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Created by combining DmgColdSmall64 Cold and DmgElectricitySmall64 Electricity damage. Highly effective against Corpus Shields and Proto Shields.
Magnetic Status Effect increases Shield damage by up to 325% with multiple stacks and disables the target's Shield regeneration for a short duration.
—In-game Description

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

Status Effects[]

General[]

For the game mode, see Disruption.

The status effect of DmgMagneticSmall64 Magnetic damage is Disrupt. It amplifies damage to the shields and Overguard of the afflicted target by 100% and reduces shield regeneration for 6 seconds. Subsequent procs add 25% increased damage to shields up to 325% in total after 10 stacks, with each stack having their own duration. Any stacks applied after the 10th will replace the oldest stack.

Upon breaking enemy shields/overguard with DmgMagneticSmall64 Magnetic, the target receives DmgElectricitySmall64 Electricity damage and status effect.

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: their HUDs will be distorted and lose 90 Energy over the 3 second duration (or 30 Energy per tick). Status cleanse will stop the energy drain and the HUD static.

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

Railjack[]

DmgMagneticSmall64 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 Grineer Health Magnetic Modifier IconCorpusOn Corpus Health Magnetic Modifier Infestation w Infested Health Magnetic Modifier MurmurIcon The Murmur Health Magnetic Modifier
Cloned Flesh Flesh Infested Indifferent Facade
Ferrite Armor Shield Infested Flesh Machinery
Alloy Armor Proto Shield Fossilized Ferrite Armor
Machinery Robotic Infested Sinew

As with all damage types ineffective against armor, DmgMagneticSmall64 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 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

Weapons[]

Main article: Category:Magnetic Damage Weapons
Weapons with Magnetic damage
Name Slot Class Attack Name DmgMagneticSmall64 Magnetic Majority
Battacor Battacor Primary Rifle Normal Attack 42 63.64% DmgMagneticSmall64 Magnetic
Gammacor Gammacor Secondary Pistol Normal Attack 16 100.00% DmgMagneticSmall64 Magnetic
Simulor Simulor Primary Rifle Orb Explosion 200 100.00% DmgMagneticSmall64 Magnetic
SynoidGammacor Synoid Gammacor Secondary Pistol Normal Attack 20 100.00% DmgMagneticSmall64 Magnetic
SynoidSimulor Synoid Simulor Primary Rifle Orb Explosion 240 100.00% DmgMagneticSmall64 Magnetic
Velocitus Velocitus (Atmosphere) Archgun (Atmosphere) Rifle Charged Shot 800 25.00% DmgImpactSmall64 Impact
Velocitus Velocitus Archgun Archgun Charged Shot 400 25.00% DmgImpactSmall64 Impact

Enemies[]

Mods[]

Abilities[]

DanseMacabreModx256 DanseMacabre130xWhite
4
EnergyOrb25
+20-40/s
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.


Introduced in Update 23.5 (2018-08-24)

AbilityStrengthBuff Strength:500 / 750 / 1,000 / 1,250 (damage / s)
1,000 / 1,500 / 2,000 / 2,500 (boosted damage / s)
AbilityDurationBuff Duration:N/A
AbilityRangeBuff 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

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Only applies DmgMagneticSmall64 Magnetic damage on shielded enemies.

PullModx256 Pull130xWhite
1
EnergyOrb25
Pull

Mag stuns enemies as she manifests a magnetic vortex. The vortex pulls in Polarize Shards and stunned enemies to place them directly in front of her.


Introduced in Vanilla (2012-10-25)

AbilityStrengthBuff Strength:100 / 125 / 150 / 300 (DmgMagneticSmall64 Magnetic damage)
? m/s (pull velocity)
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:15 / 20 / 22 / 25 m (target range)

Misc: 6 m (radial pull)
90° (angle)

Subsumable to Helminth
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PolarizeModx256 Polarize130xWhite
3
EnergyOrb75
Polarize

Emit an energy pulse that depletes enemy shields and armor as it restores ally shields. Debris left over from the pulse becomes Polarize Shards. Nearby Polarize Shards orbit Mag and cut enemies, inflicting bleed status.


Introduced in Vanilla (2012-10-25)

AbilityStrengthBuff Strength:250 / 300 / 350 / 400 (DmgTrueSmall64 True damage and shield restoration)
1x / 1.5x / 2x / 2.5x (explosion damage multiplier as DmgMagneticSmall64 Magnetic damage)
50 (Shard DmgPunctureSmall64 Puncture and DmgSlashSmall64 Slash damage)
AbilityDurationBuff Duration:5 s (pulse travel time)
AbilityRangeBuff Range:8 m (initial pulse radius)

Misc: 5.9 m/s (pulse travel speed)
3 m (Shard pickup radius)
1 m (Shard damage radius)

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CrushModx256 Crush130xWhite
4
EnergyOrb100
Crush

Magnetize the bones of nearby enemies, causing them to collapse upon themselves.


Introduced in Vanilla (2012-10-25)

AbilityStrengthBuff Strength:800 / 1000 / 1250 / 1500 DmgMagneticSmall64 Magnetic (base damage)
800 / 1000 / 1250 / 1500 DmgMagneticSmall64 Magnetic (extra damage to targeted Magnetize130xWhite Magnetize)
10 / 15 / 20 / 25 (shields per hit)
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:18 m

Misc: 30 / 45 / 60 / 75 (shields per hit cap)

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BastilleModx256 Bastille130xWhite
4
EnergyOrb100
Bastille

Erect a containment field to capture enemies and suspended them in stasis, stripping their armor. Hold to collapse all Bastilles into a single damaging vortex.


Introduced in Update 7.11 (2013-05-17)

AbilityStrengthBuff Strength:15 (DmgBlastSmall64 Blast damage on device hit)
6 / 8 / 10 / 12 (max targets lifted)
2.5 / 5 / 7.5 / 10 % (armor removal per second)
50 (DmgMagneticSmall64 Magnetic damage per second in vortex)
AbilityDurationBuff 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)
AbilityRangeBuff Range:5 / 7 / 8 / 10 m (capture radius)

Misc: ?% (DmgBlastSmall64 Blast status chance)
∞ (armor buff duration in field)
1,000 (armor bonus cap)
?% (DmgMagneticSmall64 Magnetic status chance)

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Sources of Magnetic Resistances[]

Arcanes[]

Additional Effects[]

Some arcanes add additional effects when a DmgMagneticSmall64 Magnetic occurs or dealing DmgMagneticSmall64 Magnetic damage.

Media[]

Patch History[]

Update 36.0 (2024-06-18)

Status Effect Reworks

Magnetic

Magnetic has received a few buffs to increase its effectiveness against Shields and to hammer home the power fantasy of overloading enemy Shields.

Magnetic Changes:

  • Damage to Nullifier Bubbles has been increased
    • Minimum Damage raised to 300 Damage per shot.
    • Maximum Damage raised to 1200 Damage per shot.
      • Additionally, we now show the minimum and maximum damage numbers against Nullifier Bubbles, with Magnetic attacks displaying the buffed damage shown above, while non-Magnetic sources will display the original, unbuffed damage.
        • Known issue: Clients see the incorrectly unbuffed damage from Magnetic sources, which is strictly a UI/visual bug. Magnetic sources will continue to deal increased damage towards Nullifier Bubbles despite the incorrect numbers displayed. We will look to resolve this in a future Hotfix/Update.
  • Reduced Shield Regeneration by a percentage per Magnetic stack against affected targets.
  • Upon Shield/Overguard Breaking a target, the enemy will now be dealt Electric Status damage for a percentage of Max Shields/Overguard per Magnetic stack while also forcing an Electric Status Effect.
  • Magnetic stacks on an enemy with Overguard now allow for bonus damage to Overguard, similar to how Magnetic affects Shields.

Update 35.0 (2023-12-13)

  • Reduced the duration of Magnetic Status Effects when applied to players from 6 to 3 seconds and decreased the total Energy drain from 120 to 90.
    • In addition to general feedback on Magnetic Damage being a bit harsh, the new tileset has many Magnetic Damage sources so the following changes were made to ensure it still had an impact without becoming unmanageable.

Update 31.6 (2022-06-09)

  • Reduced the Energy drain from Magnetic procs from 50 to 20 per tick.
    • This not only applies to Thrax enemies, but to Magnetic damage across the game (laser doors, magnetic water in the Plains of Eidolon, etc.)! A default Magnetic proc used to drain 250 Energy, now it will do 100.

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.

Update 11.0 (2013-11-20)

  • Introduced.

See Also[]


  1. "Shards within 3m of Mag now orbit her, inflicting the Slash or Puncture Status Effect to nearby enemies." - Update 32.0
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