Crush) (Crush) () (https://warframe.fandom.com/wiki/Mag/Equip?action=edit) Edit Tab (/wiki/Mag) (MagIcon272) Mag can be equipped with the following items: Cosmetics (/wiki/Mag_Coil_Helmet) (Mag Coil Helmet (205 KB)) (Mag Coil Helmet (205 KB)) (Coil Helmet) (Mag Coil Helmet (205 KB)) (Coil Helmet) (/wiki/Mag_Coil_Helmet) (Mag Coil Helmet) Coil Helmet (/wiki/Mag_Gauss_Helmet) (Mag Gauss Helmet (173 KB)) (Mag Gauss Helmet (173 KB)) (Gauss Helmet) (Mag Gauss Helmet (173 KB)) (Gauss Helmet) (/wiki/Mag_Gauss_Helmet) (Mag Gauss Helmet) Gauss Helmet (/wiki/Mag_Induction_Helmet) (Mag Induction Helmet (226 KB)) (Mag Induction Helmet (226 KB)) (Induction Helmet TennoGen) (Mag Induction Helmet (226 KB)) (Induction Helmet TennoGen) (/wiki/Mag_Induction_Helmet) (Mag Induction Helmet) Induction Helmet TennoGen (/wiki/Mag_Toroidal_Helmet) (Mag Toroidal Helmet (236 KB)) (Mag Toroidal Helmet (236 KB)) (Toroidal Helmet TennoGen) (Mag Toroidal Helmet (236 KB)) (Toroidal Helmet TennoGen) (/wiki/Mag_Toroidal_Helmet) (Mag Toroidal Helmet) Toroidal Helmet TennoGen (/wiki/Mag_Anthro_Helmet) (Mag Anthro Helmet (266 KB)) (Mag Anthro Helmet (266 KB)) (Anthro Helmet TennoGen) (Mag Anthro Helmet (266 KB)) (Anthro Helmet TennoGen) (/wiki/Mag_Anthro_Helmet) (Mag Anthro Helmet) Anthro Helmet TennoGen (/wiki/File:MagImmortalSkin.png) (MagImmortalSkin.png (76 KB)) (MagImmortalSkin.png (76 KB)) (Immortal Skin) (MagImmortalSkin.png (76 KB)) (Immortal Skin) (/wiki/Warframe_Cosmetics) (Warframe Cosmetics) Immortal Skin (/wiki/Mag_Pneuma_Skin) (Mag Pneuma Skin (181 KB)) (Mag Pneuma Skin (181 KB)) (Pneuma Skin) (Mag Pneuma Skin (181 KB)) (Pneuma Skin) (/wiki/Mag_Pneuma_Skin) (Mag Pneuma Skin) Pneuma Skin (/wiki/File:MagAmethystSkin.png) (MagAmethystSkin.png (23 KB)) (MagAmethystSkin.png (23 KB)) (Amethyst Skin Discord Nitro (retired)) (MagAmethystSkin.png (23 KB)) (Amethyst Skin Discord Nitro (retired)) (/wiki/Third_Party_Deals_and_Rewards) (Third Party Deals and Rewards) Amethyst Skin Discord Nitro (retired) (/wiki/File:SWRThreeMagAlataSkin.png) (SWRThreeMagAlataSkin.png (146 KB)) (SWRThreeMagAlataSkin.png (146 KB)) (Alata Skin TennoGen) (SWRThreeMagAlataSkin.png (146 KB)) (Alata Skin TennoGen) (/wiki/TennoGen#Deluxe_Skins) (TennoGen) Alata Skin TennoGen (/wiki/File:SWMagCorpraSkin.png) (SWMagCorpraSkin.png (171 KB)) (SWMagCorpraSkin.png (171 KB)) (Corpra Skin TennoGen) (SWMagCorpraSkin.png (171 KB)) (Corpra Skin TennoGen) (/wiki/TennoGen#Deluxe_Skins) (TennoGen) Corpra Skin TennoGen (/wiki/File:SWRTwelveMagFerroSkin.png) (SWRTwelveMagFerroSkin.png (143 KB)) (SWRTwelveMagFerroSkin.png (143 KB)) (Ferro Skin TennoGen) (SWRTwelveMagFerroSkin.png (143 KB)) (Ferro Skin TennoGen) (/wiki/TennoGen#Deluxe_Skins) (TennoGen) Ferro Skin TennoGen (/wiki/File:SWRNineMagGraxxSkin.png) (SWRNineMagGraxxSkin.png (151 KB)) (SWRNineMagGraxxSkin.png (151 KB)) (Graxx Skin TennoGen) (SWRNineMagGraxxSkin.png (151 KB)) (Graxx Skin TennoGen) (/wiki/TennoGen#Deluxe_Skins) (TennoGen) Graxx Skin TennoGen (/wiki/File:SWROneMagKnaitaSkin.png) (SWROneMagKnaitaSkin.png (57 KB)) (SWROneMagKnaitaSkin.png (57 KB)) (Knaita Skin TennoGen) (SWROneMagKnaitaSkin.png (57 KB)) (Knaita Skin TennoGen) (/wiki/TennoGen#Warframe_Skins) (TennoGen) Knaita Skin TennoGen (/wiki/File:SWRTwoMagOrbitSkin.png) (SWRTwoMagOrbitSkin.png (132 KB)) (SWRTwoMagOrbitSkin.png (132 KB)) (Orbit Skin TennoGen) (SWRTwoMagOrbitSkin.png (132 KB)) (Orbit Skin TennoGen) (/wiki/TennoGen#Deluxe_Skins) (TennoGen) Orbit Skin TennoGen (/wiki/File:MagVoidshellSkin.png) (MagVoidshellSkin.png (242 KB)) (MagVoidshellSkin.png (242 KB)) (Voidshell Skin) (MagVoidshellSkin.png (242 KB)) (Voidshell Skin) (/wiki/Mag_Voidshell_Skin) (Mag Voidshell Skin) Voidshell Skin (/wiki/File:MagHeirloomSkin.png) (MagHeirloomSkin.png (82 KB)) (MagHeirloomSkin.png (82 KB)) (Heirloom Skin) (MagHeirloomSkin.png (82 KB)) (Heirloom Skin) (/wiki/Mag_Heirloom_Skin) (Mag Heirloom Skin) Heirloom Skin (/wiki/File:AoiGeminiSkin.png) (AoiGeminiSkin.png (101 KB)) (AoiGeminiSkin.png (101 KB)) (Aoi Gemini Skin) (AoiGeminiSkin.png (101 KB)) (Aoi Gemini Skin) (Aoi Gemini Skin (page does not exist)) Aoi Gemini Skin Augments (/wiki/Greedy_Pull) (Greedy Pull (176 KB)) (Greedy Pull (176 KB)) (Greedy Pull) (Greedy Pull (176 KB)) (Greedy Pull) (/wiki/Greedy_Pull) (Mod TT 20px) (/wiki/Greedy_Pull) Greedy Pull (/wiki/Magnetized_Discharge) (Magnetized Discharge (171 KB)) (Magnetized Discharge (171 KB)) (Magnetized Discharge) (Magnetized Discharge (171 KB)) (Magnetized Discharge) (/wiki/Magnetized_Discharge) (Mod TT 20px) (/wiki/Magnetized_Discharge) Magnetized Discharge (/wiki/Counter_Pulse) (Counter Pulse (175 KB)) (Counter Pulse (175 KB)) (Counter Pulse) (Counter Pulse (175 KB)) (Counter Pulse) (/wiki/Counter_Pulse) (Mod TT 20px) (/wiki/Counter_Pulse) Counter Pulse (/wiki/Fracturing_Crush) (Fracturing Crush (169 KB)) (Fracturing Crush (169 KB)) (Fracturing Crush) (Fracturing Crush (169 KB)) (Fracturing Crush) (/wiki/Fracturing_Crush) (Mod TT 20px) (/wiki/Fracturing_Crush) Fracturing Crush (/wiki/Sapping_Reach) (Sapping Reach (38 KB)) (Sapping Reach (38 KB)) (Sapping Reach PvP Only) (Sapping Reach (38 KB)) (Sapping Reach PvP Only) (/wiki/Sapping_Reach) (Mod TT 20px) (/wiki/Sapping_Reach) Sapping Reach PvP Only (/wiki/Shield_Overload) (Shield Overload (39 KB)) (Shield Overload (39 KB)) (Shield Overload PvP Only) (Shield Overload (39 KB)) (Shield Overload PvP Only) (/wiki/Shield_Overload) (Mod TT 20px) (/wiki/Shield_Overload) Shield Overload PvP Only See also (/wiki/Warframe_Cosmetics) (Warframe Cosmetics) Warframe Cosmetics (/wiki/Warframe_Augment_Mods) (Warframe Augment Mods) Warframe Augment Mods () (https://warframe.fandom.com/wiki/Mag/Patch_History?action=edit) Edit Tab Patch History (/wiki/Update_38#Update_38.0) (Update 38) Update 38.0 (2024-12-13) Added videos demonstrating Mag’s passives to their Abilities screen. Fixed Mag’s Polarize Shards not getting pulled into her Magnetize bubble and dealing damage to enemies. Fixed Mags Polarize walking animation not playing correctly. (/wiki/Update_37#Update_37.0) (Update 37) Update 37.0 (2024-10-02) The following abilities now apply their Damage Vulnerability against enemy Shields and Overguard (previously they only applied to enemy Health): Mag’s Magnetize Fixed enemies ragdolled by Mag’s Pull not properly displaying the context action for Ground Finishers. Fixed Mag’s Magnetize field not appearing on enemies affected by Garuda’s Blood Altar. Fixed Kompressa’s projectiles flying outside of Mag’s Magnetize instead of being pulled in like other projectiles. (/wiki/Update_36#Hotfix_36.0.5) (Update 36) Hotfix 36.0.5 (2024-07-20) Fixed Mag’s “Greedy Pull” not collecting pickups (ex: Endo). With this fix, we have restored Greedy Pull’s LoS check back to render. In Hotfix 36.0.3, we had reverted it back temporarily to raycast to allow the ability to still pull pickups instead of not at all since the full fix required Code (which is in this Hotfix!). (/wiki/Update_36#Hotfix_36.0.4) (Update 36) Hotfix 36.0.4 (2024-06-26) Fixes towards Mag’s “Greedy Pull” not collecting pickups (ex: Endo). Seeing as we cannot fix this without Code, we have temporarily reverted the Augment’s LoS check from render (which was introduced in Hotfix 35.5.6) back to raycast. This may result in issues of loot not being Pulled due to slight variances in elevation, but it fixes the issues of pickups being ignored by the Augment. We will return the LoS check back to render in the next Cert update. (/wiki/Update_36#Hotfix_36.0.1) (Update 36) Hotfix 36.0.1 (2024-06-19) Fixed offset issues with the Corachrix Shoulder Armor when equipped on Mag. (/wiki/Update_36#Update_36.0) (Update 36) Update 36.0 (2024-06-18) Fixed Mag’s Magnetize Ability not taking effect when casted onto a target ragdolled by her Pull Ability. Fixed Mag’s Magnetize Ability causing ragdolled enemies to float, jitter around or fly away. Fixed Mag’s Magnetize sometimes not working when cast on ragdolled enemies. Fixed Mag’s Pneuma Skin right fingers have misaligned details compared to the left hand. (/wiki/Update_35#Hotfix_35.5.7) (Update 35) Hotfix 35.5.7 (2024-04-17) Line of Sight (LoS) Changes & Fixes As mentioned in our last Hotfix 35.5.6, the team continues to address and assess player reports of further LoS issues. While the quality and consistency of LoS checks has improved significantly, we're still not 100% satisfied and sometimes the results are still unpredictable. The team is investigating LoS checks at large occasionally having odd interactions with terrain, enemies, etc. which is causing inconsistencies in the checks. We are looking to have this resolved in the next Cert update (more info on what that means here). For today, we have made LoS improvements to the following Warframe abilities: Fixed Mag’s Pull ability pulling enemies from all directions instead of in a cone directly in front of her as intended. This was accidentally introduced with Hotfix 35.5.6 as part of our efforts to improve LoS check consistency with Pull. The established behavior for many years has been that Pull only works in the direction you are looking, so we’ve returned it to that intended state but with the new and improved LoS check logic. Fixed the following Warframe abilities not ignoring terrain for enemies that are up to 5 meters from the ability starting point: Mag’s Magnetize explosion (specifically on HOLD cast) (/wiki/Update_35#Hotfix_35.5.6) (Update 35) Hotfix 35.5.6 (2024-04-10) Line Of Sight (Los) Improvements As announced last week, we have revisited LoS checks on other Warframes to bring them in line with the new and improved version of Dante’s LoS added in Hotfix 35.5.4. To reiterate, there are now two variations of LoS checking: The first type of check sees if any part of the enemy has been drawn on the screen, so that any part of an enemy, big or small, is considered visible/eligible to pass the LoS check. The second type of check is for enemies that are not on screen. We now check for LoS to the enemy's head, torso, and feet instead of only to their body which will increase reliability there as well. For Abilities that hit enemies in a full circle around you, both checks are used: Once to evaluate enemies that you can see and then a second sweep to check targets to the sides and behind you that aren't visible. The following Warframe abilities have received the aforementioned improvements: Mag’s Pull (Rendered Check) The above changes also tangentially fixes the issue of low FOV preventing LoS checks from occurring (this was most reported for Mag’s Pull). (/wiki/Update_35#Hotfix_35.5.2) (Update 35) Hotfix 35.5.2 (2024-03-28) Fixed an issue with Onos’ projectiles which prevented them from being absorbed into Mag’s Magnetize bubble and causing them to literally bounce off of it into the stratosphere. (/wiki/Update_34#Update_34.0) (Update 34) Update 34.0 (2023-10-18) Base vs Final Stats in Modding - Health / Energy / Shield / Armor Stat Overhaul If you’ve spent any time invested in the deeper nuances of Modding, you may be familiar with “Warframe Math” - math that upon first glance doesn’t really make sense, but once you learn the inner workings of the game, it all comes together. While we can appreciate the value that complex systems offer to a certain subsect of players, there are other aspects of the game that should have clear and understandable outcomes. Namely: Shield, Health, Energy, and Armor Modding. Pop quiz: what is 300 + 440%? If you answered 740, you may just be an Excalibur player. Vitality (+440% Heath), Redirection (+440% Shields), Flow (+150% Energy), and Steel Fiber (+110% Armor) come with large modifier values that don’t seem to match their outcome in-game. This is because these Mods apply their multiplier to the base stats of the Warframe - i.e., the stats you have at Rank 0. In the Excalibur example, a Rank 30 Excalibur’s Health stat of 300 earns an additional 440 Health from max rank Vitality (+440% Heath) since it applies to his base rank Health stat of 100, resulting in 740 total health. In this update, we have removed this obfuscation by having Health, Shield, Energy, and Armor Mods apply to the stats of Warframes at their current rank. Continuing our Excalibur example, instead of Vitality always applying to Excalibur’s base rank 100 Health, it would apply to his Health stat based on his rank - namely, the stat you can actually see in your Arsenal. If your Excalibur were Rank 30, his Health stat would be 300, which means Vitality’s multiplier would be calculated off of 300. With previous Health and Mod values, additional adjustments are needed to make this revision work while maintaining game balance. By only changing where the multiplier applies, a Rank 30 Excalibur would receive an extra 1,320 Health from max rank Vitality, resulting in a total health stat of 1,600. This outcome is a significant buff, which is not the intention of this system change. To remedy this, we approached this problem in two ways: 1 - We reduced the overall multiplier for Health, Shield, Energy, and Armor Mods. Since these now affect Max Rank Warframe stats, these Mods need to scale differently to maintain the status quo. Additionally, we wanted these new values to be as clear and understandable to all players as possible! Here are a few examples of these value changes: Vitality: Reduced from +440% to +100% Health Redirection: Reduced from +440% to +100% Shield Capacity Steel Fiber: Reduced from +110% to +100% Armor Flow: Reduced from +150% to +100% Energy Max Note: These are not all of the Mods affected by this change. We share the comprehensive list further down in this section of the update notes. Doing some quick math, this means that a Rank 30 Excalibur (300 Health) with a reworked Vitality Mod (+100% Health, applied to the final Health stat) would receive 300 extra Health, for a total of 600. That, in contrast, is a nerf, which we also don’t want to do. So, our next step: 2 - We adjusted Warframe Health, Shield, Energy, and Armor values to keep the end result of the revised Mods as close to the original values as possible. With this change, Excalibur’s Rank 30 Health stat is 370. With +100% Health from a max Vitality Mod, his resulting Health stat would be 740, which matches what it was originally. While this path to the same result may seem a little complicated, the outcome matches our intention: we want players to be able to look at their Health, Shield, and Armor Mods, and be able to understand how they affect the stats they see in their Arsenal. In addition to everything above, we also increased the base stat values for Warframes so that these revised Mods offer similar value for lower-ranked Frames. To do so, we reduced the amount of Health/Shield/Energy that Warframes earn per rank in half, and transferred the sum of that value to their base stats. For Armor , this is the one stat that does not increase with your Warframe’s level (with some exceptions). Armor values across the board have been slightly increased to compensate for the Mod changes. Not to beat a dead Kaithe, but Mods will now be applying to the Max Rank stat instead of the Base Rank. You may look at these numbers and think “nerf” or “buff” depending, but the outcome is that total Modded values are the same, if not a little higher in some cases. Warframe Stat Changes: MAG Health: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)Armor: Base Rank - 105 (from 100)Energy: Base Rank - 140 (from 125) / Max Rank - 190 (from 188) MAG PRIME Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300) Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450) Armor: Base Rank - 135 (from 125) Energy: Base Rank - 215 (from 175) / Max Rank - 265 (from 263) While there may be significant changes to Warframe Stats and Mod values as a part of this overhaul, the end result is that your Builds should mostly stay the same. The key difference is the added clarity of what your Health / Shield / Energy / Armor Mods do in your Upgrade screens! (/wiki/Update_33#Update_33.5) (Update 33) Update 33.5 (2023-06-21) Fixed extremely bright VFX covering the majority of screen when combining Mag’s protective Magnetize (hold to cast) with the Catena Prime Ephemera. (/wiki/Update_33#Update_33.0) (Update 33) Update 33.0 (2023-04-26) Fixed Mag’s Shrapnel constantly orbiting you regardless of distance, as opposed to being extracted from enemies and laying dormant on the ground until Mag is in range. (/wiki/Update_32#Update_32.2) (Update 32) Update 32.2 (2022-11-30) Fixed extreme screen shake when using the Nataruk’s charged shot and Mag’s Magnetize together. (/wiki/Update_32#Update_32.1) (Update 32) Update 32.1 (2022-11-02) Fixed enemies instantly dying when casting Mag’s Pull on enemies that are affected by Titania’s Spellbind. (/wiki/Update_32#Hotfix_32.0.12) (Update 32) Hotfix 32.0.12 (2022-10-12) Fixed Mag's Passive (items within 8m gravitate towards Mag) reverting to 3m when playing in a squad, both as a Host and Client. As reported here: (https://forums.warframe.com/topic/1325296-mags-passive-works-while-solo-broken-while-host-or-client/) https://forums.warframe.com/topic/1325296-mags-passive-works-while-solo-broken-while-host-or-client/ (/wiki/Update_32#Hotfix_32.0.9) (Update 32) Hotfix 32.0.9 (2022-10-05) Fixed damage types from equipped weapons applying to Mag’s Shards while she is standing in a zone created by Residual Arcanes. The Arcane effects apply only to weapons, her Shards will only apply Slash damage as intended while in these zones. Fixed script error related to Mag’s Crush. (/wiki/Update_32#Hotfix_32.0.7) (Update 32) Hotfix 32.0.7 (2022-09-28) Fixed Chroma’s ‘Cold’ Elemental Ward applying a large damage multiplier bonus to bullets that hit an absorb/redirect volume (Mag’s Magnetize). Elemental Ward should only add bonus damage to bullets that hit the player and then get reflected at enemies. Absorb spheres are not intended to gain any special benefit from this. (/wiki/Update_32#Hotfix_32.0.2) (Update 32) Hotfix 32.0.2 (2022-09-08) Fixed Mag’s Passive vacuum radius being smaller than it originally was before Update 32. It has been restored to its former glory. Also fixed Mag Prime’s Passive description not being updated to its new form. (/wiki/Update_32#Update_32.0) (Update 32) Update 32.0 (2022-09-07) STARTER WARFRAME ABILITY CHANGES: MAG The classic trio has been revisited for a bit of a facelift! Our goals were to make all abilities relevant, while simplifying some mechanics for new players to better understand. The changes are as follows: MAG Passive: No longer requires you to Bullet Jump to pull pickups towards her. Pull Now creates a mini-vortex when casting, which gathers enemies in front of Mag. Polarize Shards on the ground will also be Pulled into this Vortex. Helminth: Changed Mag’s Pull to now have diminished range when infused. Was 25m at max, now 12.5m. Magnetize Shards from Polarize are pulled into the Magnetize Bubble, including Shards orbiting Mag. Charged Magnetize absorb shards increase its damage by 500 for each one. Scales with Ability Strength mods. Increased the angle of Protective cast from 80 to 120 degrees across all ranks. Unified Range value across all ranks (15m for Explosion Radius, 4m for Bubble Radius). Unified Protective cast Absorption Multiplier across all ranks to 2x. Added an FX when the Shards projectile expires. Fixed the burst FX being incorrectly rotated. Polarize Shards are now significantly larger and hover above the ground, making them much easier to see. Shards within 3m of Mag now orbit her, inflicting the Slash or Puncture Status Effect to nearby enemies. Unified Range and Duration across all ranks to 8m and 5s respectively. Crush Unified range across all ranks to 18m. WARFRAME AUGMENT BUFFS PART 2 Mag’s Fracturing Crush Was: Survivors have their armor decreased by 50% and become unable to move for 7 seconds. Now: Augment functions unchanged, casting speed is increased by 50%. FIXES: Fixed Mag’s Polarize inconsistently removing enemy armor if it affected a group of enemies versus a single unit. (/wiki/Update_29#Hotfix_29.6.4) (Update 29) Hotfix 29.6.4 (2021-01-06) ‘Invert Tap/Hold Abilities’ option now lets you control the setting for each valid Warframe. Numerous Warframes Abilities new and old have been given the ‘Tap/Hold’ functionality to do varying actions. Feedback showed that having the option to Invert the ‘Tap/Hold’ across the board to all valid Warframes was not ideal, as some Ability default functionalities are preferred. Upon selecting the ‘Invert Tap/Hold Abilities’ in the Options menu, you'll be met with a new screen allowing you to pick and choose which valid Warframes this applies to! (/wiki/Update_29#Update_29.6) (Update 29) Update 29.6 (2020-12-18) Fixed Arch-Gun becoming invisible and being unable to reload it when summoned as Mag and casting her "Absorb" form of Magnetize. (/wiki/Update_29#Hotfix_29.0.8) (Update 29) Hotfix 29.0.8 (2020-09-10) Fixed certain Warframe abilities (Mag's Magnetize) that create reflecting bullets counting towards hits that increase the Hata-Satya Critical Chance buff. Only hits performed by Soma Prime should increase the Hata-Satya Critical Chance buff. (/wiki/Update_29#Hotfix_29.0.7) (Update 29) Hotfix 29.0.7 (2020-09-03) Fixed enemies able to apply hostile Status Effects through Mag’s “held” variant of Magnetize despite the projectiles never actually reaching you. (/wiki/Update_29#Hotfix_29.0.1) (Update 29) Hotfix 29.0.1 (2020-08-25) Fixed a script error when casting Mag’s Magnetize ability. (/wiki/Update_29) (Update 29) Update 29.0 (2020-08-25) Mag’s Magnetize now has an added functionality as seen in the “Awakening” cinematic. Now, when Magnetize is held vs. tapped to cast, Mag creates and holds a Magnetize bubble in front of her that absorbs projectiles. Recast the ability to throw the absorbed damage in a cone back onto enemies. Mag can also walk while holding the bubble. (/wiki/Update_28#Hotfix_28.1.1) (Update 28) Hotfix 28.1.1 (2020-07-09) Fixed Mag's Greedy Pull not pulling pick-ups long enough to bring ones that are far away. (/wiki/Update_28#Hotfix_28.0.6) (Update 28) Hotfix 28.0.6 (2020-06-24) Fixed Mag's "Magnetize" ability displaying the chosen Energy primary/secondary colors differently depending on what rank Magnetize is. Fixed the Shi Shoulder Plate not appearing on Mag Prime when equipped on the left shoulder. (/wiki/Update_28#Hotfix_28.0.3) (Update 28) Hotfix 28.0.3 (2020-06-12) Fixed a script error when casting Mag’s Magnetize Ability. (/wiki/Update_27#Hotfix_27.5.6) (Update 27) Hotfix 27.5.6 (2020-05-26) Fixed the Impetus Prime Syandana having an invisible mesh on Mag. (/wiki/Update_27#Update_27.4) (Update 27) Update 27.4 (2020-05-01) Fixed the Kuva Bramma’s projectiles not getting pulled into Mag’s Magnetize and instead bouncing off of the area and yeeting into the sky. (/wiki/Update_27#Update_27.3) (Update 27) Update 27.3 (2020-03-24) Fixed Mag’s Magnetize sometimes making enemies orbit around a central target when ‘Magnetic Pull’ was maxed with Mods. Fixed Mag Pulling certain enemies that should not be pushed/pulled. (/wiki/Update_27#Hotfix_27.2.1) (Update 27) Hotfix 27.2.1 (2020-03-05) Slightly reduced Mag’s Magnetize ‘Magnetic Pull’ strength to be more balanced with max level Strength Mods. (/wiki/Update_27#Update_27.2) (Update 27) Update 27.2 (2020-03-05) Armor Change: Mag: 65 to 100 Mag Prime: 65 to 125 Why: The conversation surrounding Arcane Guardian led to a significant review of Armor stats on Warfarmes. The Majority of Warframes received an increase in the Armor stat to increase survivability. Compounded with Shield Gating and the numerous other changes covered, we expect a much more fair feeling playing field for all Warframes. Fixed the Itzal Chest Plate being angled slightly to the left on Mag Prime. Mag Magnetize Change You’ll notice a new Arsenal stat for Mag’s Magnetize ability called ‘Magnetic Pull’. This value now represents Mag’s force of gravity that pulls targets towards a central enemy.’ Magnetic Pull’ is scaled with Magnetize’s Rank and can be Modded with Ability Strength Mods. ‘Magnetic Pull’ stat has been added to address enemies that are only affected by the pull for brief moments or those that ignore it completely, as opposed to getting pulled towards the central target. As reported here: (https://forums.warframe.com/topic/1131437-magnetize-not-pulling-in-all-enemies/) https://forums.warframe.com/topic/1131437-magnetize-not-pulling-in-all-enemies/ (/wiki/Update_25#Hotfix_25.7.5) (Update 25) Hotfix 25.7.5 (2019-09-09) Fixed Mag Prime appearing super glossy. (/wiki/Update_25#Update_25.7) (Update 25) Update 25.7 (2019-08-29) Fixed Mag’s Magnetize sometimes not disarming even with over 100% Magnetize Status Effect on burst. As reported here: (https://forums.warframe.com/topic/1123392-augmentui-mags-magnetized-discharge-disarm-indicates-it-scales-with-str-doesnt/) https://forums.warframe.com/topic/1123392-augmentui-mags-magnetized-discharge-disarm-indicates-it-scales-with-str-doesnt/ (/wiki/Update_25#Update_25.6) (Update 25) Update 25.6 (2019-08-08) Magnetized Discharge - Magnetize Augment - Mag Include a passive benefit that increases power range for this Ability only (/wiki/Update_25#Update_25.2) (Update 25) Update 25.2 (2019-06-19) Warframe Ability Augment stats are now displayed in the Ability screen for Mag! (/wiki/Update_25#Update_25.1) (Update 25) Update 25.1 (2019-06-05) Fixed Zanuka being unable to capture Mag. (/wiki/Update_24#Update_24.6) (Update 24) Update 24.6 (2019-04-04) Removed "cast on ground" requirements for the following Warframe abilities: Mag Crush (/wiki/Update_23#Hotfix_23.6.2) (Update 23) Hotfix 23.6.2 (2018-08-31) Fixed Mag’s Crush FX and animation timing. Fixed Mag Prime’s mesh not using her accent color. (/wiki/Update_22#Update_22.20) (Update 22) Update 22.20 (2018-05-17) Objects that attract weapon-fire, like Mag’s Magnetize ability, now do so in a more logical way (visual change) (/wiki/Update_22#Update_22.13) (Update 22) Update 22.13 (2018-02-15) Fixes Natural Talent causing a delay after the Mag Crush animation ends where you couldn't cast other Abilities. (/wiki/Update_22#Update_22.12) (Update 22) Update 22.12 (2018-02-09) Increased base energy pool (125 for Mag, 175 for Mag Prime). Polarize Shards created by Polarize now scale based on power strength, as well as the percentage of damage done to that specific enemy. Augment for Polarize reworked - now reads: "Weapons hit by Polarize are jammed for 4 seconds. Robotic enemies hit by Polarize are disabled for 4 seconds." Crush Each stage of crush emits a shield heal from Mag. Restores shields to nearby allies per damage instance, based on the number of enemies affected. Crush animations slightly sped up. (/wiki/Update_22#Hotfix_22.0.1) (Update 22) Hotfix 22.0.1 (2017-10-13) Fixed a script error when casting Mag’s Polarize. (/wiki/Update_21#Update_21.7) (Update 21) Update 21.7 (2017-09-09) Fixed an effects-leak that could occur if Mag was killed at the right moment while casting Polarize. Fixed offset issues with Syandanas on Mag. (/wiki/Update_21#Hotfix_21.1.1) (Update 21) Hotfix 21.1.1 (2017-07-20) Fixed the Zakti projectiles not hitting enemies in Mag’s Magnetize field. (/wiki/Update_21#Hotfix_21.0.7) (Update 21) Hotfix 21.0.7 (2017-07-13) Augment : Fixed Mag’s (/wiki/Magnetized_Discharge) (Mod TT 20px) (/wiki/Magnetized_Discharge) Magnetized Discharge not triggering when using the "use selected ability" key. (/wiki/Update_21#Update_21.0) (Update 21) Update 21.0 (2017-06-29) Fixed Napalm Bombard fire projectiles not being affected by Mag's Magnetize (projectile attractors). (/wiki/Update_20#Hotfix_20.7.1) (Update 20) Hotfix 20.7.1 (2017-06-14) Augment : Mag's (/wiki/Magnetized_Discharge) (Mod TT 20px) (/wiki/Magnetized_Discharge) Magnetized Discharge disarm will now also have a chance to Disarm when the bubble explodes naturally. (/wiki/Update_20#Update_20.7) (Update 20) Update 20.7 (2017-06-07) Augment : Magnetize - (/wiki/Magnetized_Discharge) (Mod TT 20px) (/wiki/Magnetized_Discharge) Magnetized Discharge : Manually detonate Magnetize by recasting on the target. Enemies hit have a 50% chance to become disarmed. (/wiki/Update_20#Hotfix_20.6.1) (Update 20) Hotfix 20.6.1 (2017-05-25) Pull, Magnetize, and Polarize can now be cast while in motion - their animations now only take place on the upper body. Removed the .75 second delay at the end of Mag’s Crush cast. (/wiki/Update_20#Update_20.1) (Update 20) Update 20.1 (2017-04-05) Added a Range indicator effect on Mag’s Crush. (/wiki/Update_20#Hotfix_20.0.9) (Update 20) Hotfix 20.0.9 (2017-04-03) Fixed Mag’s Magnetize visuals appearing larger than the actual attractor radius when applied to certain enemies (e.g. Bombards). (/wiki/Update_20#Update_20.0) (Update 20) Update 20.0 (2017-03-24) Magnetize used by enemy NPC Mag’s will now have a 1 second delay before the actual ability is deployed to prevent players from instantly 1-shotting themselves when facing these enemies. Fixed Euphona Prime Alt fire not reacting to Mag's Magnetize. Fixed an issue with enemy Magnetize not functioning against Clients. (/wiki/Update_19#Hotfix_19.10.1.1) (Update 19) Hotfix 19.10.1.1 (2017-02-14) Fixed a script error when casting Mag’s Magnetize. (/wiki/Update_19#Update_19.10) (Update 19) Update 19.10 (2017-02-09) Energy will now be refunded when the target dies between Magnetize's cast and effect. Fixed Mag’s Noble and Agile animation stance breaking when equipping dual pistols. (/wiki/Update_19#Update_19.9) (Update 19) Update 19.9 (2017-02-01) Fixed Mag's Polarize shrapnel limit not being applied correctly (would sometimes give you one less than the intended limit). (/wiki/Update_19#Update_19.8) (Update 19) Update 19.8 (2017-01-25) Fixed pick-ups sometimes falling through the ground after being moved by (/wiki/Vacuum) (Mod TT 20px) (/wiki/Vacuum) Vacuum or Mag’s passive or (/wiki/Greedy_Pull) (Mod TT 20px) (/wiki/Greedy_Pull) Greedy Pull ability. (/wiki/Update_19#Hotfix:_The_Index_Preview_4) (Update 19) Hotfix: The Index Preview 4 (2016-10-25) Fixed friendly Mag Specter in The Index from damaging ally players with her Polarize ability. (/wiki/Update_19#Hotfix:_Specters_of_the_Rail_10) (Update 19) Hotfix: Specters of the Rail 0.10 (2016-07-15) Updated metal and diffuse maps on Mag Alta helm & body. (/wiki/Update_19#Update:_Specters_of_the_Rail) (Update 19) Update: Specters of the Rail 0.0 (2016-07-08) Fixed unneeded resources floating where they touched Mag when she bullet jumps in the Simulacrum. (/wiki/Update_18#Hotfix_18.13.3) (Update 18) Hotfix 18.13.3 (2016-06-02) Fixed insta-killing enemies with Mag’s Magnetize + Crush due to enemies not being able to get up. (/wiki/Update_18#Hotfix_18.13.2) (Update 18) Hotfix 18.13.2 (2016-06-01) Improved the FX of Mag’s Polarize. Fixed Mag’s Crush FX not playing properly for Clients. Fixed Mag’s Magnetize bubble being invisible when inside it. Fixed Mag dealing self-damage with Magnetize. Lanka projectiles will now only increase the combo counter once per enemy hit when shot into Mag’s Magnetize. This also fixes firing the Lanka in Mag’s Magnetize bubble resulting in a massive unintended Sniper combo increase. Fixed multiple Bastille’s appearing when casted by Vauban in Mag’s Polarize. Fixed Mag’s Magnetize bubble lingering permanently when Vauban’s Vortex/Bastille is thrown inside it. This also fixes intensified FX in this situation that caused performance issues. Fixed overlapping text of Mags abilities in the Tutorial UI. (/wiki/Update_18#Hotfix_18.13.1) (Update 18) Hotfix 18.13.1 (2016-05-27) Temporarily removed Mag's Vacuum Passive sound until we can refine. (/wiki/Update_18#Update_18.13) (Update 18) Update 18.13 (2016-05-27) Passive : Vacuum effect on every Bullet Jump. Mag Changes Pull : Pull remains mostly the same as before. If an enemy is magnetized, bonus damage is dealt. Kills have a bonus chance of dropping energy, while causing enemies to experience almost physics-defying deaths. Magnetize : Magnetize (previously Bullet Attractor) will root the target in place. Damage over time is dealt to all enemies within a set radius, with the amount of damage based on how far from the center of the Magnetized they are. A percentage of the damage of absorbed bullets/projectiles/shrapnel will be used to increase the DOT. Up to 4 targets can be Magnetized at this time. Polarize : Polarize now spreads like Nova’s Molecular Prime that expands out over time. Targets with shields will take a fixed shield damage (no longer a %), while targets with armour take health damage and a permanent armour debuff. Targets will emit a piece or two of shrapnel which can be used to create synergies with Mag's other abilities. Crush : Will now deal bonus damage to magnetized enemies. (/wiki/Update_18#Hotfix_18.8.2) (Update 18) Hotfix 18.8.2 (2016-04-13) Fixed Mag’s Bullet Attractor targeting Corrupted Vor’s head making it difficult to defeat him due to his stomach weak spot. (/wiki/Update_18#Update_18.5) (Update 18) Update 18.5 (2016-03-04) Augment : Mag’s (/wiki/Fracturing_Crush) (Mod TT 20px) (/wiki/Fracturing_Crush) Fracturing Crush will no longer stop boss-type enemies. Prime : Fixed the left Edo and Left Prisma Edo Shoulder Plate clipping through Mag Prime’s shoulder. Mag’s Pull will no longer move boss-type enemies. Mag’s Crush will no longer lift or ragdoll boss-type enemies. Fixed the Atomos causing Mag’s Bullet Attractor bubble to turn black when hit. (/wiki/Update_18#Update_18.4) (Update 18) Update 18.4 (2016-01-22) Fixed Mag's Bullet Attractor not properly drawing projectiles to hit its target. Fixed an error causing Grineer Ramparts to ignore projectile attracting abilities such as Mag's Bullet Attractor and Zephyr's Turbulence. (/wiki/Update_18#Update_18.3) (Update 18) Update 18.3 (2016-01-13) Fixed a bug preventing Mag's Bullet Attractor Ability from pulling in projectiles. (/wiki/Update_18#Update_18.0) (Update 18) Update 18.0 (2015-12-03) Prime : Mag Prime has been given a fresh PBR upgrade! (/wiki/Update_17#Hotfix_17.5.5) (Update 17) Hotfix 17.5.5 (2015-10-05) Fixed Mag’s Bullet Attractor becoming visually frozen. (/wiki/Update_17#Update_17.5) (Update 17) Update 17.5 (2015-10-01) Mag's Pull now requires an open path to affect targets -- resources and enemies can no longer be pulled through walls or closed doors, but enemies can still be pulled out of cover and behind obstacles. (/wiki/Update_17#Update_17.3) (Update 17) Update 17.3 (2015-09-02) Fixed an improper visual effect on Mag’s Shield Polarize. (/wiki/Update_17#Hotfix_17.0.4) (Update 17) Hotfix 17.0.4 (2015-08-06) Augment : Mag’s (/wiki/Greedy_Pull) (Mod TT 20px) (/wiki/Greedy_Pull) Greedy Pull Mod will no longer pull Syndicate Medallions. (/wiki/Update_17#Update_17.0) (Update 17) Update 17.0 (2015-07-31) Prime : Base hp increased from 75 to 100. (/wiki/Update_16#Update_16.11) (Update 16) Update 16.11 (2015-07-07) Augment : Mag’s (/wiki/Greedy_Pull) (Mod TT 20px) (/wiki/Greedy_Pull) Greedy Pull will now only draw in items for Mag. (/wiki/Update_16#Update_16.8) (Update 16) Update 16.8 (2015-06-10) Fixed Mag’s Shield Polarize not properly reflecting her custom energy color when used on enemies. (/wiki/Update_16#Hotfix_16.5.2) (Update 16) Hotfix 16.5.2 (2015-05-13) Fixed Mag’s Shield Polarize wiping any overshields you had regardless of having Mag’s (/wiki/Shield_Transference) (Mod TT 20px) (/wiki/Shield_Transference) Shield Transference Augment Mod or not. (/wiki/Update_16#Hotfix_16.3.1) (Update 16) Hotfix 16.3.1 (2015-04-10) Prime : Fixed emblems not sitting properly on Mag Prime. (/wiki/Update_16#Update_16.2) (Update 16) Update 16.2 (2015-04-01) Fixed projectiles affected by Mag’s Bullet Attractor not doing any damage. (/wiki/Update_16#Hotfix_16.1.3) (Update 16) Hotfix 16.1.3 (2015-03-26) Augment : Fixed Mag’s (/wiki/Shield_Transference) (Mod TT 20px) (/wiki/Shield_Transference) Shield Transference not applying the players energy color to the ability. Effects on Mag’s Bullet Attractor now match her energy color. (/wiki/Update_16#Hotfix_16.0.3) (Update 16) Hotfix 16.0.3 (2015-03-23) Fixed Trinity’s Well of Life and other powers for clients targeting invulnerable enemies after Mag’s Bullet Attractor had expired. (/wiki/Update_16#Update_16.0) (Update 16) Update 16.0 (2015-03-19) Augment : Crush - (/wiki/Fracturing_Crush) (Mod TT 20px) (/wiki/Fracturing_Crush) Fracturing Crush Mag`s Crush now ticks three times during its casting animation. New enemies that enter within the range will be caught within Crush during each tick. Enemies that survive Mag`s Crush will be ragdolled at the end of the animation. (/wiki/Update_15#Update_15.13) (Update 15) Update 15.13 (2015-02-05) Prime : Mag Prime’s Crush now has a bit of Prime flair to its visual effect. (/wiki/Update_15#Update_15.12) (Update 15) Update 15.12 (2015-01-30) Augment : Fixed Mag’s (/wiki/Greedy_Pull) (Mod TT 20px) (/wiki/Greedy_Pull) Greedy Pull not properly using its full range for other clients when relocating items. Fixed Mag’s (/wiki/Greedy_Pull) (Mod TT 20px) (/wiki/Greedy_Pull) Greedy Pull moving weapons disarmed by the Drahk Master, making the weapon unrecoverable. (/wiki/Update_15#Update_15.11) (Update 15) Update 15.11 (2015-01-21) Augment : Fixed Mag’s (/wiki/Greedy_Pull) (Mod TT 20px) (/wiki/Greedy_Pull) Greedy Pull not picking up items within range on client, due to host registering items as being further away. Slightly lowered the speed in which Mag’s Pull Ability will drag enemies and items towards you. (/wiki/Update_15#Update_15.10) (Update 15) Update 15.10 (2015-01-15) Augment : Fixed Mag’s (/wiki/Greedy_Pull) (Mod TT 20px) (/wiki/Greedy_Pull) Greedy Pull picking up items at only half the range it should be. (/wiki/Update_15#Update_15.7) (Update 15) Update 15.7 (2014-12-17) Augment : Fixed Mag’s (/wiki/Shield_Transference) (Mod TT 20px) (/wiki/Shield_Transference) Shield Transference Mod not properly rotating with Mag. (/wiki/Update_15#Update_15.6) (Update 15) Update 15.6 (2014-12-11) Augment : Shield Polarize - (/wiki/Shield_Transference) (Mod TT 20px) (/wiki/Shield_Transference) Shield Transference (/wiki/Update_15#Update_15.2) (Update 15) Update 15.2 (2014-11-13) Mag’s Shield Polarize will now check for line of sight when targeting enemies. (/wiki/Update_15#Hotfix_15.1.2) (Update 15) Hotfix 15.1.2 (2014-11-08) Fixed Mag's Bullet Attractor killing player sentinels. (/wiki/Update_15#Update_15.0) (Update 15) Update 15.0 (2014-10-24) Augment : Pull - (/wiki/Greedy_Pull) (Mod TT 20px) (/wiki/Greedy_Pull) Greedy Pull (/wiki/Update_14#Update_14.0) (Update 14) Update 14.0 (2014-07-18) Excalibur, Mag, and Volt now make up the starter Warframe options. Tweaked the Bow Idle animations on Mag. Improved the visuals on Mag's Pull ability. (/wiki/Update_13#Hotfix_13.9.1) (Update 13) Hotfix 13.9.1 (2014-07-02) Mag’s Shield Polarize now indicates enemy shields explode. (/wiki/Update_13#Update_13.9) (Update 13) Update 13.9 (2014-06-25) Prime : Fixed an issue with Mag Prime's shoulder not using the correct texture. (/wiki/Update_13#Update_13.6) (Update 13) Update 13.6 (2014-06-04) Tweaked a number of armor offsets on Mag. (/wiki/Update_13#Update_13.3) (Update 13) Update 13.3 (2014-05-14) Added a Codex entry for Mag Prime. (/wiki/Update_13#Hotfix_13.1.2) (Update 13) Hotfix 13.1.2 (2014-04-25) Fixed a number of projectile types ignoring Mag's Bullet Attractor power. (/wiki/Update_13#Update_13.0) (Update 13) Update 13.0 (2014-04-09) Visual FX tweaks to Mag’s Pull. (/wiki/Update_11#Update_11.2) (Update 11) Update 11.2 (2013-12-04) Mag has received a buff to her Armor stat: Buffed to 65 (from 50). (/wiki/Update_10#Hotfix_10.5.3) (Update 10) Hotfix 10.5.3 (2013-10-25) Fixed Grineer Rollers becoming invincible when affected by Mag's Pull ablility. (/wiki/Update_10#Update_10.3) (Update 10) Update 10.3 (2013-10-09) Improved Mag Prime materials to better allow tinting. Fixed Mag’s Shield Polarize ability FX on enemies to use correct color. (/wiki/Update_10#Hotfix_10.1.1) (Update 10) Hotfix 10.1.1 (2013-09-23) Fixed misaligned emblems for Mag Prime. (/wiki/Update_10#Update_10.0) (Update 10) Update 10.0 (2013-09-13) Introduced Mag Prime. Added idle FX to Mag. (/wiki/Update_9#Update_9.8) (Update 9) Update 9.8 (2013-09-03) Pull : Change damage type to use ragdolls for the pulling instead of sliding. Increased amount of damage dealt. Should be more in-line with other Warframe powers now. Shield Polarize : Radial damage that is dealt when shields are removed is now scaled based on fusion level. Bullet Attractor : Added damage multiplier on the targeted enemy, making ability much more deadly. Crush : Damage timing changes. New death animation for Mag’s Crush ability. Updated sounds for Mag’s abilities. Fixed AI affected by Mag’s Bullet Attractor ability from shooting once then stopping for several seconds. (/wiki/Update_8#Hotfix_8.3.1) (Update 8) Hotfix 8.3.1 (2013-07-05) Mag's Shield Polarize is now percentage-based instead of flat power (10/15/25/50)%. Various tweaks to Mag’s Pull. Fix for size inconstancy in Mag’s Bullet Attractor. Fix for Mag’s Pull not working as intended when client. (/wiki/Update_8#Update_8.3) (Update 8) Update 8.3 (2013-07-04) Pull - Changed to pull all targets in front of the player. Shield Polarize - Now radial instead of single target. Radial damage around enemy targets that suffer shield drain. Bullet Attractor - Bullet attractors now become volatile when target dies before attractor is finished, these cause radial damage around the dead target.(needs more visual polish). Fixed enemies springing to their feet immediately after surviving Mag's Crush ability. Fixed multiple issues with Mag Bullet Attractor ability (FX on host/client, unintended projectile weapon behaviour, Glaive was not working with this ability). (/wiki/Update_8#Update_8.1) (Update 8) Update 8.1 (2013-06-07) Fixed issue where using Mags Crush on Moas would cause them to “die” twice. (/wiki/Update_7#Update_7.11) (Update 7) Update 7.11 (2013-05-17) Players using Hacking terminals will not be affected by Mag's Pull power. Fixed Mag's Bullet Attractor hanging when cast on certain enemies. Fixed Mag's Bullet Attractor ability having limited use against Fusion MOAs, power effect now more in-line with other enemies. (/wiki/Update_7#Update_7.10) (Update 7) Update 7.10 (2013-05-03) Fixed Mag's Crush power being locked "in use" after using destructive power on explosive nervos. (/wiki/Update_7#Update_7.9) (Update 7) Update 7.9 (2013-04-26) Mag's helmet effect now works with "energy" palette color changes. Fixed Mag's Shield Polarize power playing sound twice. (/wiki/Closed_Beta_Updates#Vanilla) (Closed Beta Updates) Vanilla (2012-10-25) Introduced with game release. 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