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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.

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.

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

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

Acquisition

Mag's component blueprints are acquired from The Sergeant (Iliad, Phobos). Mag can also be bought complete from Teshin for ReputationBlackx6460,000 once players have achieved Typhoon rank in the Conclave.

Drop Expected Num. Runs 99% - 99.99%
Chassis Blueprint (38.72%) 6–7 27 ± 9
Neuroptics Blueprint (38.72%)
Systems Blueprint (22.56%)

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 Volt as an initial choice of Warframe in Update 7, though Volt would later replace Loki as a starter Warframe choice in Update 14.0.
  • The color of the energy of Mag's mask can be changed (effective as of Update 7.9).
  • 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.
  • 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.

Release Date: September 13th, 2013

Mag Prime is the Primed variant of Mag, possessing increased health and energy, as well as an additional Madurai Pol polarity.

On June 29, 2015, it was announced that Mag Prime would enter the Prime Vault and be retired from the reward tables on July 7, 2015. Any pre-existing components or fully-built frames will remain as is.

Mag Prime, along with Dakra Prime and Boar Prime, was again accessible from June 28th 2016 to July 26th, 2016 when the Prime Vault was unsealed.

Mag Prime, along with Boar Prime, Dakra Prime, Rhino Prime, Ankyros Prime, and Boltor Prime , was again accessible from June 27th 2017 to August 1st 2017.

Manufacturing Requirements
Credits64
25,000
PrimeHelmet PrimeChassis PrimeSystems OrokinCell64
3
Time: 72 hrs
Rush: Platinum64 50
Market Price: N/A Blueprint Price: N/A
Neuroptics
Credits64
15,000
AlloyPlate64
150
NeuralSensor64
2
PolymerBundle64
150
Rubedo64
750
Time: 12 hrs
Rush: Platinum64 25
Chassis
Credits64
15,000
Morphics64
3
Ferrite64
1,000
Rubedo64
400

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

Blueprint Lith M1 Rare (V)
Meso M1 Rare (V)
Neuroptics Lith B1 Common (V)
Axi V2 Common (V)
Chassis Meso B1 Uncommon (V)
Neo B3 Uncommon (V)
Systems Neo D1 Common (V)
Axi R1 Common (V)

Blueprint Lith M1 Rare (V)
Meso M1 Rare (V)
Neuroptics Lith B1 Common (V)
Axi V2 Common (V)
Chassis Meso B1 Uncommon (V)
Neo B3 Uncommon (V)
Systems Neo D1 Common (V)
Axi R1 Common (V)

Blueprint Lith M1 Rare (V)
Meso M1 Rare (V)
Neuroptics Lith B1 Common (V)
Axi V2 Common (V)
Chassis Meso B1 Uncommon (V)
Neo B3 Uncommon (V)
Systems Neo D1 Common (V)
Axi R1 Common (V)

Lith/Meso/Neo/Axi refer to Void Relics
(V) Denotes Vaulted Void Relics
(B) Denotes Baro Ki'Teer Exclusive Void Relic

Notes

  • Mag Prime, compared to Mag:
    • Higher Health (100/300 vs. 75/225)
    • Higher Energy (175/262 vs. 125/188)
    • Different Polarities (Naramon PolNaramon PolMadurai Pol vs. Naramon PolNaramon Pol)
  • 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 Boar Prime and 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 Nekros) to require three Orokin Cells to craft.
  • As with all prime Warframes, Mag Prime can use her original default helmet, while also being able to use the alternate helmets Coil Mag Helmet and Gauss Mag Helmet.
  • 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 Crush features golden debris being lifted off the ground, unlike the standard version.

Media

  • MAG PRIME, levitating Despair (Agile animation set)
  • MAG PRIME, levitating Despair (Noble animation set)
  • Mag Prime Polarities
  • Mag Prime Coil Helmet

Update 22.12 Rework

See also

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

Edit Tab

Magnetic Attraction

Mag pulls nearby Pickups towards her when Bullet Jumping, similar to Vacuum.

Abilities 

PullModU15 Pull
ENERGY
25
KEY
1
Pull
Magnetic force pulls enemies toward you, stunning them and bringing them into melee range.
Strength:100 / 125 / 150 / 300 (damage)
10% / 15% / 20% / 25% (energy drop chance)
Duration:N/A
Range:15 / 20 / 22 / 25 m

Info
  • Mag generates a strong magnetic current, pulling every enemy within 15 / 20 / 22 / 25 meters towards her and inflicting 100 / 125 / 150 / 300 Magnetic b Magnetic damage. The damage is doubled if the enemy is currently under the effect of Magnetize. Enemies killed by Pull have a 10% / 15% / 20% / 25% increased chance to drop an energy orb.
  • Pull's area of effect is cone-shaped in addition to a small circular area around Mag. Enemies behind Mag are not affected unless they're within the circular area.
    • Affected enemies are ragdolled, rendering them stunned for several seconds.
    • Still deals damage to enemies immune to crowd control.
    • Will not stop certain enemy abilities mid-animation, such as Heavy Grineer's Radial Blast and the Volatile Runner's detonation.
  • Pull's visual effects, including a tint on enemies affected by it, are affected by Mag's chosen energy color.
  • Casting Pull 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
GreedyPull2
Main article: Greedy Pull

Greedy Pull is a Warframe Augment Mod that gives Mag's Pull the ability to attract pickups towards herself.

Rank Effect Cost
0 40% 6
1 60% 7
2 80% 8
3 100% 9

Tips & Tricks
  • This is a great crowd controlling ability, as using it will disorient enemies, drawing away open fires for several seconds.
    • It can be used to stop enemies from storm-firing your team.
    • It can also be used keep enemies at bay when reviving fallen teammates.
  • Consider using this ability to destroy minor enemies such as Shield, Mine and Leech Osprey; and Rollers along with Latchers.

Maximization

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.


BulletAttractorModU15 BulletAttractor
ENERGY
50
KEY
2
Magnetize
Creates a magnetic field around a target, ensnaring nearby enemies and dealing damage over time. The field reacts to bullets and shards created from Polarize to increase the damage.
Strength:1.25x / 1.5x / 1.75x / 2x (multiplier)
50 / 150 / 200 / 300 (explosion damage)
Duration:10 / 12 / 13 /15 s
Range:2 / 3 / 3.5 / 4 m (field radius)
5 / 10 / 12 / 15 m (explosion radius)
Misc:10% / 15% / 20% / 25% (absorption)

Info
  • Mag creates a powerful magnetic field that encompasses a target and anchors it in place. The field has a 2 / 3 / 3.5 / 4 meter radius, lasts for 10 / 12 / 13 / 15 seconds, and slowly drags in all enemies in range. During the field's lifetime, all projectiles, bullets, and Polarize shards will be redirected towards the center of the field, and incoming damage from all sources will be multiplied by 125% / 150% / 175% / 200%.
  • Additionally, the field absorbs the damage from all redirected projectiles, bullets and Polarize shards, and deals 10% / 15% / 20% / 25% of it as damage per half second to all enemies within it.
    • Percentage of damage dealt is affected by Power Strength but unaffected by the redirection multiplier.
    • Absorbed damage does not take critical hits into account.
    • All hitscan weapons with Multishot only have one bullet taken into account for absorbed damage. This applies to innate multishot from e.g. the Hek as well as to mods like Split Chamber. Beam weapons like the Ignis also are affected by this. Projectile weapons like the Supra have all projectiles being taken into account.
  • If the initial target dies while magnetized, the field destabilizes and explodes at the end of its duration for 50 / 150 / 200 / 300 Blast b Blast damage in a 5 / 10 / 12 / 15 meter radius. Each time an enemy gets hit by the damage ticks inside the bubble, 25% of the currently absorbed damage gets added to the explosion damage. For example, if Magnetize absorbs 1000 damage and hits enemies with 20 half-second ticks before its explosion without having any further damage added to it, the expression for explosion damage would be 300 + (20 x 1000 x 0.25) = 5,300.
    • Base explosion damage is affected by Power Strength, while portion of absorbed damage added is not.
    • Explosion damage diminishes with distance and does not bypass obstacles in the environment.
    • Blast b Blast damage is effective against Machinery and Fossilized, but less effective against Ferrite Armor and Infested Sinew.
    • Blast b Blast status effect forces all enemies within a 5 meter radius to stumble and fall.
    • Explosion radius is affected by Ability Range.
  • Only 3 Magnetize bubbles can be active at the same time, magnetizing a fourth target will make any field casted on the first target to either explode or disappear (whether the original target died or not).
  • Redirected projectiles travel in a straight line from the point of impact to the center of the sphere which can draw fire away from enemy weak spots. However, you can target vital areas by aiming for any point on the sphere that is perpendicular to the weak spot. Hitscan weapons have less difficulty hitting weak spots; simply aiming at the target's weak spots will yield extra damage in most cases.
    • Shots fired within the field are also redirected, including shots fired by the magnetized target.
    • In addition to firearms, Magnetize can redirect Radial Javelin blades, Prism lasers, Exalted Blade's waves, Artemis Bow's arrow fan, and bouncing projectiles such as the glaives into a single target.
    • Does not redirect area-of-effect abilities and gunblades' projectiles.
  • If the target dies before the Magnetize bubble appears, energy used for Magnetize will be refunded.
  • Magnetize's visual effects are affected by Mag's chosen energy color.
  • Casting Magnetize 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
MagnetizedDischargeMod
Main article: Magnetized Discharge

Magnetized Discharge is a Warframe Augment Mod for Mag's Magnetize that allows manual detonation by recasting the ability on an active Magnetize bubble. Enemies hit by the detonation have a chance to be disarmed.

Rank Disarm Chance Cost
0 12.5% 6
1 25% 7
2 37.5% 8
3 50% 9

Tips & Tricks
  • This ability can be used defensively. No bullets or projectiles can pass through the field without being redirected.
    • Maximized Ability Range is a very effective choice of maximization for this ability as it provides a large radius of protection from most enemy damage.
  • Synergizes very well with Excalibur's Exalted Blade, as his blade waves have infinite Punch Through and are redirected around the magnetic field, allowing them to damage enemies several times.
  • Extremely effective against heavy enemies, especially fast moving, such as Oxium Osprey or Bursas.
  • When this ability is used with Punch Through weapons, like the Lanka and Miter, the bullet or projectile will hit the target multiple times. However, this does not increase the damage over time produced by the field or the damage of the final explosion. This is ideal for taking out specific targets.
  • Using beam weapons, such as the Ignis, Atomos, Gammacor, Quanta, etc., will not hit the enemies multiple times the same way that punch through projectiles do, but will greatly increase the damage over time generated by the field and the final explosion. This is ideal for creating choke-points where every enemy that walks through the bubble gets killed by the field's damage over time effect.
  • While Gas b Gas procs don't increase absorbed damage, they can help in damaging all enemies inside the bubble, especially if Punch Through is on the used weapon, which allows multiple procs to occur per shot.

Maximization

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

  • Maximized Ability Duration increases duration to 45.9 seconds.
    • Reduces field radius to 1.36 meters and explosion radius to 5.1.
  • Maximized Ability Efficiency reduces cost to 12.5 energy.
    • Reduces duration to 6 seconds.
  • Maximized Ability Range increases field radius to 11.2 meters and explosion radius to 42.
    • Reduces damage multiplier to 0.8x and explosion damage to 120.
  • Maximized Ability Strength increases damage multiplier to 7.46x and explosion damage to 1119.
    • Without Energy Conversion, increases damage multiplier to 6.46x and explosion damage to 969.
    • Increases cost to 77.5 energy.
    • Reduces duration to 10.88 seconds.


ShieldPolarizeModU15 ShieldPolarize
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)
1x / 1.5x / 2x / 2.5x (damage multiplier)
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)

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 LotusBlack 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.
    • 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 Stretch and 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 Natural Talent or 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, 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 Mind Controlled targets.
    • If an armored enemy is the target of 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 Magnetic b Magnetic damage to all other enemies within a 5 / 6 / 7 / 8 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.
    • Magnetic b Magnetic damage is effective against Shielded and Proto Shields, but less effective against Alloy Armor.
    • Magnetic b Magnetic status effect reduces a target's current and maximum shields by 75% for 4 seconds.
    • Explosion radius is affected by Ability Range.
    • Enemies who have been drained are not damaged by their own explosion, but they can be damaged by nearby enemies who were also drained.
  • Drained enemies drop one or two shards that store 50 damage each that will be absorbed by 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
Main article: Counter Pulse

Counter Pulse is a Warframe Augment Mod for Mag's 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

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

  • Maximized Ability Duration increases wave duration to 15.3 seconds.
    • Reduces explosion range to 2.72 meters.
  • Maximized Ability Efficiency reduces cost to 18.75 energy.
    • Reduces wave duration to 2 seconds.
  • Maximized Ability Range increases explosion range to 22.4 meters.
    • Reduces damage and shield restoration to 160 and multipliers to 1x.
  • Maximized Ability Strength increases damage and shield restoration to 1492 and multipliers to 9.33x.
    • Without Energy Conversion, increases damage and shield restoration to 1292 and multipliers to 8.08x.
    • Increases cost to 116.25 energy.
    • Reduces wave duration to 3.63 seconds.


CrushModU15 Crush
ENERGY
100
KEY
4
Crush
Magnetizes the bones of nearby enemies, causing them to collapse upon themselves.
Strength:800 / 1000 / 1250/ 1500 (damage)
10 / 15 / 20 / 25 (shields per hit)
Duration:N/A
Range:8 / 10 / 13 / 18 m

Info
  • Magnetizing the bones of all enemies within a 8 / 10 / 13 / 18 meter radius, Mag suspends her victims in the air and forcefully compresses their bodies inflicting 800 / 1000 / 1250 / 1500 Magnetic b Magnetic damage over three segments. Crush deals 800 / 1000 / 1250 / 1500 extra damage to targets being affected by Magnetize.
    • Damage is affected by Ability Strength, while extra damage to magnetized targets is not.
      • Damage is evenly divided into three ticks (each tick dealing 1/3 of the total damage) that are inflicted in succession over the course of the cast animation.
    • Magnetic b Magnetic damage is effective against Shielded and Proto Shields, but less effective against Alloy Armor.
    • Magnetic b Magnetic status effect reduces a target's current and maximum shields by 75% for 4 seconds.
    • Radius is affected by Ability Range.
    • Cast time of 1.5 seconds is affected by Natural Talent and Speed Drift.
  • Additionally, allied Warframes and Companions in the radius of the ability have their shields replenished by 40 on cast, plus an additional 10 / 15 / 20 / 25 per enemy hit per tick.
    • Shield restore per hit is affected by Ability Strength, while the initial amount is not.
    • Crush can create, and boost into, Overshields.
  • Enemies that walk into the area of effect after the ability has been cast will be caught and damaged by the remaining damage ticks, and will contribute to restore shields.
    • Suspended enemies are incapacitated and suffer a Knockdown when the final damage tick is applied.
  • Tenno in Conclave duels receive 150 damage and are knocked down.
  • Crush's visual effects are affected by Mag's chosen energy color.
    • Some of them will appear gold when cast by Mag Prime.
  • Casting Crush will interrupt any other action and will force Mag in place for the entire animation.
    • Cannot be used in mid-air or while on a zipline.

Augment
FracturingCrush
Main article: Fracturing Crush

Fracturing Crush is a Warframe Augment Mod for Mag that gives Crush the ability to reduce enemy armor as well as temporarily immobilize survivors.

Rank Armor Reduction Root Duration Cost
0 20% 4s 6
1 30% 5s 7
2 40% 6s 8
3 50% 7s 9

Tips & Tricks
  • Crush deals less damage against the Grineer but deals extra to shielded Corpus units, due to the traditional effects of Magnetic damage.
  • Crush does not rely on line of sight, using mods for enemy radar such Enemy Sense makes it relatively easy to Crush large groups of enemies through floors, walls and ceilings.

Maximization

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.


Bugs
  • Sliding while casting Crush causes enemies that left the AoE to crumple permanently until a stagger source is made to reset their animation, however damage taken by enemies no longer in range have been cancelled normally.
  • Dying while casting crush will cause all affected enemies to drop to the ground in a ragdoll state similar to enemies broken while frozen. The enemies in this state will still be able to attack despite missing several limbs and being tied to the ground.
  • Overshields will apply to allied Operators as well, up to a maximum of 500 shields.


Strength Mods

IntensifyModU145

Duration Mods

ContinuityModU145

Range Mods

StretchModU145

Pull Pull
BulletAttractor BulletAttractor BulletAttractor
ShieldPolarize ShieldPolarize ShieldPolarize
Crush Crush

Edit Tab

Mag can be equipped with the following items:

Cosmetics

Augments

See also

Edit Tab

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 Magnetized 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 Magnetized Discharge disarm will now also have a chance to Disarm when the bubble explodes naturally.

Update 20.7

  • Augment: Magnetize - Magnetized 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 Vacuum or Mag’s passive or Greedy 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 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

  • 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 Greedy 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 Greedy 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 Shield 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 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

  • 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 - Fracturing 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 Greedy Pull not properly using its full range for other clients when relocating items.
    • Fixed Mag’s Greedy Pull moving weapons disarmed by the Drahk Master, making the weapon unrecoverable.

Update 15.11

  • Augment: Fixed Mag’s 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

  • Augment: Fixed Mag’s Greedy Pull picking up items at only half the range it should be.

Update 15.7

Update 15.6

  • Augment: Shield Polarize - Shield 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 - Greedy 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.
Last updated: Update 22.19


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Start a Discussion Discussions about Mag

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    • so they changed the starter characters?
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