Magnet is the new fruit of Update 30, and it works like no other: you attract and control metal to launch powerful projectiles and attacks. Instead of an awakening, it has a Magnetic Power gauge to fill by collecting metal scraps; as it charges, your mechanical arms grow larger, which boosts your M1 attack speed, extends your combos and increases your damage reduction, and once the gauge is full you transform into a large robot with its own moves and passives. You can fly in base form as well as in transformed form. Its Flux Draw passive pulls nearby enemies toward you, which makes it a strong PvP fruit; its [F] disarms the opponent's sword when tapped or lets you fly while using your abilities when held, like
Eagle. Magnet has high defense against
Guns (roughly 70% reduction in mech form, figure published on 18 September 2026), but its transformed form resists
Lightning half as well (roughly 30% damage reduction instead of 62.5%). With its large AoE moves and its Stage 3 M1 pull-back, it is also a fantastic grinding alternative to
Buddha in all seas, and a tool for pulling players out of safe zones like the Cafe and the
Mansion.
How to get it
Magnet costs 6,000,000 Beli or 3,500 Robux from the
Blox Fruit Dealer, where it has no shop description at all. It is also available at the
Blox Fruit Gacha and spawns naturally in the world. At its release, it was at the heart of the
Magnet Event: enemies marked [Magnetized] dropped
Magnet Tokens, and 500 Magnet Tokens grant a roll of the
Magnet Gacha (a random fruit excluding
Common, 2-hour cooldown shared with the random fruit gacha, in
Middle Town, at the Cafe and at the Mansion). The source calls it hard to obtain because it has only just been released. The event ended on 21 September 2026, but the fruit was not limited to the event: it is still buyable from the Blox Fruit Dealer, at the Blox Fruit Gacha and from natural spawns.
Moveset
Base
| Key | Move | Preview | Description |
|---|---|---|---|
| M1 | Metallic Jabs | You chain close-range punches with your metal arms. The higher your Magnetic Power gauge, the bigger your arms grow: damage and attack speed increase, and the hit chain extends across three stages. At Stage 1 you throw a 3-hit combo; at Stage 2 the arms grow bigger and the combo becomes 4 hits; at Stage 3 they grow much bigger and the combo reaches 5 hits, with a pull-back that drags targets toward you, which makes it a real grinding tool. The M1 is considered reliable, with high damage at Stage 3 and manageable knockback. Since 18 September 2026, the source states that the last punch of every combo breaks cooldown TBAs · energy TBA · breaks Instinct |
|
| Z | Scrap Arsenal Mas. 1 |
On tap, you fire four homing magnetic projectiles that pull the target toward you; they stack, widening the hit zone and strengthening the pull. On hold, you charge then release a concentrated magnetic beam straight ahead, dealing extra damage when it lands directly on an enemy. Cooldown: 10 seconds, energy cost: 40. Opinion side: a true stun, a very good hitbox and decent range, but bad damage unless you stack the projectiles to create a bigger area, and a move that is easily instinct tricked. cooldown 10s · energy 40 |
|
| X | Magnetic Overcharge Mas. 100 |
On tap, you manipulate magnetic forces to form a compact cage around targeted enemies, trapping them briefly while dealing damage. On hold, the cage becomes significantly larger and covers an expanded area, trapping anything within range with area damage. The move breaks Instinct. Strengths: a large AoE even on tap, very large AoE and damage when held. Weaknesses: weird travel time, an underwhelming tap version and high knockback; the source contradicts itself on the endlag, calling it low on one side and bad on the other. cooldown TBAs · energy 60 · breaks Instinct |
|
| C | Polarizing Drop Mas. 225 |
On tap, you grab an opponent with magnetic fields, lift them into the air, then slam them into the ground; without a target, you perform an AoE ground slam instead. On hold, you emit a wide magnetic wave that draws in nearby enemies and loose scrap, deals damage, and instantly absorbs the scrap to fill your Magnetic Power gauge. The move breaks Instinct on the initial grab and the slam, but can be dodged once grabbed. Strengths: an extremely powerful stun, hyper-armor when held that makes it uninterruptible, a very low cooldown and high damage. Weakness: when held, it suspends you high in mid-air, making combos unreliable without cooldown TBAs · energy 100 · breaks Instinct |
|
| V | Maximum Overdrive Mas. 300 |
You attract surrounding scrap metal and assemble it into a mech suit. Two things to know: your Magnetic Power gauge must be FULL, and the transformation time is very long, leaving you vulnerable during the animation. While transformed, you can no longer use your cooldown TBAs · energy 10 · breaks Instinct |
|
| F | Polarity Drive Mas. 75 |
On tap, you execute a swift forward grab, and any caught target has their currently equipped sword forcefully unequipped. The sword stays in their inventory and, according to the source, they can instantly re-equip it by selecting it again (the source first called this a bug to be fixed, then dropped that word on the evening of 18 September 2026); the mention of a disarm "for the remainder of the battle" was removed from the page the same day. On hold, you activate a magnetic jetpack and enter a free-flight mode that lets you use skills mid-air; taking multiple hits within 10 seconds of the startup cancels the move, and pressing [F] again while flying launches the jetpack forward as a projectile toward enemies. According to the source (detail added on 26 September 2026), the tap dash can be instinct tricked but still grabs, and it is the explosion that breaks Instinct; the move has a low cooldown, high range, and is very easy to start or extend a combo with. It offers good mobility, although the tap dash is not that long. Energy cost: 50; the exact cooldown is not published yet. cooldown TBAs · energy 50 · breaks Instinct |
Transformé
| Key | Move | Preview | Description |
|---|---|---|---|
| M1 | Metallic Jabs | In mech form, you swing your arms two times unleashing an energy slash, then stomp on the ground to let out another wave of magnetic energy. It breaks Instinct no matter what (detail published by the source on 18 September 2026). Cooldown and energy are not documented yet for this version. cooldown TBAs · energy TBA · breaks Instinct |
|
| Z | Scrap Arsenal Mas. 1 |
On tap, you fire a volley of magnetic missiles with aim assistance. On hold, you build a heavy arm cannon and release a massive blast toward the cursor. The tap deals good, quick chip damage and the held version deals great damage, but the range is terrible on tap, and even the held version lacks any meaningful range. On Instinct, the source has contradicted itself since 18 September 2026: its skill box says the move breaks it no matter what, while its review still says the tap cannot break it. Energy cost: 40 (the source lists the same cost as the base form); the cooldown is not published yet. cooldown TBAs · energy 40 · breaks Instinct |
|
| X | Magnetic Overcharge Mas. 100 |
On tap, you gather nearby scrap into a ball and launch it toward the cursor, pulling enemies in and dealing area damage. On hold, the scrap orbits around you and forms a large magnetic field that pulls enemies toward the center while continuously damaging them; this move cannot be cancelled by enemy attacks (hyper-armor). The move breaks Instinct no matter what (detail published on 18 September 2026). Big AoE and much higher damage when held, but the source considers it barely an upgrade over the base version, with no real incentive beyond the damage. Energy cost: 60 (the source lists the same cost as the base form); the cooldown is not published yet. cooldown TBAs · energy 60 · breaks Instinct |
|
| C | Polarizing Drop Mas. 225 |
On tap, you pull nearby scrap into a dense cluster and slam it into the ground for heavy area damage; the flying scrap deals chip damage, but the source calls the tap damage terrible. On hold, you create a giant scrap hammer, spin around rapidly, and slam the ground at the end: massive hitbox, uninterruptible, high damage. The move breaks Instinct no matter what (detail published on 18 September 2026). Two traps: used mid-air, the move makes you drop down and locks you to the ground, and the held version lacks any extension capability while wasting your gauge. Energy cost: 100 (the source lists the same cost as the base form); the cooldown is not published yet. cooldown TBAs · energy 100 · breaks Instinct |
|
| V | Maximum Overdrive Mas. 300 |
You eject from the mech suit and leave the frame behind. The abandoned suit magnetically pulls in nearby targets then self-destructs in an explosion for heavy area damage, and breaks Instinct no matter what (detail published on 18 September 2026). It is a quick untransformation that deals damage, but the source considers that damage bad. Energy cost: 10 (the source lists the same cost as the base form); the cooldown is not published yet. cooldown TBAs · energy 10 · breaks Instinct |
|
| F | Polarity Drive Mas. 75 |
On tap, you dash forward, grab enemies along the way, and deal damage while temporarily unequipping their sword. On hold, you activate your jetpack flight, and after more than 3 seconds of holding you enter Hyperspeed flight mode. The initial grab can be dodged, but the explosion breaks Instinct no matter what (details published on 18 September 2026). The source presents it as an overall upgrade from the base version; on 25 September 2026 it removed the opposite remark that said there was no real reason to use it over that version. Energy cost: 50 (the source lists the same cost as the base form); the cooldown is not published yet. cooldown TBAs · energy 50 · breaks Instinct |
Passives
The master gauge of the fruit. It fills up by collecting scrap from the ground; that scrap disappears after about 30 seconds. As it rises, your metal arms go through three visual stages, which increase your M1 damage, your attack speed, your combo length (3, 4 then 5 hits), your base form damage reduction (1 to 20% depending on the stage, figure published by the source on 18 September 2026) and your jetpack flight speed. Any damage you take depletes the gauge by a small amount. Critical point: you need the gauge FULL to trigger the [V] transformation. Once transformed, you can no longer build charge, and the gauge drains extremely quickly: the mech form lasts barely 20-25 seconds. Without using any move, it lasts about 1 min 56 s (both figures, scrap and idle gauge, come from approximate measurements published by the source on 10 October 2026). The held [C] in base form absorbs nearby scrap and instantly converts it into gauge.
Formerly Magnetic Pull, a name the source still uses in its description. A passive pull that automatically draws nearby opponents toward you. Its radius and strength depend directly on your Magnetic Power gauge, in three stages: at Stage 1, no pull effect; at Stage 2, a moderate aura around you continuously pulls nearby targets; at Stage 3, the radius expands significantly and the pull speed increases, making it difficult for targets to dash away from you. The source calls it extremely good, because the magnetism reset negates knockback. It can even pull players standing inside a
Safe Zone such as the Cafe or the Mansion, which is considered a bug.
Formerly Overdrive Armor. While transformed, you take roughly 62.5% less damage from all attacks, the highest reduction in the game, and roughly 70% against gun attacks: Magnet has high defense against Guns (figure calculated by a contributor, 69.75% rounded, published on 18 September 2026; they note not knowing whether it also applies to gun skills). Against Lightning-based attacks, that reduction drops to roughly 30%: lightning therefore hurts you far more than anything else. The source has put a figure on this malus since 18 September 2026; it previously spoke of extra damage, without detail. Other perks of the mech form: your transformed [X] and [C] moves gain super armor and can no longer be cancelled by enemies, and you can walk on water.
How the Magnetic Power gauge works
It is the heart of the fruit, and what sets it apart from everything else on the roster.
- Metal scraps are present on the ground. You collect them, the gauge goes up.
- The gauge has three stages. At each stage, your metal arms grow visibly.
- Each stage increases your M1 damage, your attack speed and your damage reduction, and extends your hit chain: 3 hits at Stage 1, 4 at Stage 2, 5 at Stage 3.
- Each stage also strengthens your Flux Draw passive pull (nothing at Stage 1, moderate aura at Stage 2, large fast radius at Stage 3). At Stage 3, the M1 itself pulls targets back toward you.
- Every hit you take brings the gauge down a little.
- Once transformed, you can no longer build charge, and the gauge drains extremely quickly: the mech form lasts barely 20-25 seconds. The held [C] in mech form also wastes the gauge.
Useful shortcut: the held version of [C] Polarizing Drop in base form sucks up nearby scrap and converts it straight into gauge. It is the fastest way to regain power in the middle of combat.
The mech form (Maximum Overdrive)
[V] assembles the scrap into mech armor, provided your gauge is full. It is not just a buff: you switch to a completely different moveset, M1 included.
What you gain
- A second set of M1 [Z] [X] [C] [V] [F], heavier and more explosive, with larger AoE
- Roughly 62% less damage from all attacks (Repulsor Field passive), plus roughly 70% reduction against guns (figure calculated by a contributor, published on 18 September 2026)
- Super armor on [X] and [C]: no more interruptions possible
- You can walk on water
- [V] gets you out of the armor quickly: the frame stays in place, pulls in nearby targets, then explodes
What you lose
- Your Fighting Styles, Swords and Guns, for the duration of the transformation
- The ability to build charge: the gauge drains in barely 20-25 seconds
- Your speed: the mech form is extremely slow, and the transformation itself is very long
- Your resistance to lightning: against Lightning attacks your damage reduction drops to roughly 30% instead of 62.5%, and the source no longer calls the mech form completely useless against them (remark removed on 25 September 2026)
The source's verdict: much like
Kitsune, Magnet is considered superior in base form. The transformed moves barely change, and the mech is only really there for hyper situational settings or PvE.
Move by move in base form
What the source says about each move, outside the transformation.
General
- Strengths: abilities that deal high damage, a reliable M1 with high damage at Stage 3 and manageable knockback, abilities that combo very nicely into one another, and an extremely good passive that negates knockback via magnetism reset
- Weaknesses: Magnetic Power decreases as more damage is received, high mastery requirements (not viable in
First Sea), and a fruit that is hard to obtain because it was just released
[Z] Scrap Arsenal
- Strengths: good stun, very good hitbox, true stun, decent range
- Weaknesses: bad damage unless stacked to create a bigger AoE, easily instinct tricked
[X] Magnetic Overcharge
- Strengths: large AoE even on tap, very large AoE and damage when held, low endlag, breaks Instinct
- Weaknesses: bad endlag (yes, the source contradicts itself), weird travel time, underwhelming if not held, high knockback
[C] Polarizing Drop
- Strengths: extremely powerful stun, hyper-armor when held making the attack uninterruptible, very low cooldown, high damage, breaks Instinct
- Weakness: when held, suspends you high in mid-air, making combos unreliable without Spikey Trident
[V] Maximum Overdrive
- Strengths: decent AoE, breaks Instinct, can be used to soak hits in a pinch
- Weakness: very long transformation time
[F] Polarity Drive
- Strengths: breaks Instinct, low cooldown, high range, very easy to start or extend a combo with, good mobility
- Weakness: not so long dash
Move by move in transformed form
General
- Strengths: high damage reduction, can walk on water, increased AoE; since 18 September 2026, the source's skill boxes state that every mech form move breaks Instinct no matter what (for [F], the initial grab can be dodged but the explosion breaks it)
- Weaknesses: cannot build charge, extremely slow, gauge that drains in barely 20-25 seconds, moves that barely change (form considered almost entirely inferior to the base), loss of Swords, Fighting Styles and Guns, damage reduction that drops to roughly 30% against Lightning
[Z] Scrap Arsenal
- Strengths: good, quick chip damage, held version deals great damage
- Weaknesses: terrible range when tapped, the tap cannot break Instinct according to the source's review (its skill box has said since 18 September 2026 that the move breaks it no matter what), the held version also lacks any meaningful range
[X] Magnetic Overcharge
- Strengths: big AoE, hyper-armor when held, much higher damage when held
- Weaknesses: barely an upgrade over the base version, no real incentive to use outside of the higher damage
[C] Polarizing Drop
- Strengths: when tapped, sends scraps flying for chip damage; when held, massive hitbox, uninterruptible, high damage
- Weaknesses: makes you drop down if used mid-air (ground locked), terrible damage when tapped, held version with no extension capability that wastes the gauge
[V] Maximum Overdrive
- Strengths: deals damage, quick untransformation
- Weakness: bad damage
[F] Polarity Drive
- Strength: overall upgrade from the base version
- Weakness: none listed by the source since 25 September 2026 (it previously said there was no real reason to use it over the base version)
What's still to confirm
Entry updated on 6 October 2026, based on the official Fandom page. On 6 October 2026 the source revised the mech form's duration: listed as "barely 10 seconds" since 9 September 2026, it now lasts 20-25 seconds, still with no way to recharge the gauge. The same day, the source reworked its animated clips for the base [V] and [F], and for the mech form M1 and [Z]; this page uses them. On 25 September 2026 the source dropped two verdicts: the mech form [F] no longer has a listed weakness (it used to say there was no reason to use it over the base version), and the mech form is no longer called "completely useless" against Lightning, only the loss of damage reduction remains. On 26 September 2026 it clarified the base [F]'s Instinct: the tap dash can be instinct tricked but still grabs, and it is the explosion that breaks it. Details taken on 18 September 2026: the base form damage reduction rises from 1 to 20% with the gauge (and the jetpack speed with it), and the transformed form's reduction drops to roughly 30% against Lightning instead of "extra damage". The same day, the source dropped the idea of an [F] disarm "for the remainder of the battle": the sword stays in the inventory and can be re-equipped, which it classed as a bug at the time. In the evening, the source also published the energy costs of every move except the M1: 40 for [Z], 60 for [X], 100 for [C], 10 for [V] and 50 for [F], identical in base form and mech form. Later that evening, it filled in the Instinct field for every move (the last punch of the M1 breaks it at all stages, whereas it previously said it never did; every mech form move breaks it no matter what, which contradicts its own review of the transformed [Z] tap), specified that the mech form's Hyperspeed flight activates after holding [F] for 3 seconds, published a roughly 70% reduction against guns in mech form (a contributor's calculation, 69.75% rounded, who does not know whether it applies to gun skills), and stopped calling the sword re-equip after [F] a bug.
Not yet documented as of this date:
- the cooldowns of every move except the base [Z] (10 seconds): the source only says that the base [C] and [F] have a low cooldown, without a number
- the energy cost of the M1, in both forms
- an official confirmation of Repulsor Field's reduction against guns: the roughly 70% figure published on 18 September 2026 is a contributor's calculation (the general reduction is roughly 62%)
- whether the transformed [Z] tap really breaks Instinct: the source's skill box has said yes since 18 September 2026, its review still says no
- the real duration of the [F] disarm: the source gives no figure, describes a temporary disarm for the transformed version, and has noted since 18 September 2026 that the opponent can re-equip their sword by clicking it again (first presented as a bug, word removed on the evening of 18 September 2026)
This information will be added as soon as the source publishes it.
Did you know?
- Magnet is the first fruit in the game to have a disarm mechanic, through its [F] Polarity Drive.
- It is the fourth Natural-type fruit to have a transformation, and the first Natural Mythical added without being a rework since Update 17.1 in 2022.
- It has no description in the Blox Fruit Dealer's shop.
- It is both a flight fruit and a transformation fruit, a rare combination: you can fly in base form just as in transformed form.
- The awakened
Cyborg (the boss) uses this fruit. - Its pull passive can drag players standing inside a Safe Zone. The source long presented this as a bug; it removed that note on 16 September 2026 without saying whether it is fixed: check in game.
Combos 2
Combos from the official wiki (the fruit combined with swords, guns, fighting styles and races), sorted by effectiveness. The effectiveness (score out of 10) is estimated from the current PvP meta: fruit level, strength of the items used and stated damage. Remember to break the opponent's Instinct before starting, otherwise the combo won't land.
| Sequence | Difficulty | Effectiveness | Notes |
|---|---|---|---|
| Easy | Can be used at any perspective | ||
| Easy | Reported as working against real players, though its author is not certain it fully connects |
Skins 1
Skins change the fruit's appearance (and its transformation): purely cosmetic, no effect on damage or defense. List from the official wiki.
| Skin | How to get | ||
|---|---|---|---|
| Arcsteel | Chromatic | Pulled with a 1% chance from the |
Strengths and weaknesses
- Moves that deal high damage and combo very nicely into one another
- A reliable M1 with high damage at Stage 3, manageable knockback, a pull-back that drags targets toward you and a last punch that breaks Instinct (detail from 18 September 2026)
- An extremely good Flux Draw passive: it sticks opponents to you without activating anything and its magnetism reset negates knockback
- [F] disarms the opponent's sword, breaks Instinct, has a low cooldown, high range, good mobility and is very easy to start or extend a combo with
- [C]: extremely powerful stun, hyper-armor when held, very low cooldown, high damage, breaks Instinct
- [X]: large AoE even on tap, very large AoE and damage when held, breaks Instinct
- [Z]: true stun, very good hitbox, decent range
- High defense against Guns (roughly 70% reduction once transformed, figure published on 18 September 2026), and roughly 62% less damage from all attacks once transformed
- Transformed, you can walk on water and your AoE grows; [V] can be used to soak hits in a pinch
- Two flight modes: jetpack in base form; in transformed form, jetpack then Hyperspeed mode after 3 seconds of holding
- Excellent for grinding: large AoE moves and the Stage 3 M1 pull-back make it an alternative to Buddha in all seas
- Can pull players out of safe zones like the Cafe and the Mansion (long flagged as a bug by the source, note removed on 16 September 2026)
- The highest damage reduction in the game, ahead of the
Dragon fruit: 62.5% against 60%, on all attacks once transformed
- High mastery requirements: not a viable fruit for a First Sea player
- Hard to obtain, because it has only just been released
- Magnetic Power decreases with every hit taken; transformed, you can no longer build charge and it drains in barely 20-25 seconds
- The transformation requires a FULL gauge and its animation is very long
- Transformed, you are extremely slow, your moves barely change (the source considers the mech form almost entirely inferior to the base) and you lose Swords, Fighting Styles and Guns
- Against Lightning attacks, the transformed form's damage reduction drops from roughly 62.5% to roughly 30% (on 25 September 2026 the source dropped its "completely useless" verdict against that fruit)
- Base [Z]: bad damage without stacking, easily instinct tricked
- Base [X]: weird travel time, underwhelming if not held, high knockback, endlag called bad (the source contradicts itself)
- Base [C] held: suspends you high in mid-air, combos unreliable without Spikey Trident
- [F]: not so long dash, and the held flight cancels if you take multiple hits within the first 10 seconds
- Transformed, [Z] has terrible range and its tap cannot break Instinct according to the source's review (its skill box has said otherwise since 18 September 2026), [C] locks you to the ground and wastes the gauge when held, [V] deals bad damage
- High price: 6 million Beli or 3,500 Robux
- The arms deal very little damage at stage 1: until the Magnetic Power meter has filled up, your M1s hit weakly.
Our verdict
Magnet checks many boxes for a good PvP fruit: a passive pull that negates knockback, the cage of [X], the stun of [C], the sword disarm of [F], aerial mobility, and moves that break Instinct and chain well together. Its transformation takes roughly 62% less damage and lets you walk on water, but the source, much like for Kitsune, considers the base form superior: the mech is extremely slow, its gauge lasts only 20-25 seconds without being able to recharge, its moves barely change, and it takes far more damage from Lightning. So play it in base form, and keep [V] to soak hits in a pinch or for PvE. For grinding, its large AoE and the Stage 3 M1 pull-back make it a real alternative to Buddha in all seas. What remains are high mastery requirements that make it unsuitable for a First Sea player, and cooldowns that are still almost all unknown (only the base [Z] is at 10 seconds), so no numerical rating.
Live value and stock
Update history
Fruit : Magnet·Released : Update 30
-
Update 30 11 octobre 2026 Adjustment
- Two durations added to the Magnetic Power passive, from approximate measurements published by the source on 10 October 2026: scrap on the ground disappears after about 30 seconds, and the mech form lasts about 1 min 56 s if you use no move (versus 20-25 seconds in combat, unchanged figure).
-
Update 30 7 octobre 2026 Adjustment
- On 7 October 2026 the source completed its mech form gif set: [X], [C], [V] and [F] were redone. This page uses these four clips, so all twelve moves now come from the same series.
-
Update 30 6 octobre 2026 Adjustment
- According to the source, since 6 October 2026 the mech form lasts 20-25 seconds instead of "barely 10 seconds" since 9 September 2026: this page follows, dating the change. The source also reworked that day the gifs for the base [V] and [F] and for the mech form M1 and [Z]; this page uses them.
-
Update 30 4 octobre 2026 Adjustment
- On 4 October 2026 the source uploaded reworked gifs for the base form M1 (three stages), [Z], [X] and [C]. This page now shows an animated clip for each of the twelve moves, mech form included (gifs published on 9 September).
-
Update 30 26 septembre 2026 Adjustment
- Base [F]: the source specifies that the tap dash can be instinct tricked but still grabs, and that the explosion is what breaks it (it used to say "no matter what").
- On 25 September 2026 the source dropped two verdicts: the mech form [F] no longer has a listed weakness, and the mech form is no longer called "completely useless" against Lightning, only the loss of damage reduction remains.