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Information in this article may not be canonical to the storyline of the games or any other Sonic continuity. |
The Magnet is a powerup that appears in Sonic Dash 2: Sonic Boom. When obtained, it helps collect Rings.
Contents
Description

Magnet when in effect.
The Magnet powerup is presented in a glass capsule with a red cap on the top and bottom. Inside it, it has a classic red and white horseshoe magnet. When in effect, it creates a swirling blue aura around the user.
Overview
In gameplay, the Magnet can be found on the racing courses, where the player can obtain it by coliding with its item capsule. When obtained, the Magnet will automatically draw Rings from the surrounding lanes on the racing course towards the playable character, allowing for easier Ring collection. Each Magnet lasts for about seven seconds.
Certain Sprites allow the player to manipulate this powerup; Flux extents the Magnet's duration and Feric makes the Magnet appear more often.
Trivia
- The Magnet is based on the power-up of the same name that appears in Sonic Dash.
- Sonic's Special Power, Dash Magnet, in Sonic Dash 2: Sonic Boom has the same effect as the Magnet.
See also
Playable characters | Team Sonic (Amy, Knuckles, Sonic, Sticks, Tails) | Shadow | |
---|---|---|
Non-playable characters | Burnbot | Cowbot | Cubot | Dr. Eggman | Lady Goat | Mayor Fink | Orbot | Sprite | Stratford | Walrus Male | Wild Cat | Zooey | |
Levels | Jungle | Village | Eggman's Lair | Mountain | Junction | |
Enemies | Buzz Bomber | Crabmeat | Motobug | |
Moves/Techniques | Chaos Spear | Dash | Dash Magnet | Grinding | Knuckle Slam | Protected Combo | Ring Hammer | Second Chance | |
Gimmicks and obstacles | Blue plasma bomb | Dash Pad | Ener-Rail | Hoop | Mine | Rail | Red plasma bomb | Spring | |
Objects | Enerbeam | Magnet | Orb | Red Star Ring | Ring | Score Doubler | Shield | Super Ring | Ticket | |
Others | Amy's Hammer | Banking | Boom Boost | Boomerang | Chaos Blast | Combo | Eggmobile | Event | Mission | Prize |