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Counter Pulse
Warframe · Mod

Counter Pulse

Mag Polarize augment for crowd control

Released Feb 9, 2018

Counter Pulse augments Mag's Polarize: enemies hit have their weapons jammed and robotics disabled for up to 4 seconds. Consider it when this brief interruption is useful against targets that Polarize hits.

TypeMagPolarityzenurikMax rank3Base drain6VariantStandardRarityRare
Counter Pulse GUIDE

Understand Counter Pulse

Useful when…

  • Add a short weapon-jamming and robotics-disable effect to Polarize.
  • Use when Mag's Polarize can hit enemies whose attacks or robotic functions you want to interrupt.

Effect and duration

Counter Pulse applies its effect when an enemy is hit by Polarize: enemy weapons are jammed and robotics disabled. The effect lasts 2 seconds at rank 0, 3 seconds at rank 2, and 4 seconds at rank 3. The listed effect is an interruption, not an armor reduction or shield-regeneration delay.

wiki.warframe.com ↗

Slot and investment

It is a standard Mag mod with Zenurik polarity, base drain 6, and maximum rank 3. The listed rank steps cost 30, 60, and 120 Endo, plus 1,449, 2,898, and 5,796 Credits. Ranking increases the control duration; decide whether the longer window merits its capacity and fusion cost.

wiki.warframe.com ↗

Other Mag augments

Shield Overload affects the target's shield regeneration time in its Conclave variant. Fracturing Crush modifies Crush with casting speed, armor reduction, and immobilization, while Greedy Pull attracts pickups toward Mag. Each augments a different ability or situation, so those effects do not replace Counter Pulse's Polarize-triggered weapon jam and robotics disable.

Limitations and tradeoffs

  • The control effect only applies to enemies hit by Polarize.
  • The maximum listed duration is 4 seconds and the mod has base drain 6.

Common mistakes to avoid

  • Expecting the weapon jam or robotics disable to apply to enemies not hit by Polarize.
  • Confusing this effect with Shield Overload's shield-regeneration effect.

Effects and reference details

Rank effects and investment

RankListed effectsUnpolarized drainTotal Endo from rank 0Total Credits from rank 0
0Polarize Augment: Enemy weapons are jammed and robotics are disabled for 2s when hit by Polarize.600
1Polarize Augment: Enemy weapons are jammed and robotics are disabled for 2.5s when hit by Polarize.7301,449
2Polarize Augment: Enemy weapons are jammed and robotics are disabled for 3s when hit by Polarize.8904,347
3Polarize Augment: Enemy weapons are jammed and robotics are disabled for 4s when hit by Polarize.921010,143

These are listed mod effects and fusion costs, not final build damage. Matching and mismatched polarities change capacity. Totals assume starting at rank 0.

References and version

Game data version: Pinned public export

Counter Pulse — WARFRAME Wiki ↗wiki.warframe.com ↗
Technical source data for verification

These machine-readable game records support the calculations and factual checks. The wiki references above are intended for reading.

Warframe Public Export ↗wiki.warframe.com ↗

Original data record ↗

Optional: calculate an upgrade or configurationOpen the calculator when you want a cost estimate or a compatibility check.
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Fusion cost and capacity

0Endo
0Credits
6Target slot drain
RankObserved effectDrainEndo from 0Credits from 0
0Polarize Augment: Enemy weapons are jammed and robotics are disabled for 2s when hit by Polarize.600
1Polarize Augment: Enemy weapons are jammed and robotics are disabled for 2.5s when hit by Polarize.7301,449
2Polarize Augment: Enemy weapons are jammed and robotics are disabled for 3s when hit by Polarize.8904,347
3Polarize Augment: Enemy weapons are jammed and robotics are disabled for 4s when hit by Polarize.921010,143

Slot polarity changes drain; fusion prices depend on mod rarity and family.

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