Combined from Cold and 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 Damage is one of the six secondary elemental damage types, composed of Cold and Electricity elements. It is very effective at taking down CorpusShields, but is heavily mitigated by the Alloy Armor worn by many higher-level Grineer units.
The status effect of 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 procs will show blue rings matching the shape of the affected target moving from top to bottom.
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.
As with all damage types ineffective against armor, 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 damage is reduced by -50% and damage is further reduced by 150% of a target's whole Alloy Armor.
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.
Hydroid summons a creature from the deep, causing 4 / 6 / 8 / 10 tentacles to emerge from all surfaces within a marked location 3 / 3 / 5 / 5 meters in radius, cast over unrestricted range. Tentacles prioritize spawning beneath enemies inside the radius, with each tentacle capturing their initial targets or throwing them upward, dealing a maximum of 75 / 150 / 225 / 300Magnetic damage upon emerging, on first contact with enemies, and when submerging as the ability expires after 10 / 13 / 18 / 20 seconds. Captured enemies are incapacitated in a ragdoll state and stay attached to the flailing tentacles; bypassing Shields50 / 100 / 150 / 200True Damage will be dealt per second.
Tentacle Magnetic damage and True damage per second are affected by Ability Strength, while number of active tentacles is not.
Magnetic damage calculation when accounting for Ability Strength is squared (e.g., with a maxed Intensify, the tentacles will deal a maximum of 300 × 1.3^2 = 507Magnetic damage at rank 3).
Tentacles detect and capture new enemy targets when they come into range.
Tentacles can capture multiple enemies at once.
Tentacles with captured enemies will flail their victims around slowly, allowing players to take aim and kill their targets.
Tapping the button (default 4 ) casts the ability immediately. Holding the button for up to 2.5 seconds charges Tentacle Swarm, increasing the number of tentacles spawned up to 8 / 12 / 16 / 20 and spawn radius up to 300%, in exchange for up to double energy cost.
Tentacle Swarm's spawn area will be highlighted by Hydroid's energy color during the casting and charging animations.
Spawn area indicator visibly grows in size as Tentacle Swarm is charged.
While charging, an audible whale-like call from the Kraken plays.
Ability Synergy: Can be cast while in Undertow liquid form to center Tentacle Swarm on the pool.
Quick cast causes all tentacles to spawn inside Undertow's radius, while charged cast extends the spawn radius outside of Undertow.
Tentacle Magnetic damage and True damage per second deal 200% damage when cast from Undertow, including tentacles that spawn outside Undertow.
Casting Tentacle Swarm is a two-handed action that stops Hydroid's movement and other actions. Charging Tentacle Swarm is a two-handed upper body animation that allows player movement.
Can be recast while active; however, only one instance of Tentacle Swarm can be active at a time. Recasting will replace the previous instance.
Hydroid briefly summons the Kraken at the center of the spawn area as a visual effect. The Kraken emerges from a pool of water, then submerges slowly and disappears. Kraken is affected by Hydroid's chosen Warframe appearance and energy colors.
Tentacles appear as translucent water tendrils emerging from a small puddle of water. Tentacles emit splashes of water periodically, as well as a steam particle effect at their base which is affected by Hydroid's chosen Warframe energy color. However, when the ability is cast by Hydroid/Prime, the tentacles will be opaque and more organic in appearance.
Pilfering Swarm is a HydroidWarframe Augment Mod that grants Tentacle Swarm a chance to yield additional loot from enemies killed while they're ensnared by the tentacles.
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.
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)
Info
Revenant unleashes the might of the Eidolon essence emanating from his left arm, dispersing the Sentient energy into 9 energy beams as he levitates and spins counterclockwise. Energy beams oscillate in angle vertically as Revenant rotates, rapidly sweeping across a 100 meter radius area with rotation speed 1 rev/sec in a pentagonal shape. Each energy beam has a thickness of 0.03 / 0.05 / 0.08 / 0.1 meter radius and continuously inflicts 500 / 750 / 1,000 / 1,250 damage per second with a 20% status chance to all enemies caught in its path.
Number of energy beams and sweep area are not affected by mods.
Energy beams possess innate Punch Through, allowing them to bypass terrain and obstacles in the environment.
Energy beams cannot hit enemies standing above Revenant's left arm due to the oscillation pattern.
While active, all damage received by Revenant is stored into a total damage pool, then gradually transferred to each energy beam as additional damage per second.
Damage stored is tracked by the buff icon beside the shield and health bars.
Revenant is able to move with reduced movement speed while channeling Danse Macabre. Speed the same as Revenant's running speed (without sprint) and affected only by Hobbled Dragon Key.
Holding the fire button (default LMB ) increases the beams' damage per second to 1,000 / 1,500 / 2,000 / 2,500, status chance to 40%, and beam radius to 0.05 / 0.1 / 0.15 / 0.2 meters, while also increasing energy drain to 40 energy per second.
Boosted damage per second is affected by Ability Strength.
Boosted beam radius is affected by Ability Range.
Boosted energy drain is affected by both Ability Efficiency and Ability Duration.
Energy beams autonomously adapt their damage type to the attributes of the enemies they hit: Corrosive against armored enemies, Magnetic against shielded enemies, and Gas against enemies with infested flesh.
Corrosive status effect reduces a target's current armor by 26%, with further procs removing 6% for up to 80%. Each proc has a duration and will end on its own.
Magnetic will deal 100% bonus damage to shields, dealing 25% more with every consecutive proc for up to 325% extra damage. It will also stop natural shield regeneration from shielded enemies.
Gas status effect will proc a gas damage over time effect to the target, which increases in size and damage with consecutive procs while damaging nearby enemies.
Danse Macabre consumes 20 energy per second while active and will remain active until Revenant's energy is depleted, or the ability is deactivated by pressing the ability key again.
Enthralled enemies killed by this ability drop a unique pickup that grants 50Overshields when collected by Revenant or his allies.
Energy pillars explode to inflict damage radially when struck by Danse Macabre lasers.
Damage reflected by Mesmer Skin also accumulates into Danse Macabre's energy beam damage pool.
Reave has 50% reduced energy cost and can be cancelled at any time during Danse Macabre. Casting speed becomes instantaneous and allows limited steering with the movement keys during the dash.
Revenant cannot cast Enthrall or Mesmer Skin, perform parkour Maneuvers or general interactions while channeling this ability.
Revenant is immune to knockdown while channeling this ability.
Casting Danse Macabre is a full body animation that interrupts grounded movement and other actions.
Revenant visually extends his left arm outward and his right arm upward, as he hovers and rotates in place. Energy beams are generated and spread throughout his left arm, while droplets and gaseous energy particles emit from both hands. When the fire button is held, a surge of Sentient energy resembling Enthrall's energy pillars continuously erupt skyward from beneath Revenant's feet.
Energy beams, energy particles, and energy surge color tinting are affected by Revenant's chosen Warframe energy color.
Bugs
Getting near any edge eligible for automatic edge grabs with the ability active will lock the player out of using Reave and disabling Danse Macabre, making the depletion of all energy the only way to disable channeling.
Upon energy depletion, the player will be relocated near the edge that caused the bug to initiate the queued animation.
Increasing beam damage, and subsequently energy cost, still works.
Misc:6 m (radial pull) 90° (angle) 200 % (damage on Magnetized target)
Info
Mag generates a strong magnetic current, 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 toward Mag with a velocity of ? meters per second, while dealt 100 / 125 / 150 / 300Magnetic damage. Enemies killed by Pull have a 10% / 15% / 20% / 25% increased chance to drop an Energy orb.
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 inflicts 200% damage against an enemy targeted by Magnetize.
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.
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 (True damage and shield restoration) 1x / 1.5x / 2x / 2.5x (damage multiplier as Magnetic damage)
Range:5 / 6 / 7 / 8 m (initial and explosion radius)
Misc:5.9 m/s (pulse travel speed)
Info
Mag produces a pulse of magnetic energy with an initial radius of 5 / 6 / 7 / 8 meters that expands outwards over 2 / 3 / 4 / 5 seconds at a constant speed of 5.9 meters per second for a 37.5 meters total radius. If the enemy has shields, the pulse deals 250 / 300 / 350 / 400 damage to it. If the enemy has armor, the armor value gets reduced by 250 / 300 / 350 / 400 and the enemy additionally suffers True Damage equal to the armor removed. Additionally, allies' shields are restored by 250 / 300 / 350 / 400 if they are present in the initial radius or come in contact with the pulse.
Shield/armor damage and shield restoration are affected by Ability Strength.
If an armored enemy is the target of Magnetize, the damage is multiplied by 200%. This does not affect enemies inside Magnetize that are not target of a cast.
All enemies with shields or armor within the initial radius, or that come in contact with the expanding pulse, 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 5 / 6 / 7 / 8 meter radius of each drained target.
Damage multiplier is affected by Ability Strength, and the explosion damage diminishes with distance.
Enemies who have been drained are not damaged by their own explosion, but they can be damaged by nearby enemies who were also drained.
Ability Synergy: Drained enemies drop one or two shards that store 50 damage each that will be absorbed by Magnetize if the shard contacts it.
Stored damage is unaffected by Power Strength or amount drained.
Shards will not get used up when touching a Magnetize bubble and will instead float around in it and drop to the ground after the bubble ends. They despawn 30 seconds after their creation.
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.
Can be used to restore shields to the Cryopod, Cryocore, Excavator in an Excavation mission or an Artifact in a Defense mission.
Can break reinforced glass in Corpus Ships and Laser Plates/Rotation Plates on Orokin Tower laser traps, given an enemy with shields/armor is near them and was affected by Polarize.
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 / 1500Magnetic damage over three segments, as well as 800 / 1000 / 1250 / 1500 extra Magnetic damage per segment to the main target of a Magnetize field.
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 + 1.29)^2 = 10,488.2 damage for each tick on a Magnetize target.
Additionally, allied Warframes and Companions in the radius of the ability have their shields replenished by 40 on cast, plus an additional 10 / 15 / 20 / 25 per enemy hit per tick.
Shield restore per hit is affected by Ability Strength, while the initial amount is not.
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.
Suspended enemies are incapacitated and suffer a Knockdown when the final damage tick is applied.
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.
Fracturing Crush is a Warframe Augment Mod for Mag that gives Crush the ability to temporarily immobilize survivors and temporarily reduce their armor.
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.
Bastille Erect a containment field to capture enemies and suspend them in stasis, stripping their armor. Hold to collapse all Bastilles into a single damaging vortex.
Collapse energy cost: 0
Strength:15 (Blast damage on device hit) 6 / 8 / 10 / 12 (max targets lifted) 2.5 / 5 / 7.5 / 10 % (armor removal per second) 50 (Magnetic damage per second in vortex)
Duration:8 / 10 / 12 / 15 s (bastille duration) 10 / 12 / 13 / 15 s (vortex duration) 10 s (armor buff duration) 3 s (auto collapse vortex duration)
Misc:?% (Blast status chance) ∞ (armor buff duration in field) 1,000 (armor bonus cap) ?% (Magnetic status chance)
Info
Vauban throws a modular device in an arcing trajectory toward the aiming reticle. On impact with an enemy, the device inflicts 15Blast damage with a ?% status chance; on impact with an enemy or surface, the device erects an energy containment field that suspends up to 6 / 8 / 10 / 12 enemies into the air within a 5 / 7 / 8 / 10 meter radius. Armored enemies suspended by Bastille permanently lose 2.5% / 5% / 7.5% / 10% of their total Armor points per second, whilst unarmored enemies are simply held captive; simultaneously, Vauban and allies standing inside the containment field gain an armor bonus up to 1,000 armor points, based on the amount stripped from the suspended armored and unarmored enemies within. Bastille armor bonus lasts indefinitely while inside the field and remains active for 10 seconds once outside.
Device damage on hit, max targets lifted, and armor removal per second are affected by Ability Strength.
Status chance and armor bonus cap are not affected by Mods.
Bastille still grants Vauban and his allies an armor bonus if the suspended enemies are unarmored. The armor bonus is gained at a reduced rate compared to directly stripping armor from armored enemies.
Bastille armor bonus duration is reset to full when moving into any Bastille containment fields.
Suspended enemies are lifted into the air and completely immobilized, allowing headshots to hit their mark without resistance.
Bastille containment field will continue to capture enemies up to the max target count throughout its duration, in the event captured enemies are killed and new enemies come into range.
After 8 / 10 / 12 / 15 seconds have elapsed, the containment field automatically collapses into a Vortex singularity for 3 seconds
Field duration and auto collapse vortex duration are affected by Ability Duration.
Hold down the ability key (default 4 ) without any containment fields active to throw a new device set to Vortex mode. Hold down the ability key to collapse all active Bastille containment fields into Vortexes. Both methods of manually creating Vortexes resets the new and existing devices to last for 10 / ? / ? / 15 seconds.
If Bastille fields are in range of each other, manually collapsing them into vortexes causes them to converge on the location of the first active Bastille, based on the order of creation. Enemies and pickups captured by the vortexes will be dragged along toward the new destination.
The Vortex constantly draws in all enemies within the same radius toward the device and inflicting 50Magnetic damage per second with a ?% status chance on affected enemies.
Enemies captured by the vortex are ragdolled and clustered together at the center of the ability.
Vortex also draws in Pickups within its radius for convenient collection.
The drawing of multiple vortex add up.
Ability Synergy:
Minelayer's Tether Coil and Vector Pad can bring enemies into range of Bastille. Enemies tied to Tether Coils are released into Bastille's containment field for suspension, freeing the coils to seek new targets.
Photon Strike's targeting beacon is attracted to Bastille's vortex mode, causing the beacon to home in on the device with the laser striking all enemies within range.
Can be used while performing many actions without interrupting them, including reloading.
Can be cast multiple times while active.
If cast while in midair, the casting animation changes with Vauban hovering briefly in the air as he throws the device.
Bastille is a one-handed action. As such, it can be used while performing various maneuvers and actions without interruption.
Repelling Bastille is a Warframe Augment Mod for Vauban's Bastille that repels new enemies when it reaches the maximum amount of enemies it can contain, and increases Vortex's duration for every additional Vortex thrown into it.
When used in narrow hallways or choke-points, enemies that are held up in the field block the path of others behind, negating the enemy limit and blocking all the enemies from advancing.
Bastille spawns from a ball that Vauban throws in an arc, so it can be deployed where aimed.
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.
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.