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The Magnet is a petal in florr.io. During its usage, the petal increases the range that drops can be picked up from, while also affecting nearby Ultra Compasses. The Magnet is dropped by Fire Ant Burrows (upon their disappearance) and Shells.

Appearance[]

The Magnet is your typical magnet object: it appears to be an U-shaped object (with slight curves on all the 'edges'), while the left half of the Magnet is red (which is normally used for North) and the right half is blue (which is normally used for South).

Function[]

Petal Stats
Rarity Obtainable? Damage Health Respawn Pickup Range Disruption Range
Common No 1 30 1.5 +80 2k
Unusual 3 90 +160
Rare Yes 9 270 +240
Epic 27 810 +420
Legendary 81 2430 +600
Mythic 243 7290 +780
Ultra 729 21870 +960
Super 2187 65610 +1140
Unique 6561 196830 +1320

The Magnet allows the user to pick up dropped petals from farther away. This effect is only active when the petal is alive: drop pickup range reverts to default during the time Magnet petal is destroyed and is into recharge. The Magnet does not expand upon attacking, but it is subject of retracting as normal. Magnet is also unstackable with itself, although the Magnetism Talent may further improve petal pickup radius. This mechanic is hidden from you in-game, but the Magnet can also disrupt nearby Ultra Compasses, making said petal point to a nearby Magnet user. This doesn't affect Super Compasses.

Obtainment[]

Fire Ant Burrow[]

Mob Rarity Rare Epic Legendary Mythic Ultra
Rare 30.3
Epic 76.4 23.1
Legendary 0.5 89.7 9.8
Mythic 0.6 97.9 1.5
Ultra 73.3 26.6 0.1
Super 59.7 40.3


Shell[]

Mob Rarity Rare Epic Legendary Mythic Ultra
Rare 0.7
Epic 9.7 0.5
Legendary 78.6 9.8 0.2
Mythic 0.5 89.7 9.8 0.03
Ultra 12.6 86.7 0.6 0.002
Super 4.5 94.5 1.0

Purchasing[]

On certain days, Magnet can be purchased in the Shop.

Note: This table shows the amount of Stars that can be spent. Also, the stars can be awarded through challenges or purchases. For more information, go to this page: Stars

Petal Price
Rarity Cost
Legendary ★ 200
Mythic ★ 5000
Ultra ★ 150000
Super ★ 7500000

Strategy[]

  • The Magnet is, almost every time, just an utility petal, as everything it does is increase the user's petal pickup radius. This can come in handy most of the time, as the times you'll get surrounded by many mobs (forcing you to run) is pretty high, thus Magnet will help you pick the petals from afar. However, the Magnetism Talent is better late game, as you don't need to sacrifice a petal slot just for the Magnet, at the cost of 15 SP.
  • Magnet, just like Compass, is surprisingly durable, meaning it could also be worthy for tanking stuff. However, it is still unreliable to do that, so just pick an intended tank like the Heavy with you.
  • Speaking about Compass, its Ultra Rarity will be affected by Magnet, meaning its utility will be hampered. Try to not use Magnet when there are Ultra Compasses around (including your own). Using them for purposeful trolling is toxic and is not encouraged here, though it's fairly common to accidentally detriment Ultra Compass users since Magnet is pretty usable early on. Switching to the Magnetism Talent will help both you and other players using Ultra Compasses, at the cost of 15 SP.
  • When using the Magnet, use its petal slot to swap with a healing petal if in a critical state.
  • All strategies found here will not consider the usage of the Magnetism Talent.

Obtaining[]

  • Desert is less dangerous than Ocean sometimes. Fire Ant Burrows may be more reliable to get Magnets. They also have better Magnet drop chances than the Shell on all rarities.
  • Make sure to stay away from the Soldier Fire Ants at all times. Their double damage could severely cripple you. Using Lightning will help dealing with them all.
  • When farming Shells, always take care of your surroundings, as mobs like the Jellyfish and the Leech can spell trouble on you. Also, Ultra+ Shells will fire Pearls at you, damaging you a lot.
    • Ranged petals are better at dealing with Ultra+ Shells, but if you're feeling confident (and the Shell temporarily stopped firing Pearls), you can try for a quick burst push with something like Stingers.

Garden

  • Magnet will slightly tank Hornet missiles before it ends up dying.
  • Magnet will specially aid you in Garden, as Bees, Hornets and Spiders will constantly keep you away from moving near the petal pickup radius. This is specially true with Centipedes as you will run away from its segments before having a chance to grab any possible drops.

Desert

  • Desert has the stingers from Scorpions, which the Magnet can try to divert to a direction where the user won't be hit. This is still an unreliable strategy.
  • Desert mobs are way more dangerous, as they usually happen to be in swarms, or their abilities will force you to stay away from them at all times, running in a straight direction. Beetles and Desert Centipedes are particularly speedy, so you can't just turn all the time. Sandstorm is another dangerous mob as their body damage combined with their movement pattern will easily kill you.
  • Looting Fire Ant Burrows with a Magnet will also be pretty beneficial as the Soldier Fire Ants may keep you away from their petal drops all the time.

Ocean

  • Ever since it lost the ability to absorb lightning damage to Rubber, Magnet pretty much lost its utility here, besides if you're having trouble reaching loot due to Leeches and other mobs. Picking the Magnetism Talent is the better choice, since not even ranged mobs with shieldable projectiles spawn here (as Jellyfish's discharges can't be deflected, only absorbed).

Ant Hell

  • Yet again, there are no ranged mobs on any Ant Hells, thus Magnet is essentially useless. However, the likelihood of you getting swarmed and cornered is way higher, so you can use this to help picking up loot when many Ants or Termites keep you away from them.
    • As Termites have psyonic connection and spawn in large quantities in Termite Hell, as well as dropping many petals, using magnet here could help with the Rolling in Dough achievement.

Hel

Using[]

  • Magnet became usable in PvP, and although the Magnetism Talent is still better, Magnet can be used if you manage to do everything well, specially since many Hel mobs, as well as other players, will keep you away from getting loot due to all the fight happening there. Ram builds are specially true for this.
  • Magnet can be used to try to tank Hel Wasp missiles (as they're smaller and weaker) as well as projectile petals from another flower, like Carrot or Grapes.

Against[]

  • While Magnets could divert your projectile petals away, they're weak and unreliable on that, plus they only actually increase petal pickup range and attract Ultra Compasses. They can be dealt with quickly.
  • If you somehow are using an Ultra Compass, you can quickly spot a Magnet user and go to their location with a good build to kill the Magnet user. Just beware of any other nearby mobs/players.

Jungle

Sewers

  • Three of the four mobs here will make you run away (Flies, Roaches and Spiders), while Moths will force you to run to them. Roaches in particular are very speedy, so this means that you will have to run from them at all times if you aggro them.

Gallery[]

Trivia[]

  • At one point in the game, Magnets used to stack with each other. It was then nerfed to become unstackable with itself (though the Magnetism Talent can still further buff the petal pickup range).
  • Magnets also used to absorb lightning damage when Mythic+ Shells weren't frequent in East Waters 4 (florr.io dungeon counterpart of the Ocean scenario). When Jungle was added to the game, Magnet lost said ability, which was given to the Rubber. Its price was also halved in the Shop as it no longer could counter Jellyfish that way.
    • This effect is (or was) a reference to how real life magnets can pull another magnet (or any electrical discharges) if they are facing themselves but their poles have opposite charges (positive for protons and negative for electrons). This phenomenon involves energy, and that's how it relates to florr.io: lightning discharges (including Jellyfish discharges) are the result of electric energy.
  • Ultra Compasses can be attracted to a Magnet. This interaction is one of the the only three interactions in the game which are specific to only two petals, with the other ones being the Clover boosting the chance of a critical hit from a Dice and Relic changing the hatched mobs from an Ant Egg's Egg (from friendly Soldier Ants to friendly Soldier Termites). All other interactions involve a petal and general game mechanics (for example, Lotus being able to absorb poison damage from all poisonous petals, mobs and projectiles, or Dandelion degrading healing petals).
    • This is also a reference for the real-life phenomenon known as magnetism. Magnets in real life are known for attracting metallic objects, and a real life compass' pointy needles are always made of metal (which is why they're attracted to the Earth's poles, although it's more of the Electro-magnetism phenomenon at this point), which will cause any compasses to show the localization of the closest magnet present in a certain radius, just like in-game. The Electro-magnetism phenomenon is also referenced in the Compass' primary ability.
    • Ultra Compasses are attracted to your own Magnets. This is the only interaction where a petal from your loadout directly detriments another petal from your loadout. All other interactions either happen between a petal from your loadout and a petal from another one's loadout (for example, Lotus and poisonous petals) or are beneficial (Basil and healing petals).
  • The Magnet is one of the few petals that can be dropped in both Desert and Ocean, with the others being Sand and Salt. In the case of the Magnet, it's shared by the Fire Ant Burrow and the Shell mob.
  • Pick up range stats can be calculated with the following formulawhere r is the rarity index (Common starts at 0, Unusual starts at 1, etc.)
Air (Common) Amulet (Common) Ankh (Common) Antennae (Rare) Basic (Common) Basil (Mythic) Battery (Common) Blueberries (Common) Bone (Common) Bubble (Common) Magic Bubble (Common) Bulb (Common) Bur (Common) Cactus (Common) Magic Cactus (Common) Card (Rare) Common Carrot Poker Chip (Common) Claw (Common) Clover (Common) Coin (Common) Compass (Ultra) Coral (Common) Corn (Common) Corruption (Ultra) Cotton (Common) Magic Cotton (Common) Cutter (Common) Dahlia (Unusual) Dandelion (Unusual) Dice (Common) Disc (Common) Ant Egg (Common) Beetle Egg (Common) Fang (Unusual) Faster (Common) Fragment (Mythic) Glass (Common) Grapes (Common) Heavy (Rare) Honey (Rare) Iris (Unusual) Jelly (Common) Leaf (Unusual) Magic Leaf (Unusual) Light (Common) Lightning (Unusual) Lotus (Common) Magic Eye (Mythic) Magnet (Rare) Mark (Common) Mimic (Ultra) Missile (Unusual) Magic Missile (Unusual) Mecha Missile (Mythic) Mjolnir (Unique) Moon Rock (Ultra) Nazar Amulet (Common) Orange (Unusual) Mana Orb (Common) Pearl (Unusual) Peas (Common) Pincer (Unusual) Plank (Common) Pollen (Unusual) Poo (Unusual) Mysterious Powder (Rare) Privet Berry (Unusual) Relic (Unusual) Rice (Common) Rock (Common) Root (Common) Rose (Common) Rubber (Common) Salt (Unusual) Sand (Common) Shell (Common) Shovel (Common) Soil (Common) Sponge (Unusual) Square (Common) Starfish (Unusual) Mysterious Stick (Epic) Magic Stick (Epic) Stinger (Common) Blood Stinger (Common) Magic Stinger (Common) Talisman (Common) Third Eye (Mythic) Tomato (Common) Uranium (Rare) Web (Unusual) Wing (Common) Yggdrasil (Legendary) Yin Yang (Rare) Yucca (Unusual)
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