Understand Magnetized Core
Useful when…
- Adding Magnetic damage and critical damage to a compatible Archmelee weapon.
- Using a Madurai-polarity Archmelee slot.
Effects by rank
At maximum rank, Magnetized Core gives +60% Magnetic and +40% Critical Damage. Rank 0 provides +15% Magnetic and +10% Critical Damage; rank 2 provides +45% and +30%. These are mod bonuses, not a calculation of final weapon damage.
Fit and investment
This Rare, standard Archmelee mod has Madurai polarity, base drain 4, and maximum rank 3. Fusion costs are 30 Endo and 1,449 Credits to reach rank 1, 60 Endo and 2,898 Credits to reach rank 2, then 120 Endo and 5,796 Credits to reach rank 3. Each step increases both bonuses; weigh the extra rank against your Endo and capacity needs.
Compare the second effect
Bleeding Edge gives +110% Critical Damage, while Critical Meltdown gives +60% Radiation and +60% Critical Chance. Tempered Blade gives +150% Critical Chance. These options emphasize different damage types or critical stats; Magnetized Core is the listed choice that combines Magnetic damage with Critical Damage.
Limitations and tradeoffs
- Its paired bonuses are useful only when both Magnetic damage and critical damage suit the weapon.
- Alternative critical mods offer different stats and do not reproduce the same Magnetic-plus-critical-damage combination.
Common mistakes to avoid
- Do not treat the listed percentages as final damage multipliers for the complete weapon.
- Do not confuse Critical Chance alternatives with Critical Damage.






