Combined from Cold DamageDmgColdSmall64.png Cold and Electricity DamageDmgElectricitySmall64.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

Magnetic DamageDmgMagneticSmall64.png Magnetic Damage is one of the six secondary elemental damage types, composed of Cold DamageDmgColdSmall64.png Cold and Electricity DamageDmgElectricitySmall64.png Electricity elements. It is very effective at taking down IconCorpusB.svg Corpus Shields, but is heavily mitigated by the Alloy Armor worn by many higher-level IconGrineerB.svg Grineer units.

Last updated: Thu, 23 Sep 2021 14:37:10 +0000 (UTC) by User:SonFreak00

Status Effects[]


For the game mode, see Disruption.

The status effect of Magnetic DamageDmgMagneticSmall64.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.

Magnetic DamageDmgMagneticSmall64.png Magnetic procs will show blue rings matching the shape of the affected target moving from top to bottom.


Magnetic DamageDmgMagneticSmall64.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[]

IconGrineerB.svgGrineer Health Magnetic DamageDmgMagneticSmall64.png Magnetic Modifier IconCorpusB.svgCorpus Health Magnetic DamageDmgMagneticSmall64.png Magnetic Modifier Infestation b.svgInfested Health Magnetic DamageDmgMagneticSmall64.png Magnetic Modifier
Cloned FleshCloned Flesh FleshFlesh Infested (Health)Infested
Ferrite ArmorFerrite Armor Shield (Health)Shield +75% Infested FleshInfested Flesh
Alloy ArmorAlloy Armor -50% Proto ShieldProto Shield +75% FossilizedFossilized
MachineryMachinery Robotic (Health)Robotic Infested SinewInfested Sinew

As with all damage types ineffective against armor, Magnetic DamageDmgMagneticSmall64.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 Magnetic DamageDmgMagneticSmall64.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 Magnetic DamageDmgMagneticSmall64.png Magnetic Magnetic%
BattacorBattacor.png Battacor Primary Rifle 42 63.64% DmgMagneticSmall64.png 
GammacorGammacor.png Gammacor Secondary Pistol 16 100% DmgMagneticSmall64.png 
SimulorCephPrimary.png Simulor Primary Rifle 200 100% DmgMagneticSmall64.png 
Synoid GammacorSynoidGammacor.png Synoid Gammacor Secondary Pistol 20 100% DmgMagneticSmall64.png 
Synoid SimulorSyndicateCSSimulor.png Synoid Simulor Primary Rifle 240 100% 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 (Magnetic DamageDmgMagneticSmall64.png Magnetic contact damage)
50 / 100 / 150 / 200 (True DamageDmgTrueSmall64.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 Magnetic DamageDmgMagneticSmall64.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 (Magnetic DamageDmgMagneticSmall64.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)

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 (True DamageDmgTrueSmall64.png True damage and shield restoration)
1x / 1.5x / 2x / 2.5x (damage multiplier as Magnetic DamageDmgMagneticSmall64.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 (base damage)
2400 / 3000 / 3750/ 4500 DmgMagneticSmall64.png (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 (Blast DamageDmgBlastSmall64.png Blast damage on device hit)
6 / 8 / 10 / 12 (max targets lifted)
2.5 / 5 / 7.5 / 10 % (armor removal per second)
50 (Magnetic DamageDmgMagneticSmall64.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:?% (Blast DamageDmgBlastSmall64.png Blast status chance)
∞ (armor buff duration in field)
1,000 (armor bonus cap)
?% (Magnetic DamageDmgMagneticSmall64.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[]