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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.

Maximization
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See Also[]

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