Arenas

All five Magnet Blast maps — layouts, hazards, and how each one changes the fight

Strategy Guide Arenas Game Modes Power-Ups Progression FAQ

Magnet Blast has five arenas. They differ in more than decoration: each one has a different size, a different amount of ammunition scattered across it, and different terrain, and those three things together change how fights actually play out. A map with lots of loose balls and open space rewards long-range volleys; a cramped map with tight corridors rewards bank shots and ambushes.

Four of the five unlock as you level up. Mega Yard is available immediately.

ArenaSizeLoose ballsUnlocks at
Mega Yard3400 × 2400150Available from the start
Frostbyte3000 × 2200140Level 2
Duel Pit2200 × 160090Level 4
Lava Pit3000 × 2000130Level 6
Maze Lockdown2600 × 2000110Level 8

Mega Yard

The largest arena in the game and the one everybody starts on. At 3400 × 2400 with 150 loose balls, it has both the most space and the most ammunition — you are rarely far from something to pull in, and there is almost always room to disengage.

That combination makes it the best map for learning the projectile curve. Sightlines are long enough that you can genuinely fight at the ~400-pixel range where a full cluster converges, instead of constantly being forced into point-blank scrambles by the terrain. It's also the most forgiving map to make mistakes on: with this much room, breaking off a losing fight and regenerating health is usually possible.

Play it like this: collect freely, keep your distance, and practise landing full clusters at range. If you're trying to get better at the core mechanic, this is the map to do it on.

Frostbyte

A snowy stone fortress — perimeter walls, corner towers, raised battlement walkways and a frozen pond. Slightly smaller than Mega Yard at 3000 × 2200, with 140 balls.

What sets Frostbyte apart is that it has real structure. The walls and towers create genuine cover and broken sightlines, so it plays as a much more positional map than its size suggests. You can break line of sight deliberately, which is something Mega Yard's openness rarely allows.

Play it like this: use the architecture. Fighting from behind cover, forcing opponents to come around a corner into your prepared cluster, is far stronger here than trying to win an open exchange. The walls also make bounced shots viable — a volley off a wall can catch someone who thinks the structure is protecting them.

Duel Pit

The smallest arena by a wide margin: 2200 × 1600, with only 90 balls. Unlocks at level 4.

Duel Pit is deliberately claustrophobic. There is nowhere to run, ammunition is comparatively scarce, and you will be in someone's face constantly. This is the map where the projectile curve works against you most — the arena is barely wider than a couple of convergence distances, so a lot of fights happen inside the wide part of your own spread.

Play it like this: smaller clusters. Because a four-ball cluster converges around 800 pixels instead of 400, and because you're fighting at close quarters constantly, tighter groups fired more often generally outperform hoarding for a big volley you'll never get the room to land. Ball scarcity also means every miss matters more — the floor doesn't refill as quickly as it does on the bigger maps.

Lava Pit

A volcanic arena, 3000 × 2000 with 130 balls, unlocking at level 6. The defining feature is hazard terrain: areas of the map will kill you for standing in them.

Hazards change the value of knockback enormously. On other maps, shoving someone around is a minor inconvenience for them. Here, every bit of displacement near a hazard is potentially lethal, which makes Shockwave (see the power-ups guide) far more valuable than it is elsewhere, and makes the natural magnet-vs-magnet repulsion between players into an actual weapon.

Play it like this: fight near hazards, not in the open. Position so that the safe retreat direction is behind you and the hazard is behind them. Be aware that the same logic applies in reverse — an opponent who understands this is trying to do it to you.

Maze Lockdown

2600 × 2000 with 110 balls, unlocking at level 8 — the last map you'll get access to. As the name suggests, it's built from tight corridors and blind corners.

This is the most knowledge-dependent map in the game. Sightlines are short and constantly interrupted, so raw aim matters less than knowing what's around the next corner. It's also the map where bounced shots come into their own: with this many walls at this many angles, firing at a wall to hit someone you can't see is a legitimate primary tactic rather than a trick shot.

Play it like this: learn the corridors, use bank shots aggressively, and don't push blindly into corners. The narrow layout also means the mutual repulsion between magnets has far less room to resolve, so unwanted close-quarters scrambles are more common — carry clusters sized for that reality.

Choosing an arena

In public matchmaking you pick your preferred arena before queueing. In a private room, the host's choice applies to everyone. If you're deciding what to play:

Next: see the game modes guide for how Turbo and Big Ball Mayhem change these same maps, or read the strategy guide for the underlying mechanics.

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