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  1. How it works
  2. In detail: how each part reacts
  3. Tip
  4. In real space
  5. Customise the Magnetar: 9 options

Magnetar

A powerful magnetic star that flips every couple of seconds between hurling balls away (+) and whipping them in (−), bending their path hard.

From level
145
Levels
187
Options
9
Price
Tier 2
On this page5 parts
  1. How it works
  2. In detail: how each part reacts
  3. Tip
  4. In real space
  5. Customise the Magnetar: 9 options
In a real game
In a real game
How it looks
How it looks
What it does
What it does

How it works

A powerful magnetic star whose rings show its pull. It flips every couple of seconds: red + pushes, blue − pulls.

Effect on your game: Its field reaches more than three bricks out and bends balls hard. Pushing, it hurls them away from the bricks around it; pulling, it whips them round itself, so the same aim can go two completely different ways.

In detail: how each part reacts

  • Core: about a third of a brick; a ball that hits it just bounces off. Its field reaches 3.3 bricks.
  • Inside the field balls curve hard, much harder close in. Only their direction changes, not their speed or damage.
  • Red + pushes balls away from it; blue − pulls them in and whips them round. It flips every 2.2 s, even while you aim.
  • Any ball that comes within about 2.5 bricks counts as a magnetar assist.
  • It never moves and can't be destroyed; bombs, lasers and rockets don't affect it.
  • Slow flip (Tame): flips every 4.4 s. Locked push or Locked pull (Twists): it stays + or − for the whole stage.
  • Weak field (Tame): 40% less reach and force. Super field (Challenge): 40% more of both.

Tip

Watch the sign. Pushing (+) throws balls away from the bricks around it; pulling (−) whips them round it. The same aim can go two ways, so fire on the phase that helps.

In real space

A magnetar is a neutron star with the strongest magnetic field known, up to a thousand trillion times stronger than Earth's. Read about it on Wikipedia ↗

Customise the Magnetar: 9 options

Open it from the level card (the hazards row, then this hazard), from the Hazard guide in ⚙ Settings, or from the out-of-shots card. How customising works.

OptionWhat it doesPrice
Flip timing
Slow flipSlow flip
Tame
Flips every 4 s instead of 2 s.◆ 15 this stage
◆ 45 this level
◆ 150 for 24 h
⭐ 60 for 7 days
⭐ 160 forever (Mastery)
Polarity
Locked: pushLocked: push
Twist
Always pushes balls away for the stage (you choose).◆ 18 this stage
◆ 54 this level
◆ 180 for 24 h
⭐ 70 for 7 days
⭐ 190 forever (Mastery)
Locked: pullLocked: pull
Twist
Always pulls balls in for the stage.◆ 18 this stage
◆ 54 this level
◆ 180 for 24 h
⭐ 70 for 7 days
⭐ 190 forever (Mastery)
Strength
Weak fieldWeak field
Tame
Reaches 40% less far.◆ 15 this stage
◆ 45 this level
◆ 150 for 24 h
⭐ 60 for 7 days
⭐ 160 forever (Mastery)
Super fieldSuper field
Challenge
Reaches 40% further. Free, with bonus points.Free · +10% points
Colour / skin
GoldGold
Skin
Looks only. Works in every mode.⭐ 20 for 7 days
⭐ 60 forever
free 1-level try
RubyRuby
Skin
Looks only. Works in every mode.⭐ 20 for 7 days
⭐ 60 forever
free 1-level try
EmeraldEmerald
Skin
Looks only. Works in every mode.⭐ 20 for 7 days
⭐ 60 forever
free 1-level try
SapphireSapphire
Skin
Looks only. Works in every mode.⭐ 20 for 7 days
⭐ 60 forever
free 1-level try