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

Status Effects[edit | edit source]

General[edit | edit source]

For the game mode, see Disruption.

The status effect of Magnetic b.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.

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

Empyrean[edit | edit source]

Magnetic b.png 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 Effectiveness[edit | edit source]

IconGrineerB.svgGrineer Health Magnetic b.png Magnetic Modifier IconCorpusB.svgCorpus Health Magnetic b.png Magnetic Modifier Infestation b.svgInfested Health Magnetic b.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 armorMagnetic b.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 b.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]

Weapons[edit | edit source]

Main article: Category:Magnetic Damage Weapons

Enemies[edit | edit source]

Mods[edit | edit source]

Abilities[edit | edit source]

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 w.png Magnetic contact damage)
50 / 100 / 150 / 200 (TrueDmg w.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 b.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

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)
Only on shielded enemies.

PullModU15.jpeg Pull.png
Magnetic force pulls enemies toward you, stunning them and bringing them into melee range.
Range:15 / 20 / 22 / 25 m
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.
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)

CrushModU15.jpeg Crush.png
Magnetizes the bones of nearby enemies, causing them to collapse upon themselves.
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 w.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 w.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 w.png Blast status chance)
∞ (armor buff duration in field)
1,000 (armor bonus cap)
?% (Magnetic w.png Magnetic status chance)

Sources of Magnetic Resistances[edit | edit source]

Arcanes[edit | edit source]

Media[edit | edit source]


WDR 11 Magnetic Damage (Warframe)-0

Patch History[edit | edit source]

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 Also[edit | edit source]

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