Understand Magnetized Discharge
Useful when…
- Recast Magnetize on its target to detonate it and give enemies hit a chance to be disarmed.
- Increase Magnetize Range with the augment’s passive bonus.
Ability effect and rank scaling
At rank 0, enemies hit by the detonation have a 20% chance to be disarmed, and the passive adds +20% Magnetize Range. At rank 2, those values are 40% and +35%. At maximum rank 3, they are 50% and +45%. The detonation follows recasting Magnetize on its target.
Equipping and ranking
This Rare, standard Mag mod has Zenurik polarity, base drain 6, 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, and 120 Endo and 5,796 Credits to reach rank 3. Ranking increases both the disarm chance and Magnetize Range bonus.
How it differs from other Mag augments
Fracturing Crush modifies Crush, adding casting speed and reducing the armor of surviving enemies while immobilizing them. Greedy Pull modifies Pull to add a 100% chance to pull pickups toward Mag. Sapping Reach is a Conclave variant for Pull that steals up to 25 Energy from the target. These augments modify different abilities and do not provide Magnetized Discharge’s Magnetize detonation or range bonus.
Limitations and tradeoffs
- It uses a mod slot and has base drain 6.
- The disarm is a chance and applies to enemies hit by the detonation.
Common mistakes to avoid
- Expecting a disarm without recasting Magnetize on its target and hitting enemies with the detonation.
- Confusing Sapping Reach’s Conclave Pull effect with Greedy Pull’s pickup effect.






