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With full command of surrounding magnetic energy, Mag is an expert at enemy manipulation.

This is Mag, a force to be reckoned with.

Mag is a team player, Tenno, and a worthy addition to any squad.

Release Date: October 25th, 2012

Mag is a Warframe based on magnetic force. She boasts high shield strength in exchange for reduced health, and her abilities make her a potent medium for crowd control and manipulation. She is one of three starter options for new players.

Acquisition

Mag is one of the three starter Warframes, alongside ExcaliburIcon272.png Excalibur and VoltIcon272.png Volt, during Awakening.

Mag's main blueprint can be purchased from the Market. Mag's component blueprints can be obtained from defeating The Sergeant on Iliad, Phobos.

Mag can also be bought complete from Teshin for ReputationBlackx64.png 60,000 once players have achieved Typhoon rank in the Conclave.
Item Source Chance Expected Nearly Guaranteed
Systems.png Systems Blueprint The Sergeant Assassination 22.56% ~ 4 Kills 27 ± 9 Kills
Helmet.png Neuroptics Blueprint The Sergeant Assassination 38.72% ~ 2 Kills 14 ± 4 Kills
Chassis.png Chassis Blueprint The Sergeant Assassination 38.72% ~ 2 Kills 14 ± 4 Kills

All drop rates data is obtained from DE's official drop tables. See Mission Rewards#Standard Missions for definitions on reward table rotations. Drop chances are rounded to two decimal places, following the official drop tables repository.
Expected means a player can expect to obtain at least one of a drop every N attempts on average.
Nearly Guaranteed refers to the total number of attempts a player needs to obtain a 1 in 10^2,3, and 4 probability not to have recieved a single drop (99%, 99.9%, and 99.99% probability to have received at least one drop).
The combined probability of multiple drops is 1 - ((1-A%) * (1-B%) * ...) (add drops in same rotation)

For more detailed definitions and information, visit here.

Manufacturing Requirements
Credits64.png
25,000
Chassis
1
Neuroptics
1
Systems
1
OrokinCell.png
1
Time: 72 hrs
Rush: Platinum64.png 50
Market Price: Platinum64.png 75 Blueprint Price: Credits64.png 25,000
Chassis Chassis
Credits64.png
15,000
Morphics.png
1
Ferrite.png
1000
Rubedo.png
300

Time: 12 hrs
Rush: Platinum64.png 25
Neuroptics Neuroptics
Credits64.png
15,000
AlloyPlate.png
150
NeuralSensors.png
1
PolymerBundle.png
150
Rubedo.png
500
Time: 12 hrs
Rush: Platinum64.png 25
Systems Systems
Credits64.png
15,000
ControlModule.png
1
Morphics.png
1
Salvage.png
500
Plastids.png
220
Time: 12 hrs
Rush: Platinum64.png 25

Warframe Guides

Photo-4.png
“I am the Lotus. I will guide you, but we must hurry.”
Guides are created by users like you. They aren't as strictly regulated as most pages, so keep an eye out for dated or subjective information.
Have your own build and playstyle? You can contribute too! Instructions are within.

See Category:Mag Guides to read user-made guides on how to play this Warframe.

Trivia

  • Mag's given name is inspired from a shortened form of magnetism, used in a feminine fashion (see: Magdalene). Other possible inspirations include the concept of magnitude, a tribute to her affinity for dealing "in extremes".
  • Mag replaced VoltIcon272.png Volt as an initial choice of Warframe in Update 7.0 (2013-03-18), though Volt would later replace LokiIcon272.png Loki as a starter Warframe choice in Update 14.0 (2014-07-18).
  • The energy of Mag's helmet can be colored with the Warframe's energy colors, instead of the emissive colors.
  • Mag is the first female Warframe to possess a Prime variant.
  • Both of Mag's alternate helmets are named after the Gauss projectile accelerator consisting of one or more coils used as linear electromagnets to accelerate a magnetic or conducting projectile to high velocity. Weapons using said mechanic are commonly referred to as either Gauss guns or Coilguns.
    • GaussIcon272.png Gauss, another Warframe inspired by the creator of the mechanism mentioned above, has an alternate helmet (Gauss Mag Helmet) which is deliberately a reversal of one of Mag's alternate helmets, the Mag Gauss Helmet.
  • A Mag is briefly shown in Livestream 17 along with Alad V.

Edit Tab
AladVPortrait d.png
“Market forces dictate that you need to evolve or die.”
Mag Prime is Vaulted.
The Void Relics for this item have been removed from the drop tables and do not drop during gameplay at this time. Vaulted Void Relics already contained in player inventories are not affected and can still be either opened or traded between players.
Warframe Archive - Debrief excerpt

We sat strapped in, safeties off, waiting for the punch. Waiting for death. Through my filthy porthole I saw stars among the outlines of the other Splinter ships queuing for the Solar Rail. It would soon grip us with an incomprehensible power and cast us through the void into the mouth of our enemy.

I watched the ships one-by-one bending and gone. Each crammed with zero-tech soldiers sucking stale air, white knuckling their percussion rifles. Each filled with a desperation that comes from extinction. Our ship would be the last to cross the gap. Our ship had special cargo.

It was essentially empty. Just ten men, like me, strapped in with the best zero-tech suits and weapons the empire could build... and "it". "It" stood in the aisle, a slender and eyeless metal form. A Tenno inside its Warframe. Vaguely human, vaguely feminine. Was this armor or some ornate carapace for the monster that lived inside? I strained against the harness as the ship yawed for final approach. I could see the Tenno standing there freely. Solemn and gold-gleaming, oblivious to the inertial force.

I had been, until then, a Tenno denier. They were ghosts, propaganda, twisted casualties of the void era. Not possibly real. Yet here it was in the flesh. The Empire, in their desperation, was going to turn the demons loose and hope for the best. Who did we fear more, the enemy or this monster? We had our safeties off, could we trust it? Then it didn't matter anymore. The punch came - and our windows became blinding. When we could see again our ship was somewhere else, shattered and dead in an instant.

My lungs were flattened, eyes full of death. Ship debris glittered like a night snow. The alien blue star was dark and blinding beyond us. The countless articulating worm-ships of our enemy, ringed in glowing discs, undulating and heat-bursting the surviving soldiers like me. This is where I died. I was in R-disc, sweeping over my right and setting my blood on fire. My vision flattened, the hearing muffled and buzzed. I could feel the side of my face going slack and wet.

I was in a dying dream. I saw a bright spot blurring and weaving toward me. I felt a tug toward it from the metal clasps on my suit. It reached me, rising up - a gleaming beast, a plume of golden wings rising and unfolding behind it. An angel. It snatched me from my death. I could feel my lungs fill as it wrapped me in its wings. Its Void Shield shimmered blue, strained under the enemy beams. I felt a suddenly tug of acceleration. I closed my eyes and held on it like a child.

I awoke on the floor, the sting of crisping flesh on my face and side. It was standing over me, the wings gone. I heard the cracking of weapons echoing down the corridor. Maybe the mission would be saved, but I was dying and so I waved my hand to send it away. I felt a pistol thrust in my hand as I was heaved to my feet. The angel had saved me, pulled me from hell, but it would not pity me. I was to die on my feet, by its side. I turned my good side toward the gunfire and raised the gun. It nodded, its outstretched metal hand surging and pulsing in ancient shapes as blue shimmered around me. It turned, drawing its blade and together we surged headlong into the hailstorm of death and fire that awaited us.
The exquisite Mag Prime offers the same abilities as Mag but with unique mod polarities for greater customization.
—In-game Description

Release Date: September 13th, 2013

Mag Prime is the Primed variant of MagIcon272.png Mag, possessing increased health, armor, and energy capacity, as well as an additional Madurai Pol.svg polarity. Mag Prime was released alongside BoarPrime.png Boar Prime and DakraPrime.png Dakra Prime.

Acquisition

Lith, Meso, Neo, and Axi refer to Void Relics  |  (V) Denotes Vaulted Void Relics  |  (B) Denotes Baro Ki'Teer Exclusive Void Relic
Mag Prime's Relic Drops
Chassis Blueprint Mag PrimeIcon272.png Blueprint Systems Blueprint Neuroptics Blueprint
VoidRelicBronzeIcon64.png Meso B1 Uncommon (V)
VoidRelicBronzeIcon64.png Meso B3 Uncommon (V)
VoidRelicSilverIcon64.png Neo B3 Uncommon (V)
VoidRelicIronIcon64.png Lith M1 Rare (V)
VoidRelicIronIcon64.png Lith M2 Rare (V)
VoidRelicBronzeIcon64.png Meso M1 Rare (V)
VoidRelicGoldIcon64.png Axi R1 Common (V)
VoidRelicGoldIcon64.png Axi S4 Common (V)
VoidRelicSilverIcon64.png Neo D1 Common (V)
VoidRelicGoldIcon64.png Axi V2 Common (V)
VoidRelicIronIcon64.png Lith B1 Common (V)
VoidRelicSilverIcon64.png Neo N9 Common (V)
Manufacturing Requirements
Credits64.png
25,000
Chassis Neuroptics Systems OrokinCell.png
3
Time: 72 hrs
Rush: Platinum64.png 50
Market Price: N/A Blueprint Price: N/A
Chassis Chassis
Credits64.png
15,000
Morphics.png
3
Ferrite.png
1,000
Rubedo.png
400

Time: 12 hrs
Rush: Platinum64.png 25
Neuroptics Neuroptics
Credits64.png
15,000
AlloyPlate.png
150
NeuralSensors.png
2
PolymerBundle.png
150
Rubedo.png
750
Time: 12 hrs
Rush: Platinum64.png 25
Systems Systems
Credits64.png
15,000
ControlModule.png
3
Morphics.png
1
Salvage.png
500
Plastids.png
500
Time: 12 hrs
Rush: Platinum64.png 25

Vaultings

Notes

  • Mag Prime, compared to MagIcon272.png Mag:
    • Higher Health (100/300 vs. 75/225)
    • Higher Armor (125 vs. 100)
    • Higher Energy (175/262 vs. 125/188)
    • Different Polarities (Naramon Pol.svgNaramon Pol.svgMadurai Pol.svg vs. Naramon Pol.svgNaramon Pol.svg)
  • As a Prime Warframe, Mag Prime possesses a special passive ability where contact with an Orokin Void Death Orb will make them release an energy pulse that grants 250 Energy to all nearby allies. This effect can only occur once per Death Orb, and can occur even if the Death Orb has been previously destroyed.

Trivia

  • Mag Prime was added in Update 10.0 (2013-09-13) along with the BoarPrime.png Boar Prime and DakraPrime.png Dakra Prime weapons. She was the third prime Warframe added to the game and is also the first female prime Warframe to be added.
  • Mag Prime is one of the first Warframes (with the other being NekrosIcon272.png Nekros) to require three Orokin Cells to craft.
  • Prior to Update 10.3 (2013-10-09), Mag Prime's secondary color could tint the gold accents on her body.
  • The floating gold plates by Mag Prime's shoulders are considered customization Armor parts, and will be removed if any other arm plates are used.
  • The "wings" mentioned in Mag Prime's Codex entry foreshadowed the Archwing, a feature added in Update 15.0 (2014-10-24). This was mentioned in Devstream 36, which showcased Archwing gameplay.
  • Mag Prime's Crush130xDark.png Crush features golden debris being lifted off the ground, unlike the standard version.

Media

See also

  • Prime, the original Orokin version of a Warframe or weapon.

Edit Tab

Passive

MagIcon272.png Mag pulls nearby Pickups towards her when Bullet Jumping, similar to Mod TT 20px.png Vacuum.

Abilities 

View Maximization
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Main article: Pull (edit)
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 (DmgMagneticSmall64.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)
Subsumable to Helminth

Info
  • Mag generates a strong magnetic current, pulling every enemy within a 6 meter radius around herself, as well as enemies within 15 / 20 / 22 / 25 meters and a 90° angle of the aiming reticle. Affected enemies are ragdolled and pulled toward Mag with a velocity of ? meters per second, while dealt 100 / 125 / 150 / 300 DmgMagneticSmall64.png Magnetic damage. Enemies killed by Pull have a 10% / 15% / 20% / 25% increased chance to drop an Energy orb.
  • Ability Synergy: Pull inflicts 200% damage against an enemy targeted by Magnetize130xDark.png Magnetize.
  • Pull's visual effects, including a tint on enemies affected by it, are affected by Mag's chosen energy color.
  • Casting Pull is a One-Handed Action that can be done while performing many actions without interrupting them, including reloading, charging, shooting, and moving (either sprinting or sliding).
    • Can be used in mid-air, but not while on a zipline.
  • Pull grounds fliers, rather than pulling them toward the player.
  • Subsuming Mag to the Helminth will offer Pull and its augments to be used by other Warframes.

Augment
GreedyPull2.png
Main article: Greedy Pull

Greedy Pull is a Warframe Augment Mod that gives MagIcon272.png Mag's Pull130xDark.png Pull the ability to attract pickups towards herself.


Rank Effect Cost
0 40% 6
1 60% 7
2 80% 8
3 100% 9

Tips & Tricks
  • This is a great crowd controlling ability, as using it will disorient enemies, drawing away open fires for several seconds.
    • It can be used to stop enemies from storm-firing your team.
    • It can also be used keep enemies at bay when reviving fallen teammates.
  • Consider using this ability to destroy minor enemies such as Shield, Mine and Leech Osprey; and Rollers along with Latchers.

Expand/Collapse
Main article: Magnetize (edit)
BulletAttractorModU15.jpeg BulletAttractor.png
ENERGY:
50
KEY
2
Magnetize
(TAP) Encloses a target in a magnetic field, ensnaring nearby enemies and dealing damage over time. Bullets and shards created from Polarize increase this damage.
(HOLD) Creates a magnetic field around Mag, absorbing ranged attacks and dealing damage back in a destructive cone.

Strength:50 / 150 / 200 / 300 (DmgBlastSmall64.png Blast explosion base damage)
1.25x / 1.5x / 1.75x / 2x (damage multiplier)
2x / 2.5x / 3.5x / 4x (magnetic pull)
Duration:10 / 12 / 13 /15 s
Range:5 / 10 / 12 / 15 m (explosion radius)
2 / 3 / 3.5 / 4 m (field radius)
Misc:10% / 15% / 20% / 25% (damage absorption)
∞ (cast range)

Strength:50 / 150 / 200 / 300 (DmgBlastSmall64.png Blast base damage)
10 / 15 / 20 / 25 (DmgBlastSmall64.png Blast damage increase per second)
1.25x / 1.5x / 1.75x / 2x (absorption multiplier)
Duration:10 / 12 / 13 /15 s
Range:5 / 10 / 12 / 15 m (blast range)
Misc:80° (blast angle)
? (absorption radius)

Info
  • Mag creates a magnetic field around an enemy target by tapping the ability key (default 2 ) when aiming at them over an unrestricted range. By holding down the ability key, Mag creates the magnetic singularity between her hands instead, protecting her from enemy fire. In either form, Magnetize costs 50 Energy and lasts for up to 10 / 12 / 13 / 15 seconds.
    • Duration is affected by Ability Duration.
    • Energy cost is affected by Ability Efficiency.
    • Cast range is not affected by mods.
    • Cast animation of 1 second is affected by Mod TT 20px.png Natural Talent and Mod TT 20px.png Speed Drift.
    • Once the protective singularity is formed, the ability key may be released without deactivating the ability.

  • An enemy affected by Magnetize is anchored in place and cannot move. The magnetic field has a radius of 2 / 3 / 3.5 / 4 meters encompassing the target, and slowly drags in all enemies within 4 / 6 / 7 / 8 meters with a magnetic pull of 2x / 2.5x / 3.5x / 4x. During the field's lifetime, all projectiles, bullets, and Polarize130xDark.png Polarize shards will be redirected towards its center, and incoming damage from all sources will be increased 1.25x / 1.5x / 1.75x / 2x.
    • Damage multiplier and magnetic pull are affected by Ability Strength.
      • Only the main target is affected by the damage multiplier.
      • Furthermore, the damage multiplier doesn't affect damage done to Shields, making it less effective against shielded enemies, such as Corpus units.
    • Field radius and pull radius are affected by Ability Range.
    • The magnetized target can still attack and cast abilities, among other actions.
    • Magnetized Eximus units will not be anchored, but magnetic fields will move with them.
  • Additionally, the field absorbs 10% / 15% / 20% / 25% of the damage from all redirected projectiles, bullets and Polarize130xDark.png Polarize shards. 100% of all stored damage will be dealt per second to all enemies within the field. The field deals DmgMagneticSmall64.png Magnetic damage, and damage is applied in half-second increments.
    • Percentage of damage absorbed and damage dealt are not affected by Power Strength, however the damage multiplier on Magnetize's target will apply to any damage it receives from the field.
    • Damage decreases radially from the center of the Magnetize field, down to a minimum of 50% damage.
    • Absorbed damage does not take critical hits into account.
    • Multishot multiplier on any type of weapon is taken into account for absorbed damage.
    • Projectile weapons have each projectile from the shot taken into account for absorbed damage.
  • If the initial target dies while magnetized, the field destabilizes and explodes at the end of its duration for 50 / 150 / 200 / 300 DmgBlastSmall64.png Blast base damage in a 5 / 10 / 12 / 15 meter radius. Each time an enemy gets hit by the damage ticks inside the bubble, 100% of the currently absorbed damage gets added to the explosion damage. For example, if Magnetize is shot once with a 1000 damage weapon, it will absorb 250 damage, so each tick of damage dealt to an enemy will add 250 damage to the explosion. If one enemy is hit with 20 half-second ticks of damage before the explosion without having any further damage added to the field, the expression for explosion damage would be 300 + (20 × 1000 × 0.25) = 5,300.
    • Base explosion damage is affected by Power Strength.
      • Explosion damage diminishes with distance and does not bypass obstacles in the environment.
    • Explosion radius is affected by Ability Range.
    • Percentage of absorbed damage added is not affected by mods.
    • Should the initial target's corpse despawn before the ability duration is over, the enemy pull effect is disabled, but the explosion will still happen.
  • Redirected projectiles travel in a straight line from the point of impact to the center of the sphere which can draw fire away from enemy weak spots. However, you can target vital areas by aiming for any point on the sphere that is perpendicular to the weak spot. Hitscan weapons have less difficulty hitting weak spots; simply aiming at the target's weak spots will yield extra damage in most cases.
    • Shots fired within the field are also redirected, including shots fired by the magnetized target.
    • In addition to firearms, Magnetize can redirect RadialJavelin130xDark.png Radial Javelin blades, Prism130xDark.png Prism lasers, ExaltedBlade130xDark.png Exalted Blade's waves, and ArtemisBow130xDark.png Artemis Bow's arrow fan into a single target.
    • In addition to the Warframe abilities mentioned above, Magnetize will also affect the grenades from each of VaubanIcon272.png Vauban's abilities. All grenades are pulled to the center of the sphere and will function normally if they contact a surface (i.e enemy body, wall, door, etc). Assuming no surface is met, they are held suspended (and inactive) until Magnetize dissipates, upon which time they may or may not be launched unpredictably. PhotonStrike130xDark.png Photon Strike is held inactive as it detonates after a set duration of being thrown, surface or no. Additionally, any active ability grenades will be pulled to the center of the sphere and continue to function should a new placed Magnetize overlap the current position of the grenade.
    • Does not redirect area-of-effect abilities, shots fired by gunblades, or thrown glaives.
  • Casting Magnetize on a target is a One-Handed Action that can be done while performing many actions without interrupting them, including reloading, charging, shooting, and moving (either sprinting or sliding).
    • Can be used in mid-air, but not while on a zipline.

  • The magnetic singularity grows in power, starting with 50 / 150 / 200 / 300 DmgBlastSmall64.png Blast damage at base and increasing by 10 / 15 / 20 / 25 DmgBlastSmall64.png Blast damage every second, for as long as its held. All projectiles and bullets caught within ? meters around Mag are absorbed by the singularity, their damage is then multiplied by 1.25x / 1.5x / 1.75x / 2x and added to the total damage stored. When the duration ends, or the ability is recast while active, Mag releases all stored damage in front of her as an explosive blast, damaging enemies in an angle of 80 degrees and up to 5 / 10 / 12 / 15 meters away.
    • Base damage, damage increase per second and absorption multiplier, are affected by Ability Strength.
      • Blast damage diminishes with distance and bypasses obstacles in the environment.
    • Blast range is affected by Ability Range.
    • Absorb radius and blast angle are not affected by mods.
    • The singularity does not absorb area or melee damage, Polarize130xDark.png Polarize shards, nor friendly fire.
  • When activated, Mag will holster her weapons and start walking at a slow pace, still being able to jump from the floor and aim glide. However, crouching (default Ctrl ), rolling (default Shift ) and double jumping is disabled for the duration.
    • Mag can still pick up portable items (such as datamasses or power cores) and interact with Mobile Defense terminals and Defense operatives, but cannot hack consoles nor revive teammates.
    • Mag will be susceptible to melee assailants and damage over time effects.
    • Holding Magnetize is an upper-body action that can be done while moving, but will interrupt reloading, charging, shooting and sprinting.
    • Can be used in mid-air, but not while on a zipline.


    • Only 3 Magnetized enemy fields can be active at the same time, magnetizing a fourth target will make the first field either explode or disappear (whether the original target died or not).
      • The singularity from holding down the ability does not count towards this limit.
    • If the target dies before the Magnetize field appears, energy used for Magnetize will be refunded.
    • Magnetize's visual effects are affected by Mag's chosen energy colors.

    Augment
    MagnetizedDischargeMod.png
    Main article: Magnetized Discharge

    Magnetized Discharge is a Warframe Augment Mod for MagIcon272.png Mag's Magnetize130xDark.png Magnetize that allows manual detonation by recasting the ability on an active Magnetize bubble. Enemies hit by the detonation have a chance to be disarmed. Additionally increases Magnetize's range.


    Rank Disarm Chance Bonus Magnetize Range Cost
    0 12.5% 20% 6
    1 25% 25% 7
    2 37.5% 35% 8
    3 50% 45% 9

    Tips & Tricks
    • As the pull effect is disabled when the initial target's corpse despawns, some effects, like the DmgFireSmall64.png Heat status effect or the innate vaporization on death of weapons like Ferrox.png Ferrox, can preemptively disable the pull effect by making the corpse despawn almost immediately after their death. (May be a bug?)
    • This ability can be used defensively. No bullets or projectiles can pass through the field without being redirected.
      • Maximized Ability Range is a very effective choice of maximization for this ability as it provides a large radius of protection from most enemy damage.
      • Beware, however, as physical projectiles can still damage you while inside it if you find yourself between the entering point of the bullet and the center of the bubble.
    • Synergizes very well with ExcaliburIcon272.png Excalibur's ExaltedBlade130xDark.png Exalted Blade, as his blade waves have infinite punch through and are redirected around the magnetic field, allowing them to damage enemies several times until dissipating after traversing 40m.
    • Extremely effective against heavy enemies, especially fast moving, such as Oxium Osprey or Bursas.
    • When this ability is used with punch through weapons, like the Lanka.png Lanka and Miter.png Miter, the bullet or projectile will hit the target multiple times. However, this does not increase the damage over time produced by the field or the damage of the final explosion. This is ideal for taking out specific targets.
    • Using beam weapons, such as the Ignis.png Ignis, Atomos.png Atomos, Gammacor.png Gammacor, Quanta.png Quanta, etc., will not hit the enemies multiple times the same way that punch through projectiles do, but will greatly increase the damage over time generated by the field and the final explosion. This is ideal for creating choke-points where every enemy that walks through the bubble gets killed by the field's damage over time effect.
    • Weapons with the ability to empty their magazines into a single torrent of shot, such as the KuvaKraken.png Kuva Kraken, TenetDetron.png Tenet Detron, Pandero.png Pandero (PanderoPrime.png Prime), and KuvaHek.png Kuva Hek, synergize especially well with the short-tap Magnetize bubble. Combined with a high reload speed, these weapons can quickly turn the bubble into a deadly trap and time bomb.
      • A Grakata.png Grakata with Mod TT 20px.png Wild Frenzy synergizes extremely well with Magnetize, as the bubble greatly increases the mod's two-kill ammo refund requirement and thus almost ensuring a limitless supply of bullets to feed the bubble.
    • While DmgGasSmall64.png Gas effects don't increase absorbed damage, they can help in damaging all enemies inside the bubble, especially if punch through is on the used weapon, which allows multiple procs to occur per shot.
    • Holding down the ability and getting hit by enemy bullets, while not taking damage, they still contribute towards Mod TT 20px.png Adaptation's build-up. This makes for a safe way to cap the resistances.
    • As Eximus unit cannot be pulled by magnetic bubbles, they're priority target for Magnetize because the bubbles can prevent them from damaging the Tenno with firearms. They can also potentially sweep more enemies into manetized bubbles as the bubbles move with them.

    Bugs
  • The blast cone from holding the ability is not centered towards the aiming reticle, but noticeably to the left.

  • Expand/Collapse
    Main article: Polarize (edit)
    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 (DmgTrueSmall64.png True damage and shield restoration)
    1x / 1.5x / 2x / 2.5x (damage multiplier as DmgMagneticSmall64.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)

    Info
    • Mag produces a pulse of magnetic energy with an initial radius of 5 / 6 / 7 / 8 meters that expands outwards over 2 / 3 / 4 / 5 seconds at a constant speed of 5.9 meters per second for a 37.5 meters total radius. If the enemy has shields, the pulse deals 250 / 300 / 350 / 400 damage to it. If the enemy has armor, the armor value gets reduced by 250 / 300 / 350 / 400 and the enemy additionally suffers DmgTrueSmall64.png True Damage equal to the armor removed. Additionally, allies' shields are restored by 250 / 300 / 350 / 400 if they are present in the initial radius or come in contact with the pulse.
      • If at least one enemy has less current armor than the damage value of Polarize and two or more enemies are hit by the wave or the initial cast radius at the same time, then the armor removal can only affect one enemy at a time, leaving any other enemies unaffected.
      • Shield/armor damage and shield restoration are affected by Ability Strength.
      • Initial radius is affected by Ability Range.
        • Since the wave starts traveling after the initial radius, this also slightly increases the total radius.
      • Pulse travel time is affected by Ability Duration.
      • Initial radius and traveled distance are summed to:
        Total Radius = (1 + Ability Range) × 8 + (1 + Ability Duration) × 5 × 5.9.
        • With maxed Mod TT 20px.png Stretch and Mod TT 20px.png Continuity, rank-3 Polarize will have a total radius of (1 + 0.45) × 8 + (1 + 0.3) × 29.5 = 49.95 meters.
      • Wave speed is not affected by mods.
      • Cast animation of 1 second is affected by Mod TT 20px.png Natural Talent or Mod TT 20px.png Speed Drift.
      • Shields must be completely drained from a target before armor depletion can take effect.
      • Restores Mag's own shields, in addition to fellow Tenno, Companions, ShadowsOfTheDead130xDark.png Shadows Of The Dead, hostages, Specters, Sortie Tenno operatives, static mission objectives (such as Cryopods and Excavators), and hacked MOAs spawned from MOA Cabinet Spawners, as well as MindControl130xDark.png Mind Controlled targets.
      • If an armored enemy is the target of Magnetize130xDark.png Magnetize, the damage is multiplied by 200%. This does not affect enemies inside Magnetize that are not target of a cast.
    • All enemies with shields or armor within the initial radius, or that come in contact with the expanding pulse, will produce a violent outburst of magnetic energy inflicting 100% / 150% / 200% / 250% of the drained shields or armor as DmgMagneticSmall64.png Magnetic damage to all other enemies within a 2.5 / 3 / 3.5 / 4 meter radius of each drained target.
      • Damage multiplier is affected by Ability Strength, and the explosion damage diminishes with distance.
        • Damage bypasses obstacles in the environment.
      • DmgMagneticSmall64.png Magnetic damage is effective against Shielded and Proto Shields, but less effective against Alloy Armor.
      • DmgMagneticSmall64.png Magnetic status effect reduces a target's current and maximum shields by 75% for 4 seconds.
      • Explosion radius is increased by 0.5̅5 meters for each meter the bubble radius grows outwards.
      • Enemies who have been drained are not damaged by their own explosion, but they can be damaged by nearby enemies who were also drained.
    • Ability Synergy: Drained enemies drop one or two shards that store 35 damage each that will be absorbed by Magnetize130xDark.png Magnetize if the shard contacts it.
      • Stored damage is unaffected by Power Strength or amount drained.
      • Shards will not get used up when touching a Magnetize bubble and will instead float around in it and drop to the ground after the bubble ends. They despawn 30 seconds after their creation.
    • Polarize's visual effects, including shards, are affected by Mag's chosen energy color.
    • Casting Polarize is a One-Handed Action that can be done while performing many actions without interrupting them, including reloading, charging, shooting, and moving (either sprinting or sliding).
      • Can be used in mid-air, but not while on a zipline.

    Augment
    CounterPulseMod.png
    Main article: Counter Pulse

    Counter Pulse is a Warframe Augment Mod for MagIcon272.png Mag's Polarize130xDark.png Polarize that jams enemy weapons and disables Robotic enemies for a set duration.


    Rank Duration Increase Cost
    0 2s 6
    1 2.5s 7
    2 3s 8
    3 4s 9

    Tips & Tricks
    • Can be used to restore shields to the Cryopod, Cryocore, Excavator in an Excavation mission or an Artifact in a Defense mission.
    • Can break reinforced glass in Corpus Ships and Laser Plates/Rotation Plates on Orokin Tower laser traps, given an enemy with shields/armor is near them and was affected by Polarize.
    • Useless against Flesh.

    Expand/Collapse
    Main article: Crush (edit)
    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 Magnetic (base damage)
    2400 / 3000 / 3750/ 4500 DmgMagneticSmall64.png Magnetic (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)

    Info
    • Magnetizing the bones of all enemies within a 8 / 10 / 13 / 18 meter radius, Mag suspends her victims in the air and forcefully compresses their bodies inflicting 800 / 1000 / 1250 / 1500 DmgMagneticSmall64.png Magnetic damage over three segments, as well as 800 / 1000 / 1250 / 1500 extra DmgMagneticSmall64.png Magnetic damage per segment to the main target of a Magnetize130xDark.png Magnetize field.
      • Damage is affected by Ability Strength.
      • Damage is evenly divided into three ticks (each tick dealing 1/3 of the total damage) that are inflicted in succession over the course of the cast animation, whereas extra damage is fully dealt on each tick.
        • With a maxed Mod TT 20px.png Blind Rage and Mod TT 20px.png Intensify, a rank-3 Crush will deal
          ((Base Damage ÷ 3) + Extra Damage ) × (1 + Strength Mods)Magnetize130xDark.png Magnetize bonus damage = ((1500 ÷ 3) + 1500 ) × (1 + 1.29)^2 = 10,488.2 damage for each tick on a Magnetize130xDark.png Magnetize target.
      • Radius is affected by Ability Range.
      • Cast time of 1.5 seconds is affected by Mod TT 20px.png Natural Talent and Mod TT 20px.png Speed Drift.
    • Additionally, allied Warframes and Companions in the radius of the ability have their shields replenished by 40 on cast, plus an additional 10 / 15 / 20 / 25 per enemy hit per tick.
    • Enemies that walk into the area of effect after the ability has been cast will be caught and damaged by the remaining damage ticks, and will contribute to restore shields.
      • Suspended enemies are incapacitated and suffer a Knockdown when the final damage tick is applied.
    • Some of Crush's visual effects will appear gold when cast by Mag Prime.
    • Casting Crush is a full-body animation that will prevent movement for the entire animation.

    Augment
    FracturingCrush.png
    Main article: Fracturing Crush

    Fracturing Crush is a Warframe Augment Mod for MagIcon272.png Mag that gives Crush130xDark.png Crush the ability to temporarily immobilize survivors and temporarily reduce their armor.


    Rank Armor Reduction Root Duration Cost
    0 20% 4s 6
    1 30% 5s 7
    2 40% 6s 8
    3 50% 7s 9

    Tips & Tricks
    • Crush deals less damage against the Grineer but deals extra to shielded Corpus units, due to the traditional effects of DmgMagneticSmall64.png Magnetic damage.
    • Crush does not rely on line of sight, using mods for enemy radar such Mod TT 20px.png Enemy Sense makes it relatively easy to Crush large groups of enemies through floors, walls and ceilings.

    Bugs
    • Sliding while casting Crush causes enemies that left the AoE to crumple permanently until a stagger source is made to reset their animation, however damage taken by enemies no longer in range have been cancelled normally.
    • Dying while casting crush will cause all affected enemies to drop to the ground in a ragdoll state similar to enemies broken while frozen. The enemies in this state will still be able to attack despite missing several limbs and being tied to the ground.
    • Overshields will apply to allied Operators as well, up to a maximum of 500 shields.

    Expand/Collapse

    Strength Mods

    IntensifyModU145.png

    Duration Mods

    ContinuityModU145.png

    Range Mods

    StretchModU145.png

    Pull.png Pull.png
    BulletAttractor.png BulletAttractor.png BulletAttractor.png
    ShieldPolarize.png ShieldPolarize.png ShieldPolarize.png
    Crush.png Crush.png

    Edit Tab

    MagIcon272.png Mag can be equipped with the following items:

    Cosmetics

    Augments

    See also

    Edit Tab

    Hotfix 29.6.4 (2021-01-06)

    • ‘Invert Tap/Hold Abilities’ option now lets you control the setting for each valid Warframe.
    • Numerous Warframes Abilities new and old have been given the ‘Tap/Hold’ functionality to do varying actions. Feedback showed that having the option to Invert the ‘Tap/Hold’ across the board to all valid Warframes was not ideal, as some Ability default functionalities are preferred. Upon selecting the ‘Invert Tap/Hold Abilities’ in the Options menu, you'll be met with a new screen allowing you to pick and choose which valid Warframes this applies to!

    Update 29.6 (2020-12-18)

    • Fixed Arch-Gun becoming invisible and being unable to reload it when summoned as Mag and casting her "Absorb" form of Magnetize.

    Hotfix 29.0.8 (2020-09-10)

    • Fixed certain Warframe abilities (Mag's Magnetize) that create reflecting bullets counting towards hits that increase the Hata-Satya Critical Chance buff. Only hits performed by Soma Prime should increase the Hata-Satya Critical Chance buff.

    Hotfix 29.0.7 (2020-09-03)

    • Fixed enemies able to apply hostile Status Effects through Mag’s “held” variant of Magnetize despite the projectiles never actually reaching you.

    Hotfix 29.0.1 (2020-08-25)

    • Fixed a script error when casting Mag’s Magnetize ability.

    Update 29.0 (2020-08-25)

    • Mag’s Magnetize now has an added functionality as seen in the “Awakening” cinematic. Now, when Magnetize is held vs. tapped to cast, Mag creates and holds a Magnetize bubble in front of her that absorbs projectiles. Recast the ability to throw the absorbed damage in a cone back onto enemies. Mag can also walk while holding the bubble.

    Hotfix 28.1.1 (2020-07-09)

    • Fixed Mag's Greedy Pull not pulling pick-ups long enough to bring ones that are far away.

    Hotfix 28.0.6 (2020-06-24)

    • Fixed Mag's "Magnetize" ability displaying the chosen Energy primary/secondary colors differently depending on what rank Magnetize is.
    • Fixed the Shi Shoulder Plate not appearing on Mag Prime when equipped on the left shoulder.

    Hotfix 28.0.3 (2020-06-12)

    • Fixed a script error when casting Mag’s Magnetize Ability.

    Hotfix 27.5.6 (2020-05-26)

    • Fixed the Impetus Prime Syandana having an invisible mesh on Mag.

    Update 27.4 (2020-05-01)

    • Fixed the Kuva Bramma’s projectiles not getting pulled into Mag’s Magnetize and instead bouncing off of the area and yeeting into the sky.

    Update 27.3 (2020-03-24)

    • Fixed Mag’s Magnetize sometimes making enemies orbit around a central target when ‘Magnetic Pull’ was maxed with Mods.
    • Fixed Mag Pulling certain enemies that should not be pushed/pulled.

    Hotfix 27.2.1 (2020-03-05)

    • Slightly reduced Mag’s Magnetize ‘Magnetic Pull’ strength to be more balanced with max level Strength Mods.

    Update 27.2 (2020-03-05)

    • Armor Change:
      • Mag: 65 to 100
      • Mag Prime: 65 to 125
      • Why: The conversation surrounding Arcane Guardian led to a significant review of Armor stats on Warfarmes. The Majority of Warframes received an increase in the Armor stat to increase survivability. Compounded with Shield Gating and the numerous other changes covered, we expect a much more fair feeling playing field for all Warframes.
    • Fixed the Itzal Chest Plate being angled slightly to the left on Mag Prime.
    Mag Magnetize Change

    You’ll notice a new Arsenal stat for Mag’s Magnetize ability called ‘Magnetic Pull’. This value now represents Mag’s force of gravity that pulls targets towards a central enemy.’ Magnetic Pull’ is scaled with Magnetize’s Rank and can be Modded with Ability Strength Mods.

    ‘Magnetic Pull’ stat has been added to address enemies that are only affected by the pull for brief moments or those that ignore it completely, as opposed to getting pulled towards the central target. As reported here: https://forums.warframe.com/topic/1131437-magnetize-not-pulling-in-all-enemies/

    Hotfix 25.7.5 (2019-09-09)

    • Fixed Mag Prime appearing super glossy.

    Update 25.7 (2019-08-29)

    Update 25.6 (2019-08-08)

    Magnetized Discharge - Magnetize Augment - Mag
    • Include a passive benefit that increases power range for this Ability only

    Update 25.2 (2019-06-19)

    • Warframe Ability Augment stats are now displayed in the Ability screen for Mag!

    Update 25.1 (2019-06-05)

    • Fixed Zanuka being unable to capture Mag.

    Update 24.6 (2019-04-04)

    • Removed "cast on ground" requirements for the following Warframe abilities:
      • Mag Crush

    Hotfix 23.6.2 (2018-08-31)

    • Fixed Mag’s Crush FX and animation timing.
    • Fixed Mag Prime’s mesh not using her accent color.

    Update 22.20 (2018-05-17)

    • Objects that attract weapon-fire, like Mag’s Magnetize ability, now do so in a more logical way (visual change)

    Update 22.13 (2018-02-15)

    • Fixes Natural Talent causing a delay after the Mag Crush animation ends where you couldn't cast other Abilities.

    Update 22.12 (2018-02-09)

    • Increased base energy pool (125 for Mag, 175 for Mag Prime).
    • Polarize
      • Shards created by Polarize now scale based on power strength, as well as the percentage of damage done to that specific enemy.
      • Augment for Polarize reworked - now reads: "Weapons hit by Polarize are jammed for 4 seconds. Robotic enemies hit by Polarize are disabled for 4 seconds."
    • Crush
      • Each stage of crush emits a shield heal from Mag. Restores shields to nearby allies per damage instance, based on the number of enemies affected.
      • Crush animations slightly sped up.

    Hotfix 22.0.1 (2017-10-13)

    • Fixed a script error when casting Mag’s Polarize.

    Update 21.7 (2017-09-09)

    • Fixed an effects-leak that could occur if Mag was killed at the right moment while casting Polarize.
    • Fixed offset issues with Syandanas on Mag.

    Hotfix 21.1.1 (2017-07-20)

    • Fixed the Zakti projectiles not hitting enemies in Mag’s Magnetize field.

    Hotfix 21.0.7 (2017-07-13)

    Update 21.0 (2017-06-29)

    • Fixed Napalm Bombard fire projectiles not being affected by Mag's Magnetize (projectile attractors).

    Hotfix 20.7.1 (2017-06-14)

    • Augment: Mag's Mod TT 20px.png Magnetized Discharge disarm will now also have a chance to Disarm when the bubble explodes naturally.

    Update 20.7 (2017-06-07)

    • Augment: Magnetize - Mod TT 20px.png Magnetized Discharge: Manually detonate Magnetize by recasting on the target. Enemies hit have a 50% chance to become disarmed.

    Hotfix 20.6.1 (2017-05-25)

    • Pull, Magnetize, and Polarize can now be cast while in motion - their animations now only take place on the upper body.
    • Removed the .75 second delay at the end of Mag’s Crush cast.

    Update 20.1 (2017-04-05)

    • Added a Range indicator effect on Mag’s Crush.

    Hotfix 20.0.9 (2017-04-03)

    • Fixed Mag’s Magnetize visuals appearing larger than the actual attractor radius when applied to certain enemies (e.g. Bombards).

    Update 20.0 (2017-03-24)

    • Magnetize used by enemy NPC Mag’s will now have a 1 second delay before the actual ability is deployed to prevent players from instantly 1-shotting themselves when facing these enemies.
    • Fixed Euphona Prime Alt fire not reacting to Mag's Magnetize.
    • Fixed an issue with enemy Magnetize not functioning against Clients.

    Hotfix 19.10.1.1 (2017-02-14)

    • Fixed a script error when casting Mag’s Magnetize.

    Update 19.10 (2017-02-09)

    • Energy will now be refunded when the target dies between Magnetize's cast and effect.
    • Fixed Mag’s Noble and Agile animation stance breaking when equipping dual pistols.

    Update 19.9 (2017-02-01)

    • Fixed Mag's Polarize shrapnel limit not being applied correctly (would sometimes give you one less than the intended limit).

    Update 19.8 (2017-01-25)

    • Fixed pick-ups sometimes falling through the ground after being moved by Mod TT 20px.png Vacuum or Mag’s passive or Mod TT 20px.png Greedy Pull ability.

    Hotfix: The Index Preview 4 (2016-10-25)

    • Fixed friendly Mag Specter in The Index from damaging ally players with her Polarize ability.


    Hotfix: Specters of the Rail 0.10 (2016-07-15)

    • Updated metal and diffuse maps on Mag Alta helm & body.

    Update: Specters of the Rail 0.0 (2016-07-08)

    • Fixed unneeded resources floating where they touched Mag when she bullet jumps in the Simulacrum.

    Hotfix 18.13.3 (2016-06-02)

    • Fixed insta-killing enemies with Mag’s Magnetize + Crush due to enemies not being able to get up.

    Hotfix 18.13.2 (2016-06-01)

    • Improved the FX of Mag’s Polarize.
    • Fixed Mag’s Crush FX not playing properly for Clients.
    • Fixed Mag’s Magnetize bubble being invisible when inside it.
    • Fixed Mag dealing self-damage with Magnetize.
    • Lanka projectiles will now only increase the combo counter once per enemy hit when shot into Mag’s Magnetize. This also fixes firing the Lanka in Mag’s Magnetize bubble resulting in a massive unintended Sniper combo increase.
    • Fixed multiple Bastille’s appearing when casted by Vauban in Mag’s Polarize.
    • Fixed Mag’s Magnetize bubble lingering permanently when Vauban’s Vortex/Bastille is thrown inside it. This also fixes intensified FX in this situation that caused performance issues.
    • Fixed overlapping text of Mags abilities in the Tutorial UI.

    Hotfix 18.13.1 (2016-05-27)

    • Temporarily removed Mag's Vacuum Passive sound until we can refine.

    Update 18.13 (2016-05-27)

    • Passive: Vacuum effect on every Bullet Jump.

    Mag Changes

    • Pull: Pull remains mostly the same as before. If an enemy is magnetized, bonus damage is dealt. Kills have a bonus chance of dropping energy, while causing enemies to experience almost physics-defying deaths.
    • Magnetize: Magnetize (previously Bullet Attractor) will root the target in place. Damage over time is dealt to all enemies within a set radius, with the amount of damage based on how far from the center of the Magnetized they are. A percentage of the damage of absorbed bullets/projectiles/shrapnel will be used to increase the DOT. Up to 4 targets can be Magnetized at this time.
    • Polarize: Polarize now spreads like Nova’s Molecular Prime that expands out over time. Targets with shields will take a fixed shield damage (no longer a %), while targets with armour take health damage and a permanent armour debuff. Targets will emit a piece or two of shrapnel which can be used to create synergies with Mag's other abilities.
    • Crush: Will now deal bonus damage to magnetized enemies.

    Hotfix 18.8.2 (2016-04-13)

    • Fixed Mag’s Bullet Attractor targeting Corrupted Vor’s head making it difficult to defeat him due to his stomach weak spot.

    Update 18.5 (2016-03-04)

    • Augment: Mag’s Mod TT 20px.png Fracturing Crush will no longer stop boss-type enemies.
    • Prime: Fixed the left Edo and Left Prisma Edo Shoulder Plate clipping through Mag Prime’s shoulder.
    • Mag’s Pull will no longer move boss-type enemies.
    • Mag’s Crush will no longer lift or ragdoll boss-type enemies.
    • Fixed the Atomos causing Mag’s Bullet Attractor bubble to turn black when hit.

    Update 18.4 (2016-01-22)

    • Fixed Mag's Bullet Attractor not properly drawing projectiles to hit its target.
    • Fixed an error causing Grineer Ramparts to ignore projectile attracting abilities such as Mag's Bullet Attractor and Zephyr's Turbulence.

    Update 18.3 (2016-01-13)

    • Fixed a bug preventing Mag's Bullet Attractor Ability from pulling in projectiles.

    Update 18.0 (2015-12-03)

    • Prime: Mag Prime has been given a fresh PBR upgrade!

    Hotfix 17.5.5 (2015-10-05)

    • Fixed Mag’s Bullet Attractor becoming visually frozen.

    Update 17.5 (2015-10-01)

    • Mag's Pull now requires an open path to affect targets -- resources and enemies can no longer be pulled through walls or closed doors, but enemies can still be pulled out of cover and behind obstacles.

    Update 17.3 (2015-09-02)

    • Fixed an improper visual effect on Mag’s Shield Polarize.

    Hotfix 17.0.4 (2015-08-06)

    • Augment: Mag’s Mod TT 20px.png Greedy Pull Mod will no longer pull Syndicate Medallions.

    Update 17.0 (2015-07-31)

    • Prime: Base hp increased from 75 to 100.

    Update 16.11 (2015-07-07)

    • Augment: Mag’s Mod TT 20px.png Greedy Pull will now only draw in items for Mag.

    Update 16.8 (2015-06-10)

    • Fixed Mag’s Shield Polarize not properly reflecting her custom energy color when used on enemies.

    Hotfix 16.5.2 (2015-05-13)

    • Fixed Mag’s Shield Polarize wiping any overshields you had regardless of having Mag’s Mod TT 20px.png Shield Transference Augment Mod or not.

    Hotfix 16.3.1 (2015-04-10)

    • Prime: Fixed emblems not sitting properly on Mag Prime.

    Update 16.2 (2015-04-01)

    • Fixed projectiles affected by Mag’s Bullet Attractor not doing any damage.

    Hotfix 16.1.3 (2015-03-26)

    • Augment: Fixed Mag’s Mod TT 20px.png Shield Transference not applying the players energy color to the ability.
    • Effects on Mag’s Bullet Attractor now match her energy color.

    Hotfix 16.0.3 (2015-03-23)

    • Fixed Trinity’s Well of Life and other powers for clients targeting invulnerable enemies after Mag’s Bullet Attractor had expired.

    Update 16.0 (2015-03-19)

    • Augment: Crush - Mod TT 20px.png Fracturing Crush
    • Mag`s Crush now ticks three times during its casting animation. New enemies that enter within the range will be caught within Crush during each tick.
    • Enemies that survive Mag`s Crush will be ragdolled at the end of the animation.

    Update 15.13 (2015-02-05)

    • Prime: Mag Prime’s Crush now has a bit of Prime flair to its visual effect.

    Update 15.12 (2015-01-30)

    • Augment:
      • Fixed Mag’s Mod TT 20px.png Greedy Pull not properly using its full range for other clients when relocating items.
      • Fixed Mag’s Mod TT 20px.png Greedy Pull moving weapons disarmed by the Drahk Master, making the weapon unrecoverable.

    Update 15.11 (2015-01-21)

    • Augment: Fixed Mag’s Mod TT 20px.png Greedy Pull not picking up items within range on client, due to host registering items as being further away.
    • Slightly lowered the speed in which Mag’s Pull Ability will drag enemies and items towards you.

    Update 15.10 (2015-01-15)

    • Augment: Fixed Mag’s Mod TT 20px.png Greedy Pull picking up items at only half the range it should be.

    Update 15.7 (2014-12-17)

    Update 15.6 (2014-12-11)

    Update 15.2 (2014-11-13)

    • Mag’s Shield Polarize will now check for line of sight when targeting enemies.

    Hotfix 15.1.2 (2014-11-08)

    • Fixed Mag's Bullet Attractor killing player sentinels.

    Update 15.0 (2014-10-24)

    Update 14.0 (2014-07-18)

    • Excalibur, Mag, and Volt now make up the starter Warframe options.
    • Tweaked the Bow Idle animations on Mag.
    • Improved the visuals on Mag's Pull ability.

    Hotfix 13.9.1 (2014-07-02)

    • Mag’s Shield Polarize now indicates enemy shields explode.

    Update 13.9 (2014-06-25)

    • Prime: Fixed an issue with Mag Prime's shoulder not using the correct texture.

    Update 13.6 (2014-06-04)

    • Tweaked a number of armor offsets on Mag.

    Update 13.3 (2014-05-14)

    • Added a Codex entry for Mag Prime.

    Hotfix 13.1.2 (2014-04-25)

    • Fixed a number of projectile types ignoring Mag's Bullet Attractor power.

    Update 13.0 (2014-04-09)

    • Visual FX tweaks to Mag’s Pull.

    Update 11.2 (2013-12-04)

    • Mag has received a buff to her Armor stat: Buffed to 65 (from 50).

    Hotfix 10.5.3 (2013-10-25)

    • Fixed Grineer Rollers becoming invincible when affected by Mag's Pull ablility.

    Update 10.3 (2013-10-09)

    • Improved Mag Prime materials to better allow tinting.
    • Fixed Mag’s Shield Polarize ability FX on enemies to use correct color.

    Hotfix 10.1.1 (2013-09-23)

    • Fixed misaligned emblems for Mag Prime.

    Update 10.0 (2013-09-13)

    • Introduced Mag Prime.
    • Added idle FX to Mag.

    Update 9.8 (2013-09-03)

    • Pull: Change damage type to use ragdolls for the pulling instead of sliding. Increased amount of damage dealt. Should be more in-line with other Warframe powers now.
    • Shield Polarize: Radial damage that is dealt when shields are removed is now scaled based on fusion level.
    • Bullet Attractor: Added damage multiplier on the targeted enemy, making ability much more deadly.
    • Crush: Damage timing changes.
    • New death animation for Mag’s Crush ability.
    • Updated sounds for Mag’s abilities.
    • Fixed AI affected by Mag’s Bullet Attractor ability from shooting once then stopping for several seconds.

    Hotfix 8.3.1 (2013-07-05)

    • Mag's Shield Polarize is now percentage-based instead of flat power (10/15/25/50)%.
    • Various tweaks to Mag’s Pull.
    • Fix for size inconstancy in Mag’s Bullet Attractor.
    • Fix for Mag’s Pull not working as intended when client.

    Update 8.3 (2013-07-04)

    • Pull - Changed to pull all targets in front of the player.
    • Shield Polarize - Now radial instead of single target. Radial damage around enemy targets that suffer shield drain.
    • Bullet Attractor - Bullet attractors now become volatile when target dies before attractor is finished, these cause radial damage around the dead target.(needs more visual polish).
    • Fixed enemies springing to their feet immediately after surviving Mag's Crush ability.
    • Fixed multiple issues with Mag Bullet Attractor ability (FX on host/client, unintended projectile weapon behaviour, Glaive was not working with this ability).

    Update 8.1 (2013-06-07)

    • Fixed issue where using Mags Crush on Moas would cause them to “die” twice.

    Update 7.11 (2013-05-17)

    • Players using Hacking terminals will not be affected by Mag's Pull power.
    • Fixed Mag's Bullet Attractor hanging when cast on certain enemies.
    • Fixed Mag's Bullet Attractor ability having limited use against Fusion MOAs, power effect now more in-line with other enemies.

    Update 7.10 (2013-05-03)

    • Fixed Mag's Crush power being locked "in use" after using destructive power on explosive nervos.

    Update 7.9 (2013-04-26)

    • Mag's helmet effect now works with "energy" palette color changes.
    • Fixed Mag's Shield Polarize power playing sound twice.

    Vanilla (2012-10-25)

    • Introduced with game release.

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