Understand Magnetic Might
Useful when…
- Adding Magnetic damage while also improving critical-hit damage on a compatible pistol.
- Fitting a Madurai-polarity mod when that polarity matches the pistol’s slot.
What it adds
At maximum rank, the standard pistol mod gives +60% Magnetic and +40% Critical Damage. At rank 0, it gives +15% Magnetic and +10% Critical Damage; rank 2 gives +45% and +30%, respectively. These are mod bonuses, not a statement of the pistol’s final damage.
Fit and rank investment
It is a Rare, standard pistol mod with Madurai polarity, base drain 4, and a maximum rank of 3. Fusion costs are 30 Endo and 1,449 Credits from rank 0 to 1, then 60 Endo and 2,898 Credits to rank 2, and 120 Endo and 5,796 Credits to rank 3. Rank it further when the next increase in both bonuses is useful enough for your Endo and capacity budget.
Compare by desired effect
Creeping Bullseye instead adds +200% Critical Chance and reduces Fire Rate by 20%; it addresses critical chance and carries a firing-speed cost, rather than adding Magnetic and critical damage. Flawed Pistol Gambit adds critical chance, while Flawed Target Cracker adds +30% Critical Damage. Those flawed mods are narrower alternatives and do not provide Magnetic damage.
Limitations and tradeoffs
- The two bonuses are useful only to the extent that the pistol benefits from Magnetic damage and critical damage.
- Creeping Bullseye’s critical chance comes with a stated Fire Rate penalty; it is not a direct replacement for both of Magnetic Might’s bonuses.
Common mistakes to avoid
- Do not read +60% Magnetic or +40% Critical Damage as the pistol’s final damage increase.
- Do not treat a critical-chance mod as if it supplied Magnetic damage.






