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***Damage is evenly divided into three segments over three ticks (each tick dealing '''1/3''' of the total damage) that are inflicted in succession over the course of the cast animation.
 
***Damage is evenly divided into three segments over three ticks (each tick dealing '''1/3''' of the total damage) that are inflicted in succession over the course of the cast animation.
 
***Enemies that walk into the area of effect after the ability has been cast will be caught for the remaining damage ticks.
 
***Enemies that walk into the area of effect after the ability has been cast will be caught for the remaining damage ticks.
*Additionally, Mag, allied [[Tenno]], and allied [[Companions]] in the radius of the ability have their shields replenished by '''40 + ( ? / ? / ? / 75 per enemy )''' over three ticks.
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*Additionally, Mag, allied [[Tenno]], and allied [[Companions]] in the radius of the ability have their shields replenished by '''40 + ( 30 / 45 / 60 / 75 per enemy )''' over three ticks.
**The exact amount of [[Shield]]s replenished is '''40''' on an initial cast with '''? / ? / ? / 25''' added per tick per enemy. [[Shield]]s per tick is affected by [[Ability Strength]], while the initial '''40''' [[Shield]]s is '''not'''.
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**The exact amount of [[Shield]]s replenished is '''40''' on an initial cast with '''10 / 15 / 20 / 25''' added per tick per enemy. [[Shield]]s per tick is affected by [[Ability Strength]], while the initial '''40''' [[Shield]]s is '''not'''.
 
**[[Shield]]s restored past the target's maximum shield amount will be applied as [[Shields#Overshield|Overshields]].
 
**[[Shield]]s restored past the target's maximum shield amount will be applied as [[Shields#Overshield|Overshields]].
 
**Enemies that walk into the area of effect after the ability has been cast will be counted for additional [[Shield]]s for the remaining ticks.
 
**Enemies that walk into the area of effect after the ability has been cast will be counted for additional [[Shield]]s for the remaining ticks.

Revision as of 20:29, 16 February 2018

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Update 22.12 (2018-02-09) has added shields gain per hit


CrushModx256 Crush130xWhite
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EnergyOrb100
Crush

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


Introduced in Vanilla (2012-10-25)

AbilityStrengthBuff Strength:800 / 1000 / 1250/ 1500 (damage)
 ?? / ?? / ?? / 25 (shields per hit)
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:8 / 10 / 13 / 18 m

Info

  • Magnetizing the bones of all enemies within a 8 / 10 / 13 / 18 meter radius, Mag suspends her victims in the air and forcefully compresses their bodies inflicting 800 / 1000 / 1250/ 1500 Script error: The function "Proc" does not exist. damage over three ticks. Crush deals 800 / 1000 / 1250/ 1500 extra damage to targets being affected by Magnetize.
    • Damage is affected by Ability Strength, while extra damage to magnetized targets is not.
    • Radius is affected by Ability Range.
    • Cast time of 1.5 seconds is affected by Mod TT 20px Natural Talent or Mod TT 20px Speed Drift.
      • Damage is evenly divided into three segments over three ticks (each tick dealing 1/3 of the total damage) that are inflicted in succession over the course of the cast animation.
      • Enemies that walk into the area of effect after the ability has been cast will be caught for the remaining damage ticks.
  • Additionally, Mag, allied Tenno, and allied Companions in the radius of the ability have their shields replenished by 40 + ( 30 / 45 / 60 / 75 per enemy ) over three ticks.
    • The exact amount of Shields replenished is 40 on an initial cast with 10 / 15 / 20 / 25 added per tick per enemy. Shields per tick is affected by Ability Strength, while the initial 40 Shields is not.
    • Shields restored past the target's maximum shield amount will be applied as Overshields.
    • Enemies that walk into the area of effect after the ability has been cast will be counted for additional Shields for the remaining ticks.
  • Suspended enemies are incapacitated and suffer a Knockdown when the final damage tick is applied.
  • Tenno in Conclave duels receive 150 damage and are knocked down.
  • Crush's visual effects are affected by Mag's chosen energy color.
    • Some of them will appear gold when cast by Mag Prime.
  • Casting Crush will interrupt any other action and will force Mag in place for the entire animation.
    • Cannot be used in mid-air or while on a zipline.

Augment

FracturingCrushMod
Main article: Fracturing Crush

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

Fracturing Crush

Tips & Tricks

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

Bugs

  • Sliding while casting Crush causes enemies that left the AoE to crumple permanently until a stagger source is made to reset their animation, however damage taken by enemies no longer in range have been cancelled normally.
  • Dying while casting crush will cause all affected enemies to drop to the ground in a ragdoll state similar to enemies broken while frozen. The enemies in this state will still be able to attack despite missing several limbs and being tied to the ground.
  • Overshields will apply to allied Operators as well, up to a maximum of 500 shields.

Expand/Collapse

See Also