Fruitsintermediate

Magnet Fruit in Haze Seas

Complete guide to Magnet Devil Fruit - A-tier, enemy control through attraction and repulsion.

Magnet Fruit Overview

The Magnet fruit is A-tier, specializing in enemy control through magnetic attraction and repulsion. It is the most positional fruit in Haze Seas, capable of pulling enemies in, pushing them away, raining iron projectiles, and crushing groups with devastating AoE. Magnet rewards players with strong spatial awareness - you control where opponents stand, which means you control the fight. While it lacks the burst damage of S-tier fruits, Magnet's ability to dictate positioning makes it a nightmare for opponents who rely on spacing.

StatValue
TierA
RoleEnemy control
TypeParamecia
Best ForPvP, Group Fights, Positional Play
Trade Value2,000,000 - 3,000,000 Beli

Move Set

Skill 1: Magnetic Pull (Unlocks at Fruit Equip)

  • Damage: 1,000
  • Cooldown: 8 seconds
  • Range: 16 meters (attract)
  • Description: Generate a magnetic field that pulls all enemies within range toward you. The pull drags opponents 6-10 meters depending on their distance, and briefly staggers them on arrival (0.6 seconds). Magnetic Pull is your primary setup tool - it disrupts enemy positioning and groups targets for your other skills. Unlike Darkness's Gravity Pull, Magnetic Pull has a shorter cooldown but a shorter pull distance.

Skill 2: Magnetic Push (Unlocks at Fruit Level 25)

  • Damage: 1,200
  • Cooldown: 9 seconds
  • Range: 12 meters (repel)
  • Description: Reverse your magnetic polarity to push all enemies away from you. The knockback is 8-12 meters, creating significant space. Magnetic Push is your defensive tool - use it to stop rushes, peel for allies, or create distance when opponents close the gap. The damage is lower than Magnetic Pull but the utility is invaluable. In team fights, Push can separate enemies from their healer or push a cluster into a hazard.

Skill 3: Iron Rain (Unlocks at Fruit Level 50)

  • Damage: 1,600 (total across 8 projectiles)
  • Cooldown: 13 seconds
  • Range: 18 meters (projectile rain)
  • Description: Magnetize metal debris from the environment and launch it as a rain of iron projectiles. The projectiles spread in a cone and deal damage on contact, hitting multiple times. Iron Rain is your primary damage tool after setting up with Magnetic Pull - the pulled targets are grouped, making Iron Rain's cone effective against all of them simultaneously. Each projectile deals 200 damage.

Skill 4: Polar Crush (Unlocks at Fruit Level 75)

  • Damage: 3,500 (AoE crush)
  • Cooldown: 17 seconds
  • Range: 10-meter radius
  • Description: Create opposing magnetic fields that crush everything between them. The crush deals massive damage in a large radius and staggers all enemies hit for 1 second. Polar Crush is your strongest tool - it combines crowd control with high burst damage in an AoE. Use it after Magnetic Pull groups enemies together for maximum impact. The 1-second stagger gives you and your team time to follow up with additional damage.

Damage Numbers Summary

MoveBase DamageCooldown
Magnetic Pull1,0008s
Magnetic Push1,2009s
Iron Rain1,60013s
Polar Crush3,50017s

Full combo potential (all skills + M1): ~9,000 - 12,000 damage.

Combo Routes

Pull and Crush Combo

  1. Magnetic Pull (group enemies together + stagger) > Iron Rain (cone damage on grouped targets) > M1 x3 > Polar Crush (AoE burst + stagger on the cluster)
  2. Expected damage: ~7,500 - 9,000
  3. This is your bread-and-butter - the pull sets up Iron Rain, and Polar Crush finishes the job

Defensive Push and Punish

  1. Magnetic Push (knockback aggressive opponents) > Magnetic Pull (pull one target back in isolation) > M1 x4 > Iron Rain > Polar Crush
  2. Expected damage: ~8,000 - 10,000 on the isolated target
  3. This separates one opponent from their team and punishes them alone

Team Fight Control Combo

  1. Magnetic Pull (group the enemy team) > Polar Crush (AoE burst on the cluster) > Iron Rain (clean up survivors)
  2. Expected damage: ~5,000 - 7,000 per enemy caught
  3. In team fights, this combo hits multiple opponents simultaneously for devastating total damage

Space Control Pattern

  1. Magnetic Push (create space) > wait for opponent to approach > Magnetic Pull (when they overextend) > M1 x3 > Magnetic Push (reset if needed)
  2. Expected damage: ~3,000 - 4,000 per cycle
  3. This is your neutral game pattern - constant push-pull pressure that keeps opponents off-balance

Matchups

Favorable Matchups

  • Dough - Magnetic Push disrupts Dough's Sticky Floor positioning. Pull Dough users out of their zones and they lose their entire game plan. Your positional control hard-counters their zone control.
  • Venom - Pull Venom users out of their poison zones. Push them away from their own Hydra heads. Your displacement negates their area control entirely.
  • Buddha - Magnetic Pull is guaranteed on Buddha's large hitbox. Group them and Polar Crush for massive damage. Buddha cannot escape your magnetic fields.

Even Matchups

  • Love - Both fruits are control-oriented. Love's Charm vs. your Magnetic Pull is a positional tug-of-war. The fruit that lands their displacement first gains the advantage.
  • Darkness - Both have pull mechanics. Darkness's Gravity Pull has longer range, but your Magnetic Push can counter-pull allies out of danger. The matchup is a displacement duel.

Unfavorable Matchups

  • Dragon - Dragon's flight makes your ground-based magnetic fields ineffective. Magnetic Pull cannot reach airborne targets. You are forced to play reactively and wait for Dragon to land.
  • Leopard - Leopard's speed lets them dash through your magnetic fields before the stagger applies. Hit-and-run attacks punish your relatively slow cast times.

Pros and Cons

Pros

  • Best positional control fruit - dictate where opponents stand
  • Magnetic Pull and Push give you both offensive and defensive displacement
  • Polar Crush combines AoE burst damage with crowd control stagger
  • Iron Rain provides ranged cone damage after grouping targets
  • Low cooldowns on Pull and Push allow constant positional pressure
  • Strong in team fights where grouping enemies creates opportunities for allies

Cons

  • Low single-target damage compared to other A-tier fruits
  • No mobility tools - you cannot chase or escape with your own fruit skills
  • Magnetic fields are ground-based - useless against flying opponents
  • Iron Rain's cone requires enemies to be grouped for full damage
  • Polar Crush's long cooldown (17s) creates significant vulnerability windows
  • Requires good positioning prediction - reactive play is weaker than proactive zoning

PvP Strategy

  • Cycle Pull and Push to control spacing - Magnetic Pull groups enemies; Magnetic Push creates distance. Alternating between the two keeps opponents perpetually out of position.
  • Polar Crush after Magnetic Pull is your kill condition - The grouped enemies cannot escape the AoE crush. Land Pull first, then Crush for maximum value.
  • Use Magnetic Push defensively - Push is your only escape tool. Save it for when opponents close the gap - the knockback creates enough space to reset to your preferred range.
  • Iron Rain for follow-up damage only - Never lead with Iron Rain. The cone is most effective when enemies are already grouped by Magnetic Pull. Leading with Iron Rain wastes its potential against spread opponents.

Best Pairings

  • Weapon: Soul Cane - the additional pull stacks with Magnetic Pull for devastating group displacement
  • Fighting Style: Black Leg - versatile moveset with good follow-up damage after your magnetic setups
  • Race: D. Clan - Conquerors Haki stagger into Magnetic Pull is an inescapable setup for Polar Crush