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Combined from Cold b Cold and Electricity b 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 b Magnetic Damage is one of the six secondary elemental damage types, composed of Cold b Cold and Electricity b Electricity elements. It is very effective at taking down IconCorpusBCorpus Shields, but is heavily mitigated by the Alloy Armor worn by many higher-level IconGrineerBGrineer units.

Status EffectsEdit

GeneralEdit

For the game mode, see Disruption.

The status effect of Magnetic b 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 b Magnetic procs will show blue rings matching the shape of the affected target moving from top to bottom.

EmpyreanEdit

Magnetic b 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.

Type EffectivenessEdit

IconGrineerBGrineer Health Magnetic b Magnetic Modifier IconCorpusBCorpus Health Magnetic b Magnetic Modifier Infestation bInfested Health Magnetic b 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 armorMagnetic b 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 b Magnetic​ damage is reduced by -50% and damage is further reduced by 150% of a target's whole Alloy Armor.

Magnetic SourcesEdit

WeaponsEdit

Main article: Category:Magnetic Damage Weapons



EnemiesEdit


ModsEdit


AbilitiesEdit

TentacleSwarmU15 PirateKraken
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 (Magnetic w Magnetic contact damage)
50 / 100 / 150 / 200 (TrueDmg w 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


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

DanseMacabreModx256 DanseMacabre130xWhite
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)
Expand

Only on shielded enemies.

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


ShieldPolarizeModU15 ShieldPolarize
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 (TrueDmg w True damage and shield restoration)
1x / 1.5x / 2x / 2.5x (damage multiplier as Magnetic w Magnetic damage)
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)
Expand


CrushModU15 Crush
ENERGY
100
KEY
4
Crush
Magnetizes the bones of nearby enemies, causing them to collapse upon themselves.
Strength:800 / 1000 / 1250/ 1500 Magnetic w (base damage)
2400 / 3000 / 3750/ 4500 Magnetic w (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


VortexModU15 VaubanVortex
ENERGY
100
KEY
4
Vortex
Creates a whirling mass of energy that violently attracts nearby enemies, crushing their atoms into a tiny spec of matter.
Strength:50 (damage)
15 (contact damage)
Duration:6 / 8 / 10 / 12 s
Range:6 m
Misc:2x (initial damage multiplier)

Info
  • Vauban releases a device that creates a powerful attractive force, lasting 6 / 8 / 10 / 12 seconds. On touching an enemy, the device will deal 15 Blast b Blast damage. Every enemy within 6 meters of the device will be violently drawn to it and dealt 50 Magnetic b Magnetic damage per second (across 4 damage ticks per second). When the device activates, the initial damage tick is multiplied by 200%.
    • Damage per second and contact damage are affected by Ability Strength, and the contact damage can be increased by body-part multipliers.
    • Initial damage multiplier is not affected by Ability Strength.
    • Each tick of damage has a moderate status chance. Enemies affected by the status effect will have their shields reduced by 75% for 4 seconds.
    • Enemies are ragdolled as they're pulled in, and the damage decreases with distance.
    • Some enemies will simply be knocked down repeatedly, as they will get up while in vortex only to be knocked down again. In rare cases, enemies can use abilities or fire their weapon in the brief moment they are getting up.
    • While the initial damage tick is multiplied by 200%, this damage tick does not take benefit from Vauban's passive if used solely.
      • For example, a rank-3 Vortex with 100% Ability Strength will deal
        50 / 4 × 2 = 25 Magnetic b Magnetic damage as the initial damage tick.
      • The damage ticks after the initial one do take benefit from the passive.
    • Vortex will not take priority over Bastille130xDark Bastille; Enemies currently held up in Bastille's field will be pulled towards the vortex, but will not leave Bastille or be ragdolled.
    • Blast b Blast damage is effective against Machinery and Fossilized, but less effective against Ferrite Armor and Infested Sinew.
    • Blast b Blast status effect forces all enemies within a 5 meter radius to stumble and fall.
    • Magnetic b Magnetic damage is effective against Shielded and Proto Shields, but less effective against Alloy Armor.
    • Magnetic b Magnetic status effect reduces a target's current and maximum shields by 75% for 4 seconds.
    • Duration is affected by Ability Duration.
    • Attraction radius is affected by Ability Range.
    • The relationship between attraction radius and Ability Range is nonlinear.
    • Vortex uses the following expression when accounting for Ability Range:
      Modified Range = Base Range × Ability Range 0.5
    • The device will deploy on the first surface it makes contact with and will hover approximately one meter perpendicular to the surface.
  • Vortex will not affect most Bosses.
  • Corpses will be attracted, leaving only the loot that was drawn into the nexus.
  • Enemies that remain within Vortex's nexus for an extended period of time may implode, yielding no loot or affinity.
  • Can be used while performing many actions without interrupting them, including reloading.
  • Can be cast multiple times while active.

Augment
PerpetualVortex
Main article: Perpetual Vortex

Perpetual Vortex is a Warframe Augment Mod for VaubanIcon272 Vauban's Vortex that increases its duration for every additional Vortex thrown into it.


Rank Added Duration Cost
0 50% 6
1 55% 7
2 60% 8
3 70% 9

Tips & Tricks
  • Can be used to collect resource and ammo drops to where the Vortex is placed.
  • Vortex appears from a ball that Vauban throws. You can aim at where he throws it at.
  • Many enemies sucked into the center of the Vortex are considered to be in a prone position if attacked in melee, resulting in a ground finisher. Multiple enemies can be hit or killed by a single ground finisher to the center of the Vortex.
  • Due to enemies often being very close to each other, Electric procs are very effective, as they will create large chains of damage. In some cases, {{Ability}} Tesla not founds can be thrown down to allow procs that kill enemies quicker than either power on it's own.

Bugs
  • Initial activation will tug players for a fraction of a second, and players near vortex's AoE will have a decrease in slide attack boost speed.
  • Sometimes pulls players in for the full duration.
  • Jump kicking into Vortex will cause the player to rise exponentially.
  • If cast near downed allies can interfere with the bleedout timer. Trying to revive them can interrupt the revival and freeze the timer/percentage leaving the downed player stuck at 0% but no timer. Trying to revive the player while Vortex is active will simply keep interrupting the animation.
  • Ability Strength may affect the value of each damage tick. However, the rate at which ticks occur will adjust accordingly in order to maintain Vortex's damage per second. (Probably because of low fps)

  • Expand


    Sources of Magnetic ResistancesEdit

    ArcanesEdit

    MediaEdit

    • Magnetic proc on an enemy
    • Magnetic visuals on a melee weapon, with effects similar to those of cold and electric
    WDR 11 Magnetic Damage (Warframe)-0

    WDR 11 Magnetic Damage (Warframe)-0

    Patch HistoryEdit

    Update 27.2

    • 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

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

    Update 19.0

    • 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 AlsoEdit


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