Magnet is the headline fruit of Blox Fruits Update 30, and it does not behave like the usual point-and-shoot Mythical. Instead of fixed damage, everything scales off a meter you fill by hoovering up Scrap mid-fight, and everything falls apart if you keep eating hits. Fill the meter and you stop being a person with robot arms and start being a mech.
Quick answer: Collect Scrap during combat to build Magnetic Power through three stages, then press V at full power to enter Maximum Overdrive. The mech takes reduced damage and shrugs off guns, but lightning attacks hit it harder, and taking damage at any point drains your meter and can knock you back a stage.
Magnet fruit rarity, price, and mastery unlocks
Magnet is a Mythical Natural-type fruit added in Update 30. It sells for $6,000,000 or 3,500 Robux at the Blox Fruit Dealer, and it also turns up through the Fruit Gacha, random spawns, and player trading. If the Dealer’s stock is not showing it, the Gacha and field spawns are the fallback in the Blox Fruits experience on Roblox.

| Detail | Value |
|---|---|
| Type | Natural |
| Rarity | Mythical |
| Money price | $6,000,000 |
| Robux price | 3,500 |
| Can M1 | Yes |
| Added in | Update 30 |
The full kit is gated behind mastery, so a fresh Magnet only has its Z move. Overdrive sits at the very top of that ladder, which means the transformation is a long-term goal rather than a day-one toy.
| Key | Move | Mastery |
|---|---|---|
| Z | Scrap Arsenal | 1 |
| F | Polarity Drive | 75 |
| X | Magnetic Overcharge | 100 |
| C | Polarizing Drop | 225 |
| V | Maximum Overdrive | 300 |

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Add to Google Preferences →How Magnetic Power builds, and how it drains
Equipping Magnet gives you a pair of floating mechanical arms. Scrap spawns around you during a fight as glowing collectibles, and picking it up fills the Magnetic Power meter. You can see your current stage without opening anything, because the arms physically get bigger at each threshold and swap to a new model.
| Stage | What changes |
|---|---|
| Stage 1 | Base arms, standard M1 combo and damage. |
| Stage 2 | Larger arms, longer M1 combo, harder hits, and Magnetic Pull switches on so nearby enemies drift toward you. |
| Stage 3 | Largest arms, longest M1 combo, widest and strongest pull radius, highest defense bonus. |
The catch is the drain. Every hit you take chips away at Magnetic Power, and getting punished near a stage threshold drops you back down a tier, taking your pull radius and your defense bonus with it. Magnet rewards uninterrupted aggression, and a player who keeps landing damage on you can deny the transformation entirely.
Base form moveset: tap versus hold
Every Magnet ability splits into a tap version and a hold version, and the two are genuinely different moves rather than a charged variant of the same thing. Tapping Z fires magnetic projectiles that drag enemies toward the impact point, and multiple projectiles stack for a wider area and a stronger pull. Holding Z instead fires a focused magnetic beam that adds bonus damage on a direct hit.

| Key | Tap | Hold |
|---|---|---|
| Z — Scrap Arsenal | Magnetic projectiles that pull enemies in and stack for more area | Focused beam with bonus damage on a direct hit |
| X — Magnetic Overcharge | Traps the target in a magnetic cage that then explodes | Bigger cage with more range and damage |
| C — Polarizing Drop | Yanks the target upward, then slams them into the ground | Pulls in surrounding Scrap and absorbs it automatically |
| F — Polarity Drive | Grab that forcibly unequips the target’s sword | Jetpack flight; other skills stay usable while airborne |

The F grab is the move sword mains have to respect. A successful catch strips the opponent’s equipped blade, forcing them onto fists or their fruit until they re-equip, which is a real tempo swing in a meta full of sword builds. The hold version gives you free flight, and pressing F again in the air fires the jetpack itself as a projectile. Repeated damage within ten seconds cancels the flight, so it is not a safe way to disengage under pressure.
Tip: hold C when you need the meter more than the damage. It sweeps up loose Scrap and absorbs it automatically, which is the fastest way to climb toward Stage 3 between engagements.
Triggering Maximum Overdrive
Once Magnetic Power is full at Stage 3, pressing V converts you into a mech considerably larger than a Buddha user. You will know it worked immediately, because the transformation swaps your model, your moveset, and your movement, and the arms are replaced by a full armored frame with its own thrusters.
If V does nothing, the meter is not full. The usual reason is chip damage: getting hit between Scrap pickups keeps knocking the bar back below the threshold.
While transformed, you take significantly reduced damage overall, and guns become far less effective against you. Lightning and electric attacks flip that, dealing increased damage to the mech, which is the form’s one clear counter. The transformed X and C attacks also cannot be cancelled once you commit to them, which is super armor when it works out and a long, obvious punish window when it does not.
Transformed moveset in Maximum Overdrive
The mech keeps the same four keys but rebuilds every one of them around area damage and forced repositioning. Nothing here is a precision tool; almost every button either drags a group in or covers a chunk of ground.
| Key | Tap | Hold |
|---|---|---|
| Z — Scrap Arsenal | Heat-seeking missiles with aim assistance | Minigun-style barrage or heavy cannon blast, usable while flying |
| X — Magnetic Overcharge | Large Scrap projectile that explodes into a wide area | Magnetic Room, pulling enemies to the centre and damaging them for trying to dash out |
| C — Polarizing Drop | Gathers a pile of Scrap and slams it down for heavy area damage | Spinning hammer attack that you can move around while it hits everything nearby |
| F | Area sword disarm that strips blades from everyone caught in it | Much faster mech flight, good for map traversal |
Magnetic Room on hold X is the standout. It is the only move in the kit that punishes escapes directly, yanking dashing players back into the middle with damage attached, which turns a crowd fight into a kill zone.
Ending Overdrive and the self-destruct
Pressing V again ejects you from the mech and returns you to your normal form. The abandoned frame does not just vanish, though. It stays put for a moment, pulls nearby enemies toward it, and then self-destructs for a final burst of area damage, so ending the transformation on top of a crowd is itself an attack rather than a retreat.
Where Magnet wins and where it loses
Nearly every move in both forms pulls, cages, slams, or disarms, which makes Magnet a control fruit before it is a damage fruit. Against sword builds and slower fruits, the passive pull at Stage 2 and Stage 3 combined with the F disarm gives it real lockdown. For grinding, the wide area moves in both forms clear groups quickly, and free flight in base form plus faster mech flight gives it more mobility than most fruits offer without a race bonus.
The weaknesses are just as clear. The whole kit is a resource you can be knocked off, so consistent chip damage keeps you at Stage 1 with no pull and no transformation. Lightning users have a straightforward answer to the mech. And the uncancellable transformed X and C mean a missed commitment leaves a very large target standing still.

Play it as a pressure fruit and it works. Sit back, trade hits, and wait for the meter to fill on its own, and you will spend the whole fight as a Stage 1 user with no pull and a transformation you never get to press.






