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 (Damage/True DamageDmgTrueSmall64.png True damage and shield restoration)
1x / 1.5x / 2x / 2.5x (damage multiplier as Damage/Magnetic DamageDmgMagneticSmall64.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 Damage/True DamageDmgTrueSmall64.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.
  • 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 Damage/Magnetic DamageDmgMagneticSmall64.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.
    • Damage/Magnetic DamageDmgMagneticSmall64.png Magnetic damage is effective against Shielded and Proto Shields, but less effective against Alloy Armor.
    • Damage/Magnetic DamageDmgMagneticSmall64.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 MagnetizeMagnetize130xDark.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 MagMagIcon272.png Mag's PolarizePolarize130xDark.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.

Maximization
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See Also[edit | edit source]

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