Magnetic Damage is one of the six secondary elemental damage types, composed of Cold and Electricity elements. It is very effective at taking down Corpus Shields, but is heavily mitigated by the Alloy Armor worn by many higher-level Grineer units.
Magnetic damage's status effect is Disrupt, which reduces the target's current shields and maximum shield capacity by 75% for 4 seconds. The damage of the disrupting shot is applied before the Magnetic proc reduces the shield. After the effect expires, the target's current and maximum shields will be restored while damage done during the proc translates directly onto the current shields.
Affected Tenno suffer additional effects: their HUDs will be disrupted, and lose 250 Energy over the 4 second duration, or 50 Energy per tick (the initial starting tick also drains energy). Magnetic procs will show blue rings matching the shape of the affected target moving from top to bottom.
|Grineer Health||Magnetic Modifier||Corpus Health||Magnetic Modifier||Infested Health||Magnetic Modifier|
|Ferrite Armor||Shield||+75%||Infested Flesh|
|Alloy Armor||–50%||Proto Shield||+75%||Fossilized|
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 (contact damage)|
50 / 100 / 150 / 200 (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)
Magnetic force pulls enemies toward you, stunning them and bringing them into melee range.
|Strength:100 / 125 / 150 / 300 (damage)|
10% / 15% / 20% / 25% (energy drop chance)
|Range:15 / 20 / 22 / 25 m|
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)|
Nyx absorbs all incoming damage and channels that collected energy into an explosive radial discharge.
Energy Drain: 7 / 6 / 5 / 4 s-1
|Strength:160 / 170 / 180 / 200 (passive damage gain)|
800 / 900 / 1000 / 1500 (minimum damage)
|Range:5 / 7 / 8 / 10 m|
Cycle through four deployable trap mines: Bounce, Trip Laser, Shred and Concuss.
Sources of Magnetic ResistancesEdit
|Offense||Critical Hit • Damage • Enemy Body Parts • Multishot • Punch Through|
|Defense||Armor • Health • Shield|
|Physical||Impact • Puncture • Slash|
|Elemental||Cold • Electricity • Heat • Toxin|
|Combined||Blast • Corrosive • Gas • Magnetic • Radiation • Viral|
|Unique||Tau • True • Void|