Theorylytics
Mag

Mag

Tank / Defense

Take down your enemies with magnetic force. Mag alters magnetic fields to provide crowd control and strip enemy defenses. Few can resist her attraction or her repulsion.

Role
Tank / Defense
Aura
MaduraiMadurai
Polarities
NaramonNaramonNaramonNaramon
Mastery
0
Introduced
Vanilla (2012-10-25)

Stats

Type
Warframe
Category
Warframes
Mastery
0
Health
180
Shield
455
Armor
105
Energy
140
Sprint Speed
1.0
Build Cost
25,000 Credits
Build Time
24h 0m
Rush
50 Platinum

Warframe dossier

Verified 2026-07-22

Playstyle

Take down your enemies with magnetic force. Built around Pull, Magnetize, Polarize.

Passive

Nearby items gravitate toward Mag for easy collection.

When to Pick

  • You want a tank / defense toolkit and Mag’s fantasy matches the mission.
  • Your squad is missing what Mag brings — especially Pull.
  • You already own the mods / archon shards that make Mag’s scaling comfortable on Steel Path.

Kit Overview

  • Pull (Ability 1): Mag stuns enemies as she manifests a magnetic vortex.
  • Magnetize (Ability 2): (TAP) Enclose a target in a magnetic field that ensnares nearby enemies and deals damage over time.
  • Polarize (Ability 3): Emit an energy pulse that depletes enemy shields and armor as it restores ally shields.
  • Crush (Ability 4): Magnetize the bones of nearby enemies, causing them to collapse upon themselves.

Abilities & Augments

  • 1
    Pull

    Energy 25

    Mag stuns enemies as she manifests a magnetic vortex. The vortex pulls in Polarize Shards and stunned enemies to place them directly in front of her.

  • 2
    Magnetize

    Energy 25

    (TAP) Enclose a target in a magnetic field that ensnares nearby enemies and deals damage over time. The field pulls Polarize Shards that orbited Mag and shrapnel into the deadly mix. (HOLD) Mag surrounds herself in a magnetic field that absorbs ranged attacks and reflects damage back in a destructive cone.

  • 3
    Polarize

    Energy 25

    Emit an energy pulse that depletes enemy shields and armor as it restores ally shields. Debris left over from the pulse becomes Polarize Shards. Nearby Polarize Shards orbit Mag and cut enemies, inflicting Slash Status Effect.

  • 4
    Crush

    Energy 25

    Magnetize the bones of nearby enemies, causing them to collapse upon themselves.

Ability Priority

  1. 1
    Polarize

    Emit an energy pulse that depletes enemy shields and armor as it restores ally shields.

  2. 2
    Pull

    Mag stuns enemies as she manifests a magnetic vortex.

  3. 3
    Magnetize

    (TAP) Enclose a target in a magnetic field that ensnares nearby enemies and deals damage over time.

  4. 4
    Crush

    Magnetize the bones of nearby enemies, causing them to collapse upon themselves.

Helminth / Subsume

  • Pull is often the Helminth sacrifice if your build never needs Ability 1 and you’d rather import a strip, buff, or survival tool.
  • Keep Magnetize and later abilities when they define Mag’s identity.
  • Never subsume the ability that enables the rest of the kit’s energy or survival loop.

Mod Scaling

Strength

Raises damage and effect potency across Mag’s Strength-scaling abilities.

Duration

Extends channeled / timed effects — often comfort on Mag if the kit leans on buffs or zones.

Range

Helps radius / targeting tools. Dump it if Mag is mostly self-buff or exalted weapons.

Efficiency

Keeps ability uptime comfortable, especially on longer Steel Path missions.

Priority

Match the priority to your main ability — Strength or Duration first for most kits, then Efficiency, then Range.

Mission Usefulness

Mission / ContextRatingWhy
Steel Path Survival / Defense / DisruptionExcellentMag is a S-tier Steel Path pick because Pull still works when every spawn is overlevelled. Mag stuns enemies as she manifests a magnetic vortex.
Mobile Defense / ExcavationExcellentMag wins Mobile Defense / Excavation by parking Pull on the objective instead of chasing stragglers. Mag stuns enemies as she manifests a magnetic vortex.
Exterminate / Capture Speed RunsSituationalUsable on speed runs, but Mag’s tank / defense kit usually wants longer objectives than a 3-minute Exterminate. Magnetize the bones of nearby enemies, causing them to collapse upon themselves.
Spy / Rescue / NightmareWeakLoud kit. Leave Spy / Rescue to invis or silence frames; Pull doesn’t make Mag quiet. Mag stuns enemies as she manifests a magnetic vortex.
Open World / BountiesSituationalFine on clustered camps, but sparse open-world travel underuses Mag unless you love Crush. Magnetize the bones of nearby enemies, causing them to collapse upon themselves. Take down your enemies with magnetic force.
Long-Range Gunplay / Eidolon-Style ContentWeakMag wants pack clear or finishers, not pure long-range; Pull won’t save an Eidolon-style loadout. Mag stuns enemies as she manifests a magnetic vortex.

Crafting

Alternatives to Mag

Not sure Mag is right for you? Compare against other frames to find your best pull.

Ember
EmberTank / DefenseMadurai

You want Heat status on packs to raise Ember's Ability Strength in Affinity Range — that's a real build pillar.

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Frost
FrostTank / DefenseVazarin

Status duration is how your weapons scale and Frost extends that plan for free.

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Gauss
GaussTank / DefenseNaramon

You like builds that reward constant movement — Gauss's battery loop is that fantasy.

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Hildryn
HildrynTank / DefenseNaramon

Haven into Aegis Storm is the cast story you want to master — not a random subsume mashup.

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Hydroid
HydroidTank / DefenseNaramon

Status duration is how your weapons scale and Hydroid extends that plan for free.

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Mag Prime
Mag PrimeTank / DefenseMadurai

Mag Prime starts with more polarities (Naramon · Naramon · Madurai) than Mag.

Read Comparison