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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.pngExcalibur and VoltIcon272.pngVolt, 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 ReputationLargeBlack.png60,000 once players have achieved Typhoon rank in the Conclave.
Drop Chance Expected Nearly Guaranteed
Chassis Blueprint 38.72% 6 – 7 27 ± 9
Neuroptics Blueprint 38.72%
Systems Blueprint 22.56%
All drop rates data is obtained from DE's official droptables.

Expected refers to total number of attempts a player can expect to need in order to receive at least one of each drop associated with the respective values.
Nearly Guaranteed refers to the total number of attempts a player needs to obtain a 99%, 99.9%, and 99.99% probability to receive at least one of each drop associated with the respective values.

For more detailed definitions and information on how these number were obtained, visit here.


Manufacturing Requirements
Credits64.png
25,000
Neuroptics
1
Chassis
1
Systems
1
OrokinCell64.png
1
Time: 72 hrs
Rush: Platinum64.png 50
Market Price: Platinum64.png 75 Blueprint Price: Credits64.png 25,000
Neuroptics
Credits64.png
15,000
AlloyPlate64.png
150
NeuralSensor64.png
1
PolymerBundle64.png
150
Rubedo64.png
500
Time: 12 hrs
Rush: Platinum64.png 25
Chassis
Credits64.png
15,000
Morphics64.png
1
Ferrite64.png
1000
Rubedo64.png
300

Time: 12 hrs
Rush: Platinum64.png 25
Systems
Credits64.png
15,000
ControlModule64.png
1
Morphics64.png
1
Salvage64.png
500
Plastids64.png
220
Time: 12 hrs
Rush: Platinum64.png 25

Warframe Guides

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.pngVolt as an initial choice of Warframe in Update 7.0, though Volt would later replace LokiIcon272.pngLoki as a starter Warframe choice in Update 14.0.
  • 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.pngGauss, 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

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.pngMag, possessing increased health, armor, and energy capacity, as well as an additional V polarity. Mag Prime was released alongside FixedPrimeBoar.pngBoar Prime and SwordPrime.pngDakra Prime.

Acquisition

Mag Prime's main and component blueprints are acquired from the following Void Relics.
Blueprint PrimeHelmet.pngNeuroptics PrimeChassis.pngChassis PrimeSystems.pngSystems
Lith M1 Rare (V)
Lith M2 Rare (V)
Meso M1 Rare (V)
Lith B1 Common (V)
Neo N9 Common (V)
Axi V2 Common (V)
Meso B1 Uncommon (V)
Meso B3 Uncommon (V)
Neo B3 Uncommon (V)
Neo D1 Common (V)
Axi R1 Common (V)
Axi S4 Common (V)
Lith, Meso, Neo, and Axi refer to Void Relics  |  (V) Denotes Vaulted Void Relics  |  (B) Denotes Baro Ki'Teer Exclusive Void Relic
Manufacturing Requirements
Credits64.png
25,000
Neuroptics Chassis Systems OrokinCell64.png
3
Time: 72 hrs
Rush: Platinum64.png 50
Market Price: N/A Blueprint Price: N/A
Neuroptics
Credits64.png
15,000
AlloyPlate64.png
150
NeuralSensor64.png
2
PolymerBundle64.png
150
Rubedo64.png
750
Time: 12 hrs
Rush: Platinum64.png 25
Chassis
Credits64.png
15,000
Morphics64.png
3
Ferrite64.png
1,000
Rubedo64.png
400

Time: 12 hrs
Rush: Platinum64.png 25
Systems
Credits64.png
15,000
ControlModule64.png
3
Morphics64.png
1
Salvage64.png
500
Plastids64.png
500
Time: 12 hrs
Rush: Platinum64.png 25

Vaultings

Notes

  • Mag Prime, compared to MagIcon272.pngMag:
    • Higher Health (100/300 vs. 75/225)
    • Higher Armor (125 vs. 100)
    • Higher Energy (175/262 vs. 125/188)
    • Different Polarities (BarBarV vs. BarBar)
  • 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 along with the FixedPrimeBoar.pngBoar Prime and SwordPrime.pngDakra 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.pngNekros) to require three Orokin Cells to craft.
  • Prior to Update 10.3, 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. This was mentioned in Devstream 36, which showcased Archwing gameplay.
  • Mag Prime's Crush130xDark.pngCrush 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.pngMag pulls nearby Pickups towards her when Bullet Jumping, similar to Mod TT 20px.pngVacuum.

Abilities 

View Maximization
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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.pngMagnetic 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/Collapse


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.pngBlast 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.pngBlast base damage)
10 / 15 / 20 / 25 (DmgBlastSmall64.pngBlast 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)

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 (DmgTrueSmall64.pngTrue damage and shield restoration)
1x / 1.5x / 2x / 2.5x (damage multiplier as DmgMagneticSmall64.pngMagnetic 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/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


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.pngMag can be equipped with the following items:

Cosmetics

Augments

See also

Edit Tab

Hotfix 29.6.4

  • ‘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

  • 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

  • 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

  • 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

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

Update 29.0

  • 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

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

Hotfix 28.0.6

  • 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

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

Hotfix 27.5.6

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

Update 27.4

  • 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

  • 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

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

Update 27.2

  • 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

  • Fixed Mag Prime appearing super glossy.

Update 25.7

Update 25.6

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

Update 25.2

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

Update 25.1

  • Fixed Zanuka being unable to capture Mag.

Update 24.6

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

Hotfix 23.6.2

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

Update 22.20

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

Update 22.13

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

Update 22.12

  • 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

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

Update 21.7

  • 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

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

Hotfix 21.0.7

  • Augment: Fixed Mag’s Mod TT 20px.pngMagnetized Discharge not triggering when using the "use selected ability" key.

Update 21.0

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

Hotfix 20.7.1

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

Update 20.7

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

Hotfix 20.6.1

  • 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

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

Hotfix 20.0.9

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

Update 20.0

  • 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

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

Update 19.10

  • 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

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

Update 19.8

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

Hotfix: The Index Preview 4

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


Hotfix: Specters of the Rail 10

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

Update: Specters of the Rail

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

Hotfix 18.13.3

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

Hotfix 18.13.2

  • 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

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

Update 18.13

  • 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

  • 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

  • Augment: Mag’s Mod TT 20px.pngFracturing 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

  • 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

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

Update 18.0

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

Hotfix 17.5.5

  • Fixed Mag’s Bullet Attractor becoming visually frozen.

Update 17.5

  • 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

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

Hotfix 17.0.4

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

Update 17.0

  • Prime: Base hp increased from 75 to 100.

Update 16.11

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

Update 16.8

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

Hotfix 16.5.2

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

Hotfix 16.3.1

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

Update 16.2

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

Hotfix 16.1.3

  • Augment: Fixed Mag’s Mod TT 20px.pngShield 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

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

Update 16.0

  • Augment: Crush - Mod TT 20px.pngFracturing Crush: Survivors have their armor decreased by 50% and become unable to move for 7 seconds.
  • 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

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

Update 15.12

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

Update 15.11

  • Augment: Fixed Mag’s Mod TT 20px.pngGreedy 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

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

Update 15.7

Update 15.6

  • Augment: Shield Polarize - Mod TT 20px.pngShield Transference: Creates a small shield dome around Mag that protects for 15% / 25% / 35% / 50% of depleted enemy shields.

Update 15.2

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

Hotfix 15.1.2

  • Fixed Mag's Bullet Attractor killing player sentinels.

Update 15.0

  • Augment: Pull - Mod TT 20px.pngGreedy Pull: Pulls pickups towards Mag.

Update 14.0

  • 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

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

Update 13.9

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

Update 13.6

  • Tweaked a number of armor offsets on Mag.

Update 13.3

  • Added a Codex entry for Mag Prime.

Hotfix 13.1.2

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

Update 13.0

  • Visual FX tweaks to Mag’s Pull.

Update 11.2

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

Hotfix 10.5.3

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

Update 10.3

  • Prime: 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

  • Prime: Fixed misaligned emblems for Mag Prime.

Update 10.0

  • Prime: Mag Prime released as the first Female Prime Frame.
  • Added idle FX to Mag.

Update 9.8

  • 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

  • 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

  • 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

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

Update 7.11

  • 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

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

Update 7.9

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

Vanilla

  • Introduced with game release.

Edit Tab

Ability SFX

  • Using any ability

Images

Videos

Post-Update 22.12 Rework

Post-Update 18.13 Rework

Pre-Update 18

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