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Magus Lockdown is an Arcane Enhancement for the Operator. Whenever the Operator performs a Void Sling, they will drop a Tether Mine at their destination that tethers up to 10 enemies in place for 4 seconds.

Effect[]

Rank Tether Range
0 3m
1 6m
2 9m
3 12m
4 13m
5 15m

Acquisition[]

Can be bought from Vox Solaris (Syndicate) for ReputationLarge 10,000 upon reaching the rank of Instrument.

Notes[]

  • Tethered enemies are completely incapacitated: they cannot move nor attack.
    • Unaware enemies that become tethered remain unaware until the effect wears off, similarly to RhinoStomp130xWhite Rhino Stomp.
  • Up to 2 tether mines can be active at once. If attempting to create more than 2 mines, the oldest mine created will be removed.
  • Can be used with MagusRevert Magus Revert once every 3 seconds to drop tether mines without consuming energy from Void Dashing.
  • Elite targets of subsequent tethers (like Eidolons, Kuva clouds, Demolishers or Acolytes) will "adapt" to the effects, lowering the tether duration from 4 seconds to 1 second, making the Arcane much weaker when used on the same target several times.

Tips[]

  • This Arcane is invaluable in Disruptions as it can hold Demolishers in place without being dispelled, provided they aren't surrounded by too many enemies. Some Demolishers can build an immunity against the lockdown if it is used often enough.

Trivia[]

  • The inscription is Solari Language, making the sound "LAWKDUHAWWN", or "lockdown".

Bugs[]

  • Status procs that displace enemies will allow enemies to shoot at players while still tethered.
  • Clients are sometimes unable to place mines.

Patch History[]

Hotfix 33.0.5 (2023-05-03)

  • Magus Lockdown now respects all enemies with ability immunity protections.
    • We don’t take this change lightly, as we’re aware of its popularity, however, the persistent scenarios in which Magus Lockdown breaks the game (see fix listed just below) show us that we need to make some changes. In full transparency, we’ve let Magus Lockdown exist as an exception to the rule when it comes to CCing VIPS/bosses that are CC immune in most scenarios, and we’ve decided to make this change for the greater good. To offer a bit of insight to the issues, enemies with Overguard (Eximus, Kuva Trokarians, etc.) worked as intended and were unaffected by Magus Lockdown, while Eidolons, Kuva Clouds, and Thrax enemies (specifically during their incorporeal state) were not. Other abilities (such as Vauban’s Bastille for example) do not affect them, so we’ve adjusted Magus Lockdown to be on par with the rest. This change does not affect enemies that are affected by abilities (Demolishers, Acolytes, etc.), and they will maintain their existing interactions with the Arcane.
      • This change does not affect enemies that are affected by abilities (Demolishers, Acolytes, etc.), and they will maintain their existing interactions with the Arcane.
    • With the above change, we have been able to fix Thrax Legatus enemies in the Undercroft falling through the map and being inaccessible (causing major progression breaks in Story and Circuit stags). This was caused by Magus Lockdown being used while the Thrax Legatus was using their incorporeal clone ability.

Update 31.6 (2022-06-09)

ARCANE STAT CHANGES PER RANK

We’ve adjusted the values of older Arcanes with the goal of making lower rank Arcanes more viable, and more desirable while collecting as a result. In short, there are three stats that each Arcane tends to have (speaking generally) -- for example, a percentage chance, a stat buff, and the duration of the buff.

Certain Arcanes increase all of these stats per rank (making them scale exponentially), but we are changing it so that only one stat is affected by rank (making it scale linearly). The other stats will now be at the max-rank value regardless of the Arcane Rank, thereby buffing lower-rank Arcanes as a result.

Magus Lockdown

On Void Sling: Drop a mine that tethers up to 10 (was 2) enemies in 3m/15m for 4s.

Hotfix 27.3.15 (2020-04-17)

  • Fixed a script error with Magus Lockdown.

Hotfix 27.3.14 (2020-04-15)

  • Fixed a script error when a Host migration occurred when using Magus Lockdown.

Update 27.3 (2020-03-24)

Magus Lockdown Changes:

We are making changes to Magus Lockdown due to it being virtually one of the best CC and Damage combinations in the game. In some cases you can clear waves of Elite Sanctuary Onslaught without even using a Warframe or Weapon, and simply spam Magus Lockdown to victory. This goes well beyond the intended use of it and we are changing it to a CC only Arcane - true to its name - Magus Lockdown!

  • Magus Lockdown will no longer apply Puncture damage to tethered enemies.
  • The amount of active Tethers is now limited to 2 per player.
    • For example, Void Dash once > one Tether, Void Dash again > 2nd Tether, Void Dash a 3rd time > 3rd Tether, 1st Tether dies etc.
  • Magus Lockdown no longer affects the Golden Maw due to the Arcane killing the Maw and preventing Quest completion.
    • This also fixes a script error when Magus Lockdown activates while encountering a Golden Maw.

Update 27.2 (2020-03-05)

  • Magus Lockdown
    On Rank 5: On Void Dash:
    Drop a mine that tethers up to 10 enemies in 15m. After 4s it explodes dealing 60% of their Health as Puncture Damage.

Hotfix 24.5.7 (2019-03-28)

  • Fixed bosses/VIPs unintentionally receiving the full effect of Magus Lockdown. Magus Lockdown’s tether mechanic will apply but not the Puncture damage.
  • Fixed Magus Lockdown putting enemies into a permanent sleep.
  • Fixed Magus Lockdown beam visual FX not always being applied properly.

Update 24.3 (2019-02-27)

  • Fixed the Magus Lockdown using the wrong physical grenade mine mesh.

Hotfix 24.2.11 (2019-01-29)

  • Fixed Magus Lockdown not spawning an actual mine upon Void Dashing.

Update 24.2 (2018-12-18)

  • Introduced.

Last updated: Hotfix 24.2.11 (2019-01-29)

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