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Combined from DmgColdSmall64.png Cold and DmgElectricitySmall64.png 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

DmgMagneticSmall64.png Magnetic Damage is one of the six secondary elemental damage types, composed of DmgColdSmall64.png Cold and DmgElectricitySmall64.png Electricity elements. It is very effective at taking down IconCorpusOn.png Corpus Shields, but is heavily mitigated by the Alloy Armor worn by many higher-level IconGrineerOn.png Grineer units.

Status Effects[]


For the game mode, see Disruption.

The status effect of DmgMagneticSmall64.png 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.

Calculating resultant damage if at least one Magnetic proc is on target. Damage Vulnerability provided by Magnetic procs are multiplicative with other damage bonuses.

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.

DmgMagneticSmall64.png Magnetic procs will show blue rings matching the shape of the affected target moving from top to bottom.


DmgMagneticSmall64.png Magnetic does not have a Railjack space counterpart and is thus not able to proc any status effect nor is it included in calculations for status proc weighting.

Type Effectiveness[]

IconGrineerOn.pngGrineer Health DmgMagneticSmall64.png Magnetic Modifier IconCorpusOn.pngCorpus Health DmgMagneticSmall64.png Magnetic Modifier Infestation w.svgInfested Health DmgMagneticSmall64.png Magnetic Modifier
Cloned Flesh Flesh Infested
Ferrite Armor Shield +75% Infested Flesh
Alloy Armor -50% Proto Shield +75% Fossilized
Machinery Robotic Infested Sinew

As with all damage types ineffective against armor, DmgMagneticSmall64.png 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 DmgMagneticSmall64.png Magnetic damage is reduced by -50% and damage is further reduced by 150% of a target's whole Alloy Armor.

Magnetic Sources[]

Main article: Category:Magnetic Damage


Main article: Category:Magnetic Damage Weapons
Weapons with Magnetic damage
Name Slot Class Attack Name DmgMagneticSmall64.png Magnetic Magnetic%
Battacor.png Battacor Primary Rifle Normal Attack 42 63.64% DmgMagneticSmall64.png 
Gammacor.png Gammacor Secondary Pistol Normal Attack 16 100.00% DmgMagneticSmall64.png 
Opticor.png Opticor Primary Rifle Charged Shot AoE 400 100.00% DmgMagneticSmall64.png 
Opticor.png Opticor Primary Rifle Quick Shot AoE 200 100.00% DmgMagneticSmall64.png 
OpticorVandal.png Opticor Vandal Primary Rifle Charged Shot AoE 200 100.00% DmgMagneticSmall64.png 
OpticorVandal.png Opticor Vandal Primary Rifle Quick Shot AoE 100 100.00% DmgMagneticSmall64.png 
Simulor.png Simulor Primary Rifle Orb Merging Damage 100 100.00% DmgMagneticSmall64.png 
Simulor.png Simulor Primary Rifle Orb Explosion 200 100.00% DmgMagneticSmall64.png 
SynoidGammacor.png Synoid Gammacor Secondary Pistol Normal Attack 20 100.00% DmgMagneticSmall64.png 
SynoidSimulor.png Synoid Simulor Primary Rifle Orb Merging Damage 125 100.00% DmgMagneticSmall64.png 
SynoidSimulor.png Synoid Simulor Primary Rifle Orb Explosion 240 100.00% DmgMagneticSmall64.png 
SynoidSimulor.png Synoid Simulor Primary Rifle Singularity 50 100.00% DmgMagneticSmall64.png 
Velocitus.png Velocitus Arch-Gun Arch-Gun Uncharged Shot 150 25.00%DmgMagneticSmall64.png 
Velocitus.png Velocitus Arch-Gun Arch-Gun Charged Shot 400 25.00%DmgMagneticSmall64.png 
Velocitus.png Velocitus (Atmosphere) Arch-Gun (Atmosphere) Rifle Uncharged Shot 150 25.00%DmgMagneticSmall64.png 
Velocitus.png Velocitus (Atmosphere) Arch-Gun (Atmosphere) Rifle Charged Shot 400 25.00%DmgMagneticSmall64.png 



TentacleSwarmU15.png PirateKraken.png
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 (DmgMagneticSmall64.png Magnetic contact damage)
50 / 100 / 150 / 200 (DmgTrueSmall64.png 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)

Note that only the initial and final instances of damage are DmgMagneticSmall64.png Magnetic; the rest of this attack deals True damage.

DanseMacabreModx256.png DanseMacabre130xWhite.png
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)
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)
23.33% stored damage decay/sec
Only on shielded enemies.

PullModU15.jpeg Pull.png
Magnetic force pulls enemies toward you, stunning them and bringing them into melee range.
Strength:100 / 125 / 150 / 300 (DmgMagneticSmall64.png Magnetic damage)
? m/s (pull velocity)
10 / 15 / 20 / 25 % (energy drop chance)
Range:15 / 20 / 22 / 25 m (target range)
Misc:6 m (radial pull)
90° (angle)
200 % (damage on Magnetized target)
Subsumable to Helminth

ShieldPolarizeModU15.jpeg ShieldPolarize.png
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 (DmgTrueSmall64.png True damage and shield restoration)
1x / 1.5x / 2x / 2.5x (damage multiplier as DmgMagneticSmall64.png Magnetic damage)
Duration:2 / 3 / 4 / 5 s (pulse travel time)
Range:5 / 6 / 7 / 8 m (initial bubble radius)
Misc:5.9 m/s (pulse travel speed)

CrushModU15.jpeg Crush.png
Magnetizes the bones of nearby enemies, causing them to collapse upon themselves.
Strength:800 / 1000 / 1250/ 1500 DmgMagneticSmall64.png Magnetic (base damage)
2400 / 3000 / 3750/ 4500 DmgMagneticSmall64.png Magnetic (extra damage to Magnetized enemies)
10 / 15 / 20 / 25 (shields per hit)
Range:8 / 10 / 13 / 18 m
Misc:40 (Shield restore on cast)

BastilleModx256.png Bastille130xWhite.png
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 (DmgBlastSmall64.png Blast damage on device hit)
6 / 8 / 10 / 12 (max targets lifted)
2.5 / 5 / 7.5 / 10 % (armor removal per second)
50 (DmgMagneticSmall64.png 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)
Range:5 / 7 / 8 / 10 m (capture radius)
Misc:?% (DmgBlastSmall64.png Blast status chance)
∞ (armor buff duration in field)
1,000 (armor bonus cap)
?% (DmgMagneticSmall64.png Magnetic status chance)

Sources of Magnetic Resistances[]



Patch History[]

Update 27.2 (2020-03-05)

  • 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 (2017-10-12)

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

Update 19.0 (2016-11-11)

  • 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 Also[]