This is Mag, a force to be reckoned with.
Mag is a team player, Tenno, and a worthy addition to any squad.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 Excalibur and
Volt, during Awakening.
All drop rates data is obtained from DE's official drop tables stored on Module:DropTables/data.
See Mission Rewards#Standard Missions for definitions on reward table rotations.
For more detailed definitions and information,
visit here.
Alternatively, upon completion of The Duviri Paradox, Mag's main and component blueprints can be earned from 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 Teshin for 60,000 Standing 60,000 once players have achieved Typhoon rank in the Conclave.
Crafting
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
Volt as an initial choice of Warframe in Update 7.0 (2013-03-18), though Volt would later replace
Loki as a starter Warframe choice in 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 Prime variant.
- Both of Mag's alternate helmets are named after the Gauss 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 Coilguns.
Gauss, another Warframe inspired by the creator of the mechanism mentioned above, has an alternate helmet (Gauss Mag Helmet) which is deliberately a reversal of one of Mag's alternate helmets, the Mag Gauss Helmet.
- A Mag is briefly shown in Livestream 17 along with Alad V.
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.Release Date: September 13th, 2013
Mag Prime is the Primed variant of Mag, possessing increased health, armor, and energy capacity, as well as an additional
polarity. Mag Prime was released alongside
Boar Prime and
Dakra Prime.
Acquisition
Vaultings
- On June 29, 2015, it was announced that Mag Prime, alongside
Boar Prime and
Dakra Prime, would enter the 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
Boar Prime and
Dakra Prime, was again accessible from June 28th, 2016 to July 26th, 2016 when the Prime Vault was unsealed.
- Mag Prime, alongside
Boar Prime,
Dakra Prime,
Rhino Prime,
Ankyros Prime, and
Boltor Prime, was again accessible from June 27th, 2017 to August 1st, 2017.
- Mag Prime emerged from the Vault on November 13th, 2018, alongside
Nova Prime,
Boar Prime,
Dakra Prime,
Soma Prime, and
Vasto Prime, and was available until January 15th (Switch) or January 29th, 2019 (PC, Xbox One, PS4).
- Mag Prime was available from Prime Resurgence which ran from November 16, 2021 to January 25, 2022.
Crafting
Notes
- Mag Prime, compared to
Mag:
- As with any other Prime Warframe, moving close to the location of an Orokin Void Death Orb will restore a pulse of 250 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 Update 10.0 (2013-09-13) along with the
Boar Prime and
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
Nekros) to require three Orokin Cells to craft.
- Prior to 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 Armor parts, and will be removed if any other arm plates are used.
- The "wings" mentioned in Mag Prime's Codex entry foreshadowed the Archwing, a feature added in Update 15.0 (2014-10-24). This was mentioned in Devstream 36, which showcased Archwing gameplay.
- Mag Prime's
Crush features golden debris being lifted off the ground, unlike the standard version.
Media
See also
- Prime, the original Orokin version of a Warframe or weapon.
Mag automatically
Vacuums Pickups that are within 8 meters towards her.
- The passive does not stack with mods like
Vacuum or
Fetch, making it useless if these mods are used, since they override her passive due to providing more range.
Abilities
![]() |
![]() 1 ![]() |
Pull Mag stuns enemies as she manifests a magnetic vortex. The vortex pulls in Polarize Shards and stunned enemies to place them directly in front of her. Introduced in Vanilla (2012-10-25) |
![]() ![]() ? m/s (pull velocity) |
![]() | |||
![]() | |||
Misc:
6 m (radial pull) | |||
Subsumable to Helminth |
Info
- Mag expends
25 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
15 / 20 / 22 / 25 meters and a 90° angle of the aiming reticle. Affected enemies are
Ragdolled and pulled into the vortex at a velocity of
? meters per second, while dealt
100 / 125 / 150 / 300
Magnetic damage.
- Cast animation of ~0.5 seconds, affected by Casting Speed.
- Still inflicts damage to enemies immune to crowd control.
- Will not stop certain enemy abilities mid-animation, such as Heavy Grineer's Radial Blast and the Volatile Runner's detonation.
- Ability Synergy:
- Pull can pull
Polarize Shards toward Mag.
- Pull can pull
- Pull's visual effects, including a tint on enemies affected by it, are affected by Mag's chosen energy color.
- Casting Pull is a One-Handed Action that can be done while performing many actions without interrupting them, including reloading, charging, shooting, and moving (either sprinting or sliding).
- Can be used in mid-air, but not while on a zipline.
- Pull grounds fliers, rather than pulling them toward the player.
- Subsuming Mag to the Helminth will offer Pull and its augments to be used by other Warframes.
Augment
- Main article: Greedy Pull
Greedy Pull is a Warframe Augment Mod that gives Mag's
Pull the ability to attract pickups towards herself.
Tips & Tricks
- This is a great crowd controlling ability, as using it will disorient enemies, drawing away open fires for several seconds.
- It can be used to stop enemies from storm-firing your team.
- It can also be used keep enemies at bay when reviving fallen teammates.
- Consider using this ability to destroy minor enemies such as Shield, Mine and Leech Osprey; and Rollers along with Latchers.
![]() |
![]() 2 ![]() |
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 Update 18.13 (2016-05-27) |
|
Info
- Mag expends
50 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 Casting Speed.
- Once the protective singularity is formed, the ability key may be released without deactivating the ability.
- An enemy affected by Magnetize is anchored in place and cannot move. The magnetic field has a radius of
4 meters encompassing the target, and slowly drags in all enemies within
4 / 6 / 7 / 8 meters with a magnetic pull of
2x / 2.5x / 3.5x / 4x. During the field's lifetime, all projectiles, bullets, and
Polarize shards will be redirected towards its center, and incoming damage from all sources will be increased
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 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
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
50 / 150 / 200 / 300
Blast base damage in a
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
Radial Javelin blades,
Prism lasers,
Exalted Blade's waves, and
Artemis Bow's arrow, Surging Blades' blade and even thrown glaives.
- In addition to the Warframe abilities mentioned above, Magnetize will also affect the grenades from each of
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.
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 & gunblades.
- Casting Magnetize on a target is a One-Handed Action that can be done while performing many actions without interrupting them, including reloading, charging, shooting, and moving (either sprinting or sliding).
- Can be used in mid-air, but not while on a zipline.







- The singularity does not absorb area or melee damage nor friendly fire.
- Mag can still pick up portable items (such as datamasses or power cores) and interact with Mobile Defense terminals and 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 reloading, charging, shooting and sprinting.
- Can be used in mid-air, but not while on a 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:
- Magnetize's visual effects are affected by Mag's chosen energy colors.
Augment
- Main article: Magnetized Discharge
Magnetized Discharge is a Warframe Augment Mod for Mag's
Magnetize that allows manual detonation by recasting the ability on an active Magnetize bubble. Enemies hit by the detonation have a chance to be disarmed. Additionally increases Magnetize's range.
Tips & Tricks
- As the pull effect is disabled when the initial target's corpse despawns, some effects, like the
Heat status effect or the innate vaporization on death of weapons like
Ferrox, can preemptively disable the pull effect by making the corpse despawn almost immediately after their death.
- As such it is advisable to use
Magnetize in tandem with an ability that prevents the original enemy from dying and ending the pull effect early such as
Garuda's
Blood Altar.
- As such it is advisable to use
- This ability can be used defensively. No bullets or projectiles can pass through the field without being redirected.
- 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
Excalibur's
Exalted Blade, as his blade waves have infinite punch through and are redirected around the magnetic field, allowing them to damage enemies several times until dissipating after traversing 40m.
Yareli's
Aquablades and it's augment
Surging Blades have great synergy with Magnetize, due to having infinite body punch through.
- Extremely effective against heavy enemies, especially fast moving, such as Oxium Osprey or Bursas.
- When this ability is used with punch through weapons, like the
Lanka and
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
Ignis,
Atomos,
Gammacor,
Quanta, etc., will not hit the enemies multiple times the same way that 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
Kuva Kraken,
Tenet Detron,
Pandero (
Prime), and
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
Grakata with
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.
- A
- While
Gas effects don't increase absorbed damage, they can help in damaging all enemies inside the bubble, especially if 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
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.
![]() |
![]() 3 ![]() |
Polarize Emit an energy pulse that depletes enemy shields and armor as it restores ally shields. Debris left over from the pulse becomes Polarize Shards. Nearby Polarize Shards orbit Mag and cut enemies, inflicting bleed status. Introduced in Vanilla (2012-10-25) |
![]() ![]() 1x / 1.5x / 2x / 2.5x (explosion damage multiplier as ![]() 50 (Shard ![]() ![]() |
![]() | |||
![]() | |||
Misc: 5.9 m/s (pulse travel speed)3 m (Shard pickup radius)
1 m (Shard damage radius) |
Info
- Mag expends
75 energy to emit a spherical pulse of magnetic energy from herself with an initial radius of
8 meters. The pulse expands outwards for
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 shields, the pulse will drain up to
250 / 300 / 350 / 400 of them. If the enemy has armor, it will be permanently drained by up to
250 / 300 / 350 / 400 points with the enemy additionally suffering
True damage equal to the amount removed. Any allies that come into contact with the pulse will have their shields restored by up to
250 / 300 / 350 / 400.
- Restores Mag's own shields, in addition to fellow Tenno, Companions,
Shadows of the Dead, hostages, Specters, Sortie Tenno Operatives, static mission objectives (such as Cryopods and Excavators), hacked MOAs (spawned from MOA Cabinet Spawners), and
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
Stretch and
Continuity, rank-3 Polarize will have a total radius of (1 + 0.45) × 8 + (1 + 0.3) × 29.5 = 49.95 meters.
- With maxed
- Cast animation of 1 second, affected by Casting Speed.
- Shields must be completely drained from a target before a new Polarize cast can deplete armor as well.
- Restores Mag's own shields, in addition to fellow Tenno, Companions,
- All drained enemies will produce a violent outburst of magnetic energy inflicting
100% / 150% / 200% / 250% of the drained shields or armor as
Magnetic damage to all other enemies within a
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.
- Explosion damage diminishes with distance.
- 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
50 damage distributed evenly between
Puncture and
Slash, scaling with the total shields or armor drained, and with a guaranteed status effect.[1]
- Ability Synergy:
- Polarize's visual effects, including shards, are affected by Mag's chosen energy color.
- Casting Polarize is a One-Handed Action that can be done while performing many actions without interrupting them, including reloading, charging, shooting, and moving (either sprinting or sliding).
- Can be used in mid-air, but not while on a zipline.
Augment
- Main article: Counter Pulse
Counter Pulse is a Warframe Augment Mod for Mag's
Polarize that jams enemy weapons and disables Robotic enemies for a set duration.
Tips & Tricks
- Can be used to restore shields to stationary defense objectives such as Cryopods and Excavators.
- Explosions can damage or break objects such as Containers, Resource Nodes, Laser Plates, and Rotation Plates in the Orokin Tower, given a drained enemy was close enough to them.
- Shards can inflict high amounts of
Slash procs, if used in conjunction with
Magnetize they can cause immense Bleed damage.
- The damage portion of Polarize is useless in missions where enemies completely lack shields and armor.
- At 139% strength, Polarize will fully replenishes Mag's shields.
- Due to the high base shield replenishment, using
Catalyzing Shields will drop down your shields to 111 on max rank, making negative strength still fully replenish at percentages as low as 30% strength.
![]() |
![]() 4 ![]() |
Crush Magnetize the bones of nearby enemies, causing them to collapse upon themselves. Introduced in Vanilla (2012-10-25) |
![]() ![]() 800 / 1000 / 1250 / 1500 ![]() ![]() 10 / 15 / 20 / 25 (shields per hit) |
![]() | |||
![]() | |||
Misc: 30 / 45 / 60 / 75 (shields per hit cap) |
Info
- Mag expends
100 energy to magnetize the bones of all enemies within a
18 meter radius, suspending her victims in the air and forcefully compresses their bodies inflicting
800 / 1000 / 1250 / 1500
Magnetic damage over three segments and
Knockdown on the final segment. Additionally, Mag and her allies recover
10 / 15 / 20 / 25 shields per enemy hit per tick, to a maximum of 30 / 45 / 60 / 75 per enemy.
- Damage is evenly divided into three ticks (each tick dealing 1/3 of the total damage) that are inflicted in succession over the course of the cast animation, whereas extra damage is fully dealt on each tick.
- With a maxed
Blind Rage and
Intensify, a rank-3 Crush will deal
((Base Damage ÷ 3) + Extra Damage ) × (1 + Strength Mods)Magnetize bonus damage = ((1500 ÷ 3) + 1500 ) × (1 + 0.30)^2 = 3,380 damage for each tick. Totaling to 10,140 damage.
- With a maxed
- Cast time of 1.5 seconds, affected by Casting Speed and
Fracturing Crush.
- Shield restore can flow into Overshields.
- 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.
- Allies affected by the shield restore include all Warframes, Companions, Eidolon Lures, summoned allied units such as Specters, allied Invasion units, Hostages, Kavor Defectors, Sortie and Arbitrations Defense Operatives, and Defense Objects.
- Enemies that walk into the area of effect after the ability has been cast will be caught and damaged by the remaining damage ticks, and will contribute to restore shields.
- Ability Synergy: The main target of
Magnetize receives an additional
800 / 1000 / 1250 / 1500
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
- Main article: Fracturing Crush
Fracturing Crush is a Warframe Augment Mod for Mag that increases the Casting Speed of
Crush and allows to permanently reduce armor and temporarily immobilize survivors.
Tips & Tricks
- Crush deals less damage against the Grineer but deals extra to shielded Corpus units, due to the traditional effects of
Magnetic damage.
- Crush does not rely on line of sight, using mods for enemy radar such
Enemy Sense makes it relatively easy to Crush large groups of enemies through floors, walls and ceilings.
Bugs
- Sliding while casting Crush causes enemies that left the AoE to crumple permanently until a stagger source is made to reset their animation, however damage taken by enemies no longer in range have been cancelled normally.
- Dying while casting crush will cause all affected enemies to drop to the ground in a ragdoll state similar to enemies broken while frozen. The enemies in this state will still be able to attack despite missing several limbs and being tied to the ground.
- Overshields will apply to allied Operators as well, up to a maximum of 500 shields.
Strength Mods | Duration Mods | Range Mods |
---|---|---|
![]() |
![]() | |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() | |
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.
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):
- 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.
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!).
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.
Hotfix 36.0.1 (2024-06-19)
- Fixed offset issues with the Corachrix Shoulder Armor when equipped on Mag.
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.
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)
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).
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.
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)