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Warframe: Bonecrushing Mag Build

Attract enemies and bend them to your will.

None harness the power of magnetism like Mag. Often underappreciated because of her designation as a “beginner” warframe, Mag actually boasts incredible power that can see her through all of Warframes endgame and Steel Path.

If you’ve been wondering how to power up this starter Warframe then look no further than this Mag build guide where I’ll be going over the best way to build her for the late game.

Mag Overview

Stats

  • Health: 180 (280 at rank 30)
  • Shields: 455 (555 at rank 30)
  • Armor: 105
  • Energy: 140 (190 at rank 30)

Although squishy compared to other Warframes, Mag has high shields that will be instrumental in keeping her alive in the later levels and is tied heavily with her kit.

Passive

Mag automatically Vacuums Pickups that are within 8 meters of her.

Abilities

Pull (1st Ability)

Warframe_Mag_Pull
Digital Extremes / Justin Moniquette

Generating a strong magnetic vortex in front of her, Mag pulls every enemy around her, to her, ragdolling and damaging them in the process.

One of the best CC moves in the game. With the right amount of range, Pull can set up entire floors of enemies to be killed since they’re all grouped up.

Magnetize (2nd Ability)

Warframe_Mag_Magnetize
Digital Extremes / Justin Moniquette

Tapping the ability encloses the target in a magnetic field that traps nearby enemies and deals damage over time. Holding the ability causes Mag to surround herself in a magnetic field that absorbs ranged attacks and reflects damage at attackers.

Perfect for placing on particularly tanky enemies, or using it as a quick way to avoid some damage if you’re in the open. There are better abilities to use if you’re in a pickle like Pull or Crush, but it’s nice to have. 

Polarize (3rd Ability)

Warframe_Mag_Polarize
Digital Extremes / Justin Moniquette

Mag emits a pulse of magnetic energy from herself that drains energy shields and armor and restores ally shields in the process. Mag is then surrounded by Polarized Shards that cut enemies inflicting bleed status.

An excellent ability that will be instrumental in keeping Mag alive. Not only is it an easy way to keep your shields up, but it also makes the enemies around you easier to deal with. 

Crush (4th Ability)

Warframe_Mag_Crush
Digital Extremes / Justin Moniquette

Mag magnetizes the bones of all nearby enemies, suspending them in the air and compressing their bodies. Enemies are knocked down in the process and Mag and her allies recover shields per enemy hit ticks.

The bread and butter of this build, Crush is a room clearer. Not only does it kill and immobilize enemies, but it’s also another way of keeping our shields up to avoid dying. Pair this with the Fracturing Crush augment mod, and it permanently strips armor as well as apply hard CC.

How to Get Mag

As one of the starter Warframes, Mag is incredibly easy to get. If you’re just starting in Warframe, simply choose Mag as your starter and you’re good to go. If you choose a different option then you can get all her pieces by defeating The Sergeant on Iliad, Phobos.

Alternatively, she can also be grabbed from The Circuit as one of the rotating rewards if you’ve completed The Duviri Paradox questline.

While there is a Prime variant of Mag available, she is currently vaulted so if you want to get her you need to either trade for her pieces with other players or wait for her to be unvaulted during a Prime Resurgence.

Bone Crushing Mag Build

This build is primarily focused on two things; keeping Mag alive in Steel Path, and crushing every enemy around her. While it is a little bit more risky because of how squishy Mag is compared to other Warframes, her power more than makes up for it.

Mod Choice

Warframe_Mag_Mods
Digital Extremes / Justin Moniquette

The mod choice for this  build is as follows:

  • Stretch: We want to make sure our abilities reach as many people as possible, so we pay special attention to Mag’s range. Every single one of her abilities benefits from more range so we get a lot of returns from this.
  • Augur Reach: Just like Stretch, Augur Reach provides more range for our abilities. It even has a bonus effect that converts a percentage of energy spent on abilities to our Shields. This feature synergizes perfectly with Mag’s kit. 
  • Adaption: Like a lot of Steel Path builds we grab Adaption to help Mag survive. This mod gives us damage resistance to whatever damage type we’ve taken and it can stack up to 90%.
  • Prime Redirection/Redirection: Since Mag is so focused on her shields, we add Prime Redirection or Redirection if you don’t own the Prime variant. This will get our shields to high levels, giving us a nice buffer before we start taking damage.
  • Umbral Intensify/Intensify: We grab Umbral Intensify, or Intensify if you don’t have the Umbral variant to boost Mag’s power strength. This will increase the damage we do with our abilities, as well as increase the amount of shields we receive from Crush.
  • Fracturing Crush: Speaking of Crush, we grab this augment mod to power up our fourth ability. This will make it so Crush’s casting speed is faster and the armor of surviving enemies is permanently stripped and they are unable to move for a certain amount of time.
  • Equilibrium: I put Equilibrium to make sure I always have a constant intake of energy. This mod can be switched out for any other mod you might think fits your playstyle better.
  • Brief Respite/Corrosive Projection: I put possible aura mods because they both work well with Mag depending on how you want to play her. Brief Respite will keep your shields up making it easier to survive. Corrosive Projection will lower enemy armor. Pairing that with Crush can strip a significant amount of an enemy’s defense and make them easier to kill. The choice is yours.

Arcanes

  • Arcane Aegis: Focusing more on Mag’s survivability, Arcane Aegis will make it so that when our shields take damage, they have a chance of recharging by up to 30% for 12 seconds. Since we plan to keep our shields up at all times this should activate often.
  • Molt Augmented: Since we’ll be casting a ton, having a way to push our Ability Strength even further is always great.

Helminth Abilities

When choosing an ability to replace, I’d recommend either Pull or Magnetize since they’re the only abilities that don’t help upkeep our shields.

  • Dispensary (Protea): Since Mag is primarily a caster ‘frame having a way to easily get energy orbs isn’t a bad thing. This is a good option if you choose to put on Equilibrium.
  •  Condemn (Harrow): If you’re looking to reinforce Mag’s shields even more then Condemn is a good option. It chains enemies where they are and restores shields based on how many enemies are affected, which should be a lot based on our range. Replace Pull with this since we don’t need two CC moves and you’re good to go.

Weapons & Gear

As I mentioned before, Mag is primarily a Caster. You’ll probably be focused more on casting abilities than shooting enemies, so bring whatever weapons can get you through Steel Path. 

If looking for a little safety grab a Companion with Synth Deconstruct to get more health orbs to drop. This would work well if you have Equilibrium on as well.

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