QUICK LINKSBrowse all 167 games ELDEN RING official game artworkElden RingCyberpunk 2077 official game artworkCyberpunk 2077Stardew Valley official game artworkStardew ValleyTerraria official game artworkTerrariaHu Tao — Genshin ImpactGenshin ImpactMarch 7th — Honkai: Star RailHonkai: Star Rail
Discover your next upgrade Game information & guides
Magnetic Might
Warframe · Mod

Magnetic Might

Pistol damage mod

Released Dec 13, 2024

Magnetic Might adds Magnetic damage and critical damage to a pistol. Consider it when the weapon can make use of both bonuses and you want those effects in one standard mod slot.

TypePistolPolaritymaduraiMax rank3Base drain4VariantStandardRarityRare
Magnetic Might GUIDE

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.

wiki.warframe.com ↗

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.

wiki.warframe.com ↗

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.

Effects and reference details

Rank effects and investment

RankListed effectsUnpolarized drainTotal Endo from rank 0Total Credits from rank 0
0+15% Magnetic
+10% Critical Damage
400
1+30% Magnetic
+20% Critical Damage
5301,449
2+45% Magnetic
+30% Critical Damage
6904,347
3+60% Magnetic
+40% Critical Damage
721010,143

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

Magnetic Might — 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 ↗Raw game data (JSON) ↗wiki.warframe.com ↗

Original data record ↗

Optional: calculate an upgrade or configurationOpen the calculator when you want a cost estimate or a compatibility check.
COMPARE INVESTMENT

Fusion cost and capacity

0Endo
0Credits
4Target slot drain
RankObserved effectDrainEndo from 0Credits from 0
0+15% Magnetic · +10% Critical Damage400
1+30% Magnetic · +20% Critical Damage5301,449
2+45% Magnetic · +30% Critical Damage6904,347
3+60% Magnetic · +40% Critical Damage721010,143

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

Find your next upgrade

Details