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Take down your enemies with magnetic force. Mag alters magnetic fields to provide crowd control and strip enemy defenses. Few can resist her attraction or her repulsion.

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.


Mag is one of the three starter Warframes, alongside ExcaliburIcon272 Excalibur and VoltIcon272 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.
Item Source Chance Expected Nearly Guaranteed
Systems Systems Blueprint The Sergeant Assassination 22.56% ~ 4 Kills 27 ± 9 Kills
Helmet Neuroptics Blueprint The Sergeant Assassination 38.72% ~ 2 Kills 14 ± 4 Kills
Chassis 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.
For more detailed definitions and information, visit here.

Alternatively, upon completion of The Duviri Paradox, Mag's main and component blueprints can be earned from The Circuit. By selecting her on the rotating week she is available, players can earn her blueprints after reaching Tier 2 (Neuroptics), 5 (Chassis), 8 (Systems), and 10 (Main) rewards.

Mag can also be bought complete from Teshin for ReputationLarge 60,000 once players have achieved Typhoon rank in the Conclave.


Manufacturing Requirements
📝 Edit blueprint requirements
OrokinCell Orokin Cell
Time: 3 Day(s)
Rush: PlatinumLarge 50
MarketIcon Market Price: PlatinumLarge 75 Blueprint2 Blueprints Price: Credits25,000
Mag Neuroptics Blueprint
AlloyPlate Alloy Plate
NeuralSensors Neural Sensors
PolymerBundle Polymer Bundle
Rubedo Rubedo
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Mag Chassis Blueprint
Morphics Morphics
Ferrite Ferrite
Rubedo Rubedo
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Mag Systems Blueprint
ControlModule Control Module
Morphics Morphics
Salvage Salvage
Plastids Plastids
Time: 12 Hour(s)
Rush: PlatinumLarge 25


  • 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 Volt as an initial choice of Warframe in Update 7.0 (2013-03-18), though Volt would later replace LokiIcon272 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 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.

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AladVPortrait d
“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 missions at this time. Check the current Prime Resurgence rotation to see if Varzia offers relics for this item. 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 Mag, possessing increased health, armor, and energy capacity, as well as an additional Madurai Pol polarity. Mag Prime was released alongside BoarPrime Boar Prime and DakraPrime Dakra Prime.


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 Blueprint Systems Blueprint Neuroptics Blueprint
MesoRelicIntact Meso B1 Uncommon (V)
MesoRelicIntact Meso B3 Uncommon (V)
MesoRelicIntact Meso F4 Uncommon (V)
NeoRelicIntact Neo B3 Uncommon (V)
LithRelicIntact Lith M1 Rare (V)
LithRelicIntact Lith M2 Rare (V)
LithRelicIntact Lith M8 Rare (V)
MesoRelicIntact Meso M1 Rare (V)
AxiRelicIntact Axi R1 Common (V)
AxiRelicIntact Axi S4 Common (V)
LithRelicIntact Lith L4 Common (V)
NeoRelicIntact Neo D1 Common (V)
AxiRelicIntact Axi D4 Uncommon (V)
AxiRelicIntact Axi V2 Common (V)
LithRelicIntact Lith B1 Common (V)
NeoRelicIntact Neo N9 Common (V)



Manufacturing Requirements
📝 Edit blueprint requirements
OrokinCell Orokin Cell
Time: 3 Day(s)
Rush: PlatinumLarge 50
MarketIcon Market Price: PlatinumLarge N/A Blueprint2 Blueprints Price: N/A
Mag Prime Neuroptics Blueprint
AlloyPlate Alloy Plate
NeuralSensors Neural Sensors
PolymerBundle Polymer Bundle
Rubedo Rubedo
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Mag Prime Chassis Blueprint
Morphics Morphics
Ferrite Ferrite
Rubedo Rubedo
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Mag Prime Systems Blueprint
ControlModule Control Module
Morphics Morphics
Salvage Salvage
Plastids Plastids
Time: 12 Hour(s)
Rush: PlatinumLarge 25


  • Mag Prime, compared to MagIcon272 Mag:
    • Higher Health (270/370 vs. 180/280)
    • Higher Armor (135 vs. 105)
    • Higher Energy (215/265 vs. 140/190)
    • Higher Starting Energy (100 vs. 75)
    • Additional Madurai Pol Polarity (Naramon PolNaramon PolMadurai Pol vs. Naramon PolNaramon Pol)
  • As with any other Prime Warframe, moving close to the location of an Orokin Void Death Orb will restore a pulse of 250 Energy to nearby allies, even if that Death Orb is inactive, destroyed, or non-present. This effect can only occur once per orb.


  • Mag Prime was added in Update 10.0 (2013-09-13) along with the BoarPrime Boar Prime and DakraPrime 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 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 Crush130xWhite Crush features golden debris being lifted off the ground, unlike the standard version.


See also

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

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MagIcon272 Mag automatically Mod TT 20px Vacuums Pickups that are within 8 meters towards her.

  • The passive does not stack with mods like Mod TT 20px Vacuum or Mod TT 20px Fetch, making it useless if these mods are used, since they override her passive due to providing more range.


View Maximization
This calculator feature is sunsetted on the wiki. It may not see further updates, but will be present on articles for the time being since some people still find use for them. See User blog:Cephalon Scientia/Sunsetting of Maximization Calculators for more details.
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This section is transcluded from Pull . To change it, please edit the transcluded page.
PullModx256 Pull130xWhite

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
This section is transcluded from Magnetize . To change it, please edit the transcluded page.
MagnetizeModx256 Magnetize130xWhite

(TAP) Enclose a target in a magnetic field that ensnares nearby enemies and deals damage over time. The field pulls Polarize Shards that orbited Mag and shrapnel into the deadly mix. (HOLD) Mag surrounds herself in a magnetic field that absorbs ranged attacks and reflects damage back in a destructive cone.

Introduced in Update 18.13 (2016-05-27)

Strength: 50 / 150 / 200 / 300 (DmgBlastSmall64 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: 15 m (explosion radius)
4 m (field radius)
Misc:10% / 15% / 20% / 25% (damage absorption)
∞ (cast range)

Strength: 50 / 150 / 200 / 300 (DmgBlastSmall64 Blast base damage)
10 / 15 / 20 / 25 (DmgBlastSmall64 Blast damage increase per second)
2x (absorption multiplier)
200 / 300 / 400 / 500 (polarize shard damage)
Duration: 10 / 12 / 13 / 15 s
Range: 15 m (blast range)
Misc:120° (blast angle)
4 m (absorption radius)

This section is transcluded from Polarize . To change it, please edit the transcluded page.
PolarizeModx256 Polarize130xWhite

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)

This section is transcluded from Crush . To change it, please edit the transcluded page.
CrushModx256 Crush130xWhite

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)


Strength Mods


Duration Mods


Range Mods


Pull Pull
BulletAttractor BulletAttractor BulletAttractor
ShieldPolarize ShieldPolarize ShieldPolarize
Crush Crush

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Patch History

Hotfix 36.0.4 (2024-06-26)

  • Fixes towards Mag’s “Greedy Pull” not collecting pickups (ex: Endo).
    • Seeing as we cannot fix this without Code, we have temporarily reverted the Augment’s LoS check from render (which was introduced in Hotfix 35.5.6) back to raycast. This may result in issues of loot not being Pulled due to slight variances in elevation, but it fixes the issues of pickups being ignored by the Augment. We will return the LoS check back to render in the next Cert update.

Hotfix 36.0.1 (2024-06-19)

  • Fixed offset issues with the Corachrix Shoulder Armor when equipped on Mag.

Update 36.0 (2024-06-18)

  • Fixed Mag’s Magnetize Ability not taking effect when casted onto a target ragdolled by her Pull Ability.
  • Fixed Mag’s Magnetize Ability causing ragdolled enemies to float, jitter around or fly away.
  • Fixed Mag’s Magnetize sometimes not working when cast on ragdolled enemies.
  • Fixed Mag’s Pneuma Skin right fingers have misaligned details compared to the left hand.

Hotfix 35.5.7 (2024-04-17)

Line of Sight (LoS) Changes & Fixes

As mentioned in our last Hotfix 35.5.6, the team continues to address and assess player reports of further LoS issues. While the quality and consistency of LoS checks has improved significantly, we're still not 100% satisfied and sometimes the results are still unpredictable. The team is investigating LoS checks at large occasionally having odd interactions with terrain, enemies, etc. which is causing inconsistencies in the checks. We are looking to have this resolved in the next Cert update (more info on what that means here).

For today, we have made LoS improvements to the following Warframe abilities:

  • Fixed Mag’s Pull ability pulling enemies from all directions instead of in a cone directly in front of her as intended.
    • This was accidentally introduced with Hotfix 35.5.6 as part of our efforts to improve LoS check consistency with Pull. The established behavior for many years has been that Pull only works in the direction you are looking, so we’ve returned it to that intended state but with the new and improved LoS check logic.
  • Fixed the following Warframe abilities not ignoring terrain for enemies that are up to 5 meters from the ability starting point:
    • Mag’s Magnetize explosion (specifically on HOLD cast)

Hotfix 35.5.6 (2024-04-10)

Line Of Sight (Los) Improvements

As announced last week, we have revisited LoS checks on other Warframes to bring them in line with the new and improved version of Dante’s LoS added in Hotfix 35.5.4.

To reiterate, there are now two variations of LoS checking:

  1. The first type of check sees if any part of the enemy has been drawn on the screen, so that any part of an enemy, big or small, is considered visible/eligible to pass the LoS check.
  2. The second type of check is for enemies that are not on screen. We now check for LoS to the enemy's head, torso, and feet instead of only to their body which will increase reliability there as well.

For Abilities that hit enemies in a full circle around you, both checks are used: Once to evaluate enemies that you can see and then a second sweep to check targets to the sides and behind you that aren't visible.

The following Warframe abilities have received the aforementioned improvements:

  • Mag’s Pull (Rendered Check)

The above changes also tangentially fixes the issue of low FOV preventing LoS checks from occurring (this was most reported for Mag’s Pull).

Hotfix 35.5.2 (2024-03-28)

  • Fixed an issue with Onos’ projectiles which prevented them from being absorbed into Mag’s Magnetize bubble and causing them to literally bounce off of it into the stratosphere.

Update 34.0 (2023-10-18)

Base vs Final Stats in Modding - Health / Energy / Shield / Armor Stat Overhaul

If you’ve spent any time invested in the deeper nuances of Modding, you may be familiar with “Warframe Math” - math that upon first glance doesn’t really make sense, but once you learn the inner workings of the game, it all comes together. While we can appreciate the value that complex systems offer to a certain subsect of players, there are other aspects of the game that should have clear and understandable outcomes. Namely: Shield, Health, Energy, and Armor Modding.

Pop quiz: what is 300 + 440%? If you answered 740, you may just be an Excalibur player.

Vitality (+440% Heath), Redirection (+440% Shields), Flow (+150% Energy), and Steel Fiber (+110% Armor) come with large modifier values that don’t seem to match their outcome in-game. This is because these Mods apply their multiplier to the base stats of the Warframe - i.e., the stats you have at Rank 0. In the Excalibur example, a Rank 30 Excalibur’s Health stat of 300 earns an additional 440 Health from max rank Vitality (+440% Heath) since it applies to his base rank Health stat of 100, resulting in 740 total health.

In this update, we have removed this obfuscation by having Health, Shield, Energy, and Armor Mods apply to the stats of Warframes at their current rank. Continuing our Excalibur example, instead of Vitality always applying to Excalibur’s base rank 100 Health, it would apply to his Health stat based on his rank - namely, the stat you can actually see in your Arsenal. If your Excalibur were Rank 30, his Health stat would be 300, which means Vitality’s multiplier would be calculated off of 300.

With previous Health and Mod values, additional adjustments are needed to make this revision work while maintaining game balance. By only changing where the multiplier applies, a Rank 30 Excalibur would receive an extra 1,320 Health from max rank Vitality, resulting in a total health stat of 1,600. This outcome is a significant buff, which is not the intention of this system change.

To remedy this, we approached this problem in two ways:

1 - We reduced the overall multiplier for Health, Shield, Energy, and Armor Mods.
Since these now affect Max Rank Warframe stats, these Mods need to scale differently to maintain the status quo. Additionally, we wanted these new values to be as clear and understandable to all players as possible! Here are a few examples of these value changes:

  • Vitality: Reduced from +440% to +100% Health
  • Redirection: Reduced from +440% to +100% Shield Capacity
  • Steel Fiber: Reduced from +110% to +100% Armor
  • Flow: Reduced from +150% to +100% Energy Max

Note: These are not all of the Mods affected by this change. We share the comprehensive list further down in this section of the update notes.

Doing some quick math, this means that a Rank 30 Excalibur (300 Health) with a reworked Vitality Mod (+100% Health, applied to the final Health stat) would receive 300 extra Health, for a total of 600. That, in contrast, is a nerf, which we also don’t want to do.

So, our next step:

2 - We adjusted Warframe Health, Shield, Energy, and Armor values to keep the end result of the revised Mods as close to the original values as possible.

With this change, Excalibur’s Rank 30 Health stat is 370. With +100% Health from a max Vitality Mod, his resulting Health stat would be 740, which matches what it was originally.

While this path to the same result may seem a little complicated, the outcome matches our intention: we want players to be able to look at their Health, Shield, and Armor Mods, and be able to understand how they affect the stats they see in their Arsenal.

In addition to everything above, we also increased the base stat values for Warframes so that these revised Mods offer similar value for lower-ranked Frames. To do so, we reduced the amount of Health/Shield/Energy that Warframes earn per rank in half, and transferred the sum of that value to their base stats.

For Armor, this is the one stat that does not increase with your Warframe’s level (with some exceptions). Armor values across the board have been slightly increased to compensate for the Mod changes.

Not to beat a dead Kaithe, but Mods will now be applying to the Max Rank stat instead of the Base Rank. You may look at these numbers and think “nerf” or “buff” depending, but the outcome is that total Modded values are the same, if not a little higher in some cases.

Warframe Stat Changes:

Health: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)
Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
Armor: Base Rank - 105 (from 100)
Energy: Base Rank - 140 (from 125) / Max Rank - 190 (from 188)

MAG PRIME Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300) Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450) Armor: Base Rank - 135 (from 125) Energy: Base Rank - 215 (from 175) / Max Rank - 265 (from 263)

While there may be significant changes to Warframe Stats and Mod values as a part of this overhaul, the end result is that your Builds should mostly stay the same. The key difference is the added clarity of what your Health / Shield / Energy / Armor Mods do in your Upgrade screens!

Update 33.5 (2023-06-21)

  • Fixed extremely bright VFX covering the majority of screen when combining Mag’s protective Magnetize (hold to cast) with the Catena Prime Ephemera.

Update 33.0 (2023-04-26)

  • Fixed Mag’s Shrapnel constantly orbiting you regardless of distance, as opposed to being extracted from enemies and laying dormant on the ground until Mag is in range.

Update 32.2 (2022-11-30)

  • Fixed extreme screen shake when using the Nataruk’s charged shot and Mag’s Magnetize together.

Update 32.1 (2022-11-02)

  • Fixed enemies instantly dying when casting Mag’s Pull on enemies that are affected by Titania’s Spellbind.

Hotfix 32.0.12 (2022-10-12)

Hotfix 32.0.9 (2022-10-05)

  • Fixed damage types from equipped weapons applying to Mag’s Shards while she is standing in a zone created by Residual Arcanes.
    • The Arcane effects apply only to weapons, her Shards will only apply Slash damage as intended while in these zones.
  • Fixed script error related to Mag’s Crush.

Hotfix 32.0.7 (2022-09-28)

  • Fixed Chroma’s ‘Cold’ Elemental Ward applying a large damage multiplier bonus to bullets that hit an absorb/redirect volume (Mag’s Magnetize).
    • Elemental Ward should only add bonus damage to bullets that hit the player and then get reflected at enemies. Absorb spheres are not intended to gain any special benefit from this.

Hotfix 32.0.2 (2022-09-08)

  • Fixed Mag’s Passive vacuum radius being smaller than it originally was before Update 32. It has been restored to its former glory.
    • Also fixed Mag Prime’s Passive description not being updated to its new form.

Update 32.0 (2022-09-07)


The classic trio has been revisited for a bit of a facelift! Our goals were to make all abilities relevant, while simplifying some mechanics for new players to better understand. The changes are as follows:



  • No longer requires you to Bullet Jump to pull pickups towards her.


  • Now creates a mini-vortex when casting, which gathers enemies in front of Mag. Polarize Shards on the ground will also be Pulled into this Vortex.
    • Helminth: Changed Mag’s Pull to now have diminished range when infused. Was 25m at max, now 12.5m.


  • Shards from Polarize are pulled into the Magnetize Bubble, including Shards orbiting Mag.
  • Charged Magnetize absorb shards increase its damage by 500 for each one. Scales with Ability Strength mods.
  • Increased the angle of Protective cast from 80 to 120 degrees across all ranks.
  • Unified Range value across all ranks (15m for Explosion Radius, 4m for Bubble Radius).
  • Unified Protective cast Absorption Multiplier across all ranks to 2x.
  • Added an FX when the Shards projectile expires.
  • Fixed the burst FX being incorrectly rotated.


  • Shards are now significantly larger and hover above the ground, making them much easier to see.
  • Shards within 3m of Mag now orbit her, inflicting the Slash or Puncture Status Effect to nearby enemies.
  • Unified Range and Duration across all ranks to 8m and 5s respectively.


  • Unified range across all ranks to 18m.

Mag’s Fracturing Crush

  • Was: Survivors have their armor decreased by 50% and become unable to move for 7 seconds.
  • Now: Augment functions unchanged, casting speed is increased by 50%.
  • Fixed Mag’s Polarize inconsistently removing enemy armor if it affected a group of enemies versus a single unit.

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 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 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 (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 Vacuum or Mag’s passive or Mod TT 20px 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 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 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 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 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 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 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 Greedy Pull not properly using its full range for other clients when relocating items.
    • Fixed Mag’s Mod TT 20px 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 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 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.

Edit Tab






Post-Update 22.12 Rework

Post-Update 18.13 Rework

Pre-Update 18

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