Mag

Mag contemplating how magnets work in the dojo.
Magnetic personality…

Overview: Disrupt shields, crush armour and redirect projectiles – Mag is a powerful support and indirect DPS frame. She can be easily acquired from Sergeant on Phobos, or selected as your starting Warframe.

Prime: Mag prime is currently vaulted, meaning you’ll need to ask friends and clanmates if they have her relics, try the trading channel or wait for an unvaulting event.

Special: Mag has a small vacuum aura , allowing her to pull in pickups from a short distance away.

Pros: Good shield, surprisingly high durability from powers, superb crowd control, can strip armour, can heal and fortify squad-mate shields.

Cons: Poor health and armour, power-resistant enemies can be a serious problem, magnetic is probably the worst overall damage type.

Powers: Pull (1) does what you’d expect, dragging enemies to Mag and throwing them to the floor. This cheap and effective crowd control can be can be upgraded with the Greedy Pull augment, dragging drops to you as well.

Magnetize (2) generates an attractive field around the target, pulling in projectiles and other enemies, magnifying damage taken and dealing additional damage to trapped targets based on incoming fire. If the primary target dies while in the bubble, it will explode for a chunk of the absorbed damage. The Magnetized Discharge augment allows you to manually detonate the bubble, potentially disarms those affected and increases the size of the bubble. Another great choice against high damage enemies, use it proactively and few shots will be able to come anywhere near you!

Polarize (3) damages enemy armour and shields in a large area and restore nearby allied shields, while generating shards that damage targets in Magnetize (2) bubbles. The Counter Pulse augment will also jam enemy weapons and stun robotic targets. It should also be noted that this ability can help render the toughest targets in the game vulnerable to attack – the ability to remove armour from Steel Path enemies is huge.

Crush (4) deals a triple pulse of magnetic damage in a wide area for a total of 1500 damage (doubled if the target is affected by Magnetize (2)) and lifting foes in the air for the duration. Each pulse will also restore allied and companion shields with each tick based on the number of affected targets. The Fracturing Crush augment will reduce the armour of affected targets and root them in place for a short duration at the end of the ability.

Opinion: Mag can be a potent support frame, able to block lines of fire and reposition enemies while restoring the shield and overshields of her squad-mates. However, magnetic is arguably the worst damage type in Warframe, meaning you’ll have to be clever in how you use your powers if you want to kill things with them. One such possibility is using a bouncing or infinite punch-through weapon combined with Magnetize (2) allowing a target to be hit repeatedly by the same shot. In addition, the improvements to shields (including a “gating” mechanic that means your shields will fully absorb at least one hit, no matter how large it is) mean Polarize (3) is a lot more useful as a support ability. Mag can work well in most mission types thanks to her crowd control powers, but defence and interception can give you a lot of opportunity for tactical play.