Combined from Damage/Cold DamageDmgColdSmall64.png Cold and Damage/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

Damage/Magnetic DamageDmgMagneticSmall64.png Magnetic Damage is one of the six secondary elemental damage types, composed of Damage/Cold DamageDmgColdSmall64.png Cold and Damage/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.

Status Effects[edit | edit source]

General[edit | edit source]

For the game mode, see Disruption.

The status effect of Damage/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.

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.

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

Railjack[edit | edit source]

Damage/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[edit | edit source]

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

As with all damage types ineffective against armor, Damage/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 Damage/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[edit | edit source]

Main article: Category:Magnetic Damage

Weapons[edit | edit source]

Main article: Category:Magnetic Damage Weapons



Enemies[edit | edit source]



Abilities[edit | edit source]

TentacleSwarmU15.png PirateKraken.png
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 (Damage/Magnetic DamageDmgMagneticSmall64.png Magnetic contact damage)
50 / 100 / 150 / 200 (Damage/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)
Expand/Collapse


Note that only the initial and final instances of damage are Damage/Magnetic DamageDmgMagneticSmall64.png Magnetic; the rest of this attack deals True damage.

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

PullModU15.jpeg Pull.png
ENERGY:
25
KEY
1
Pull
Magnetic force pulls enemies toward you, stunning them and bringing them into melee range.
Strength:100 / 125 / 150 / 300 (Damage/Magnetic DamageDmgMagneticSmall64.png Magnetic damage)
? m/s (pull velocity)
10 / 15 / 20 / 25 % (energy drop chance)
Duration:N/A
Range:15 / 20 / 22 / 25 m (target range)
Misc:6 m (radial pull)
90° (angle)
200 % (damage on Magnetized target)
Expand/Collapse

ShieldPolarizeModU15.jpeg ShieldPolarize.png
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/True DamageDmgTrueSmall64.png True damage and shield restoration)
1x / 1.5x / 2x / 2.5x (damage multiplier as Damage/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)
Expand/Collapse

CrushModU15.jpeg Crush.png
ENERGY:
100
KEY
4
Crush
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)
Duration:N/A
Range:8 / 10 / 13 / 18 m
Misc:40 (Shield restore on cast)
Expand/Collapse

BastilleModx256.png Bastille130xWhite.png
ENERGY:
100
KEY
4
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 (Damage/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 (Damage/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:?% (Damage/Blast DamageDmgBlastSmall64.png Blast status chance)
∞ (armor buff duration in field)
1,000 (armor bonus cap)
?% (Damage/Magnetic DamageDmgMagneticSmall64.png Magnetic status chance)
Expand/Collapse

Sources of Magnetic Resistances[edit | edit source]

Arcanes[edit | edit source]

Media[edit | edit source]

WDR_11_Magnetic_Damage_(Warframe)-0

WDR 11 Magnetic Damage (Warframe)-0

Patch History[edit | edit source]

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[edit | edit source]


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