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Blox Fruits Update 30 Guide: Magnet Fruit and the Sea 1 Rework

Magnetic Power stages, Maximum Overdrive, island secrets, teleporters, and a level cap that climbs to 3,000.

Magnetic Power stages, Maximum Overdrive, island secrets, teleporters, and a level cap that climbs to 3,000.

Blox Fruits has spent years pushing its biggest content further and further out to sea, which made the First Sea feel like a place you rush through once and never look at again. Update 30 flips that. Every island in Sea 1 has been rebuilt, hidden objectives are now scattered across all of them, and clearing those objectives is what lets endgame players push past the current level ceiling. The headline addition, the Magnet fruit, is built around a resource meter rather than raw damage.

Quick answer: Update 30 arrives on September 5, 2026. It adds the Magnet fruit and its Maximum Overdrive transformation, rebuilds every Sea 1 island, and raises the level cap from 2,800 to as high as 3,000 once you finish all three secrets on each First Sea island.


Sea 1 rework: what changed on the islands

The First Sea rebuild is structural, not a fresh coat of paint. Islands are denser and more detailed, interiors have been reworked, and NPC dialogue has been rewritten across the board. Starter Island’s windmills move, Magma Village gets volcanic activity, Fountain City has been renovated, and the Coliseum was redone alongside everything else. Marine Fortress, Sky Island, and the Underwater City all received substantial visual work.

Player attacking a Trainee Lv. 5 enemy near a Safe Zone with a Katana equipped
Early Sea 1 questing against Trainee [Lv. 5] enemies just outside the Safe Zone. Image: Gamer Robot

A few islands now have activities attached to them. Parlus hands out a cannon defense quest against incoming pirate ships, and Frozen Village has a snowball rolling activity you can interact with. Boss encounters got attention too, with the Gorilla King charging up a golden aura before the fight begins.

The most immediately useful change is on the shopping side. Weapon dealers now let you preview a sword before you spend Beli on it, and Bolt dealers do the same for ships. If you’ve ever bought a starter sword purely off the name, that guesswork is gone.

Sword Dealer shop menu offering Katana, Cutlass, and Nevermind options
The rebuilt Sword Dealer menu, where beginner swords like the Katana and Cutlass can be previewed before purchase. Image: Gamer Robot

The interface work isn’t limited to Sea 1. The HUD, the stats menu, the loading screen, and the team selection screen were all redesigned, and those quality-of-life changes apply across all three seas.

Player standing in a Safe Zone with the updated Stats, Items, Close, and Shop buttons on screen
The cleaned-up HUD with Stats, Items, and Shop buttons, now shared across all three seas. Image: Gamer Robot

Island Secrets, teleporters, and the 3,000 level cap

Every reworked island hides three secrets. Some are short puzzles, some are tucked-away objects or unusual NPCs, and some are fights against awakened versions of bosses. Completing them hands out items and fills in a new world map that tracks your progress island by island.

Finishing all three on a single island does two things. It permanently unlocks that island as a teleport destination from Middletown, and it contributes toward raising the level cap. The cap currently sits at 2,800, and clearing every secret across the First Sea pushes it up to 3,000.

You’ll know an island is finished when its entry on the world map shows all three stars filled and its teleport point appears in Middletown. If a star is still empty, that island’s secret hasn’t registered, and the teleporter won’t unlock.

Player with a Katana drawn facing a Trainee Lv. 5 NPC inside the Safe Zone
Sea 1 questing is where secret hunting begins, since each island’s three objectives sit alongside its normal progression. Image: Gamer Robot

Tip: because secrets are scattered through interiors, rooftops, and elevated corners rather than along quest paths, sweeping an island once while you’re already questing there is far faster than backtracking later.


Magnet fruit: how Magnetic Power works

Magnet is a Natural-type fruit, and everything it does runs through a passive called Magnetic Power. You fill the meter by collecting scrap during fights, and your character’s arms visibly grow as it climbs. Each stage strengthens your M1 combo and extends how many hits it chains together.

Magnet fruit user with enlarged metallic arms pulling scrap in during combat
The Magnet fruit’s scrap-collection loop, which feeds the Magnetic Power meter and eventually the robot transformation. Image: Gamer Robot

Higher stages also raise your defense and add a passive pull that drags nearby enemies toward you without any input. The catch is that taking damage drains the meter, and enough hits near a stage threshold will knock you back down a level. Playing greedily at low stages costs you progress.

KeyTapHold
ZMagnetic projectiles that pull enemies in and stack into a wider area hitA channeled beam; a direct connection adds bonus damage
XTraps the target inside a magnetic cageLarger cage, longer range, more damage
CDrags the target upward, then slams them downPulls in and absorbs all nearby scrap automatically
FGrabs the target and forcibly unequips their swordFree flight; press again to fire a jetpack burst

Flight is a repositioning tool rather than a way to fight from the air. Getting hit several times in a row while airborne shuts it off.


Maximum Overdrive transformation

Maximum Overdrive turns the user into a large mechanical suit fitted with jet cannons, noticeably bigger than a transformation like Buddha. While it’s active you take far less damage overall, and guns become close to useless against you. Lightning is the clear counter, dealing extra damage during the state.

KeyEffect while transformed
ZTap fires aim-assisted missiles; hold releases a large blast
XTap works as normal; hold creates a pulling zone that punishes enemies for dashing away
CTap slams absorbed scrap for area damage; hold spins the mech like a helicopter
FTap still strips the target’s sword; hold grants faster travel flight
VEnds the transformation, leaving the mech behind to pull enemies in before it self-destructs

The important detail for fights that drag on is that X and C attacks cannot be interrupted while transformed. That uninterruptible window is what gives Magnet real staying power against multiple opponents.


Magnet Event, tokens, and the new gacha

A limited-time event runs alongside the update. Magnetic enemies spawn across the world, some of them carrying buffed magnet-based abilities, and defeating them drops Magnet Tokens.

Those tokens feed a gacha that exists only for the event. It excludes common fruits entirely, so every pull lands on something with actual trade value. The pool also includes new accessories, two profile backgrounds, and a chance at a Chromatic Fruit Box containing new skins. Separately, Dragon returns to the rollable fruit pool with this update.


Details Gamer Robot hasn’t published yet

Magnet’s rarity has not been stated, and neither has its Beli or Robux price. Full mastery requirements for each move are also unpublished, as are the complete written patch notes, which usually land close to launch. Whether an older fruit such as Venom or Dark gets a rework in the same patch is not settled either.

Treat any hard numbers circulating for Magnet’s price or tier as guesswork until they show up in game.


The practical takeaway is that Sea 1 stops being disposable content. Between three secrets per island, permanent teleport points, and 200 extra levels locked behind finding all of them, veterans have a real reason to go back through the starter islands they last saw hundreds of hours ago. Magnet, meanwhile, is a fruit that asks you to manage a meter rather than mash cooldowns, and how well that translates into PvP won’t be clear until people start losing scrap stages in real fights.