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Combined from Cold b Cold and Electricity b Electricity damage. Most effective against shields. Magnetic status disables the target's shield regeneration and increases shield damage by up to 325%.

—In-game Description

Magnetic b Magnetic Damage is one of the six secondary elemental damage types, composed of Cold b Cold and Electricity b Electricity elements. It is very effective at taking down IconCorpusBCorpus Shields, but is heavily mitigated by the Alloy Armor worn by many higher-level IconGrineerBGrineer units.

Status EffectsEdit

GeneralEdit

For the game mode, see Disruption.

The status effect of Magnetic b Magnetic damage is Disrupt. It amplifies damage to the shields of the afflicted target by 100% and nullifies natural shield regeneration for 6 seconds. Subsequent procs add 25% increased damage to shields up to 325% in total after 10 stacks, with each proc having their own duration.

Shield Ospreys and Orokin Drones will instantly recharge the shields of their linked allies and nullify magnetic's recharge penalty.

Affected Tenno suffer additional effects: lose 250 Energy over the 4 second duration, or 50 Energy per tick (the initial starting tick also drains energy), and their HUDs will be disrupted.

Magnetic b Magnetic procs will show blue rings matching the shape of the affected target moving from top to bottom.

EmpyreanEdit

Magnetic b Magnetic does not have an Empyrean counterpart and is thus not able to proc any status effect nor is it included in calculations for status proc weighting.

Type EffectivenessEdit

IconGrineerBGrineer Health Magnetic b Magnetic Modifier IconCorpusBCorpus Health Magnetic b Magnetic Modifier Infestation bInfested Health Magnetic b Magnetic Modifier
Cloned Flesh Flesh Infested
Ferrite Armor Shield +75% Infested Flesh
Alloy Armor –50% Proto Shield +75% Fossilized
Machinery Robotic Sinew

As with all damage types ineffective against armorMagnetic b Magnetic damage's type modifier works in two ways: it decreases the damage dealt in the same way as a type modifier against hitpoints and increases the armor's value by a percentage of the target's armor for the damage calculation. Practically speaking, this means that Magnetic b Magnetic​ damage is reduced by -50% and damage is further reduced by 150% of a target's whole Alloy Armor.

Magnetic SourcesEdit

WeaponsEdit

Main article: Category:Magnetic Damage Weapons



EnemiesEdit


ModsEdit


AbilitiesEdit

TentacleSwarmU15 PirateKraken
ENERGY
50-100
KEY
4
Tentacle Swarm
Tap to spawn watery tentacles from all nearby surfaces to wreak havoc. Charge to increase the number of tentacles and spawn area. Use while in Undertow to have the tentacles emerge from the pool.
Strength:75 / 150 / 225 / 300 (Magnetic w Magnetic contact damage)
50 / 100 / 150 / 200 (TrueDmg w True capture damage per second)
Duration:10 / 13 / 18 / 20 s
Range:3 / 3 / 5 / 5 m (base radius)
9 / 9 / 15 / 15 m (charged radius)
Misc:∞ (cast range)
4 / 6 / 8 / 10 (tentacles)
8 / 12 / 16 / 20 (charged tentacles)
200% (damage bonus from Undertow)
Expand


Note that only the initial and final instances of damage are Magnetic b Magnetic; the rest of this attack deals True damage.

DanseMacabreModx256 DanseMacabre130xWhite
ENERGY
25
KEY
4
Danse Macabre
Erupt with a multitude of Eidolon energy beams and sweep a circle of death around Revenant. The beams will modify their Damage Type to target select defenses, while incoming damage is redirected back into the beams. Hold fire to boost Status Effects and Damage, at the cost of increased energy consumption. Thralls killed by this leave overshield pickups.


Energy Drain: 20 s-1
Boosted Energy Drain: 40 s-1

Strength:500 / 750 / 1,000 / 1,250 (damage / s)
1,000 / 1,500 / 2,000 / 2,500 (boosted damage / s)
Duration:N/A
Range:0.03 / 0.05 / 0.08 / 0.1 m (beam radius)
0.05 / 0.1 / 0.15 / 0.2 m (boosted beam radius)
Misc:9 (number of beams)
100 m (sweep area)
1 rev/sec (rotation speed)
20% (status chance)
40% (boosted status chance)
50 (overshield points per pickup)
Expand

Only on shielded enemies.

PullModU15 Pull
ENERGY
25
KEY
1
Pull
Magnetic force pulls enemies toward you, stunning them and bringing them into melee range.
Strength:100 / 125 / 150 / 300 (Magnetic w Magnetic damage)
? m/s (pull velocity)
10 / 15 / 20 / 25 % (energy drop chance)
Duration:N/A
Range:15 / 20 / 22 / 25 m
Misc:6 m (radial pull)
90° (angle)
200 % (damage on Magnetized target)
Expand


ShieldPolarizeModU15 ShieldPolarize
ENERGY
75
KEY
3
Polarize
Emit an energy pulse that depletes enemy shields and armor, creating shards which become deadly when mixed with Magnetize. Shields of allies touched by the pulse are restored.
Strength:250 / 300 / 350 / 400 (damage)
1x / 1.5x / 2x / 2.5x (damage multiplier)
Duration:2 / 3 / 4 / 5 s (pulse travel time)
Range:5 / 6 / 7 / 8 m (initial and explosion radius)
Misc:5.9 m/s (pulse travel speed)
Expand


CrushModU15 Crush
ENERGY
100
KEY
4
Crush
Magnetizes the bones of nearby enemies, causing them to collapse upon themselves.
Strength:800 / 1000 / 1250/ 1500 (damage)
800 / 1000 / 1250/ 1500 (extra damage)
10 / 15 / 20 / 25 (shields per hit)
Duration:N/A
Range:8 / 10 / 13 / 18 m
Expand


VortexModU15 VaubanVortex
ENERGY
100
KEY
4
Vortex
Creates a whirling mass of energy that violently attracts nearby enemies, crushing their atoms into a tiny spec of matter.
Strength:50 (damage)
15 (contact damage)
Duration:6 / 8 / 10 / 12 s
Range:6 m
Misc:2x (initial damage multiplier)
Expand


Sources of Magnetic ResistancesEdit

ArcanesEdit

MediaEdit

  • Magnetic proc on an enemy
  • Magnetic visuals on a melee weapon, with effects similar to those of cold and electric
WDR 11 Magnetic Damage (Warframe)-0

WDR 11 Magnetic Damage (Warframe)-0

Patch HistoryEdit

Update 27.2
  • New Status Effect entirely: enhanced Damage! First Magnetic Status Effect deals 100% additional Shield damage, subsequent Magnetic Status add +25% for a total of 325% (capped). Enemies under a Magnetic Status Effect cannot regenerate Shields. Magnetic Status Duration is now 6 seconds.

Update 22.0

  • Magnetic Damage Status Effects now drain energy over time as opposed to completely draining all energy.

Update 19.0

  • Fixed an issue where a Magnetic Status Effect would typically lower the victim's Shields further upon expiry (rather than restore them properly) if it had re-triggered the Status Effect.

See AlsoEdit


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