Understand Mag Prime
Useful when…
- Use Pull to stun enemies and draw them and Polarize Shards in front of Mag.
- Tap Magnetize to enclose a target, ensnare nearby enemies, and deal damage over time; it also pulls in Polarize Shards that orbited Mag and shrapnel.
- Hold Magnetize to absorb ranged attacks and reflect damage in a cone.
- Use Polarize to deplete enemy shields and armor, restore ally shields, and create shards that orbit nearby Mag and cut enemies with Slash Status Effect.
What her abilities do
Pull stuns enemies and draws them and Polarize Shards in front of Mag. Magnetize has distinct inputs: tapping encloses a target in a magnetic field that ensnares nearby enemies and deals damage over time, while holding surrounds Mag with a field that absorbs ranged attacks and reflects damage in a destructive cone. The tap effect draws in Polarize Shards that orbited Mag, along with shrapnel. Polarize emits an energy pulse that depletes enemy shields and armor and restores ally shields. Debris left by the pulse becomes Polarize Shards; nearby shards orbit Mag, cut enemies, and inflict Slash Status Effect. Crush magnetizes the bones of nearby enemies, causing them to collapse.
When to consider Mag Prime
Consider Mag Prime when you want enemy control or defense disruption, or when restoring ally shields is useful. Pull provides a stun and draws enemies in front of her; tap Magnetize ensnares nearby enemies around a target, and Polarize affects enemy shields and armor while restoring ally shields. Her passive draws nearby items toward Mag Prime for collection. These are combat and collection effects; the listed abilities do not establish a specific mission advantage beyond them.
Stats and mod customization
Mag Prime lists 270 Health, 455 Shield, and 135 Armor. Her listed mod polarities are two Naramon and one Madurai, with a Madurai aura polarity; her description says these unique polarities allow greater customization. Standard Mag lists 180 Health, 455 Shield, and 105 Armor. The supplied comparison does not include standard Mag’s polarity details, so it supports the stat comparison but not a polarity-by-polarity assessment.
How to read the alternatives
The listed comparison candidates have different durability profiles: Narin has 270 Health, 550 Shield, and 165 Armor; Oberon Prime has 365 Health, 270 Shield, and 450 Armor. Their descriptions do not establish Mag Prime’s enemy grouping, defense disruption, or ally shield restoration, so these numbers alone do not show that either provides the same functions.
Limitations and tradeoffs
- Magnetize’s tap and hold inputs have different effects; choose the input based on whether you want a target-centered field or a field around Mag that absorbs ranged attacks.
- Polarize’s described ally benefit restores shields, not Health.
Common mistakes to avoid
- Treating Magnetize tap and hold as interchangeable; their described targets and effects differ.
- Assuming Polarize restores ally Health; the described ally effect restores shields.
- Assuming Polarize Shards pulled by tap Magnetize need not have orbited Mag; that condition is stated in the ability description.






