Cast a Magnet Magnets Tier List
Community upgrade priorities—power, rope, luck—for Cast a Magnet progression.
This Magnets Tier List ranks upgrade priorities for Cast a Magnet on Roblox. It is community guidance for a new game by Sweg Magnets. Exact shop labels and costs will shift; use the ideas—heavier pulls, longer reach, smarter luck timing—not rigid dogma.
Sibling page: Items & Rarity. Hub: Tier List Hub. For cash math after catches, see Item Values.
Ranking key
| Tier | Meaning for magnets / upgrades | | — — | — — | | S | Buy early; multiplies almost every cast | | A | Core path after S; default mid-game spends | | B | Strong with potions, weather, or merchant deals | | C | Optional polish; buy when surplus cash is burning |
We evaluate upgrades by how they affect weight capacity, cast reach, and rare roll rate, then by synergy with rebirth, merchant stock, and luck potions.
S tier — foundation spends
Rope / reach upgrades (early ranks)
If your magnet cannot land in deeper or richer water, power upgrades feel wasted. Early rope ranks are S-tier because they expand the cast area and let you practice the reel minigame on better targets. New players who only buy power often sit in starter water longer than they should.
Basic magnet quality jumps
When the shop offers a clear magnet tier-up (not tiny +1 fluff), take it. A better base magnet usually improves both pull feel and later upgrade breakpoints. Think of magnet body upgrades as chassis swaps; stats bolt on afterward.
Power ranks that unlock heavier hauls
Once reach is “good enough” for your current map knowledge, power becomes S. Heavier items drive sell value and display flex. Without power, you watch rare silhouettes escape.
A tier — default mid-game path
Balanced power after reach
A clean A-tier plan: rope to comfortable distance → power until heavy commons and uncommons stop failing → sprinkle luck. This hybrid beats all-in luck before you can survive the minigame on chunky catches.
Merchant magnet deals
Merchant stock is A when the discount clearly beats grinding the same upgrade via slow sells. Skip vanity merchant junk; prioritize magnet / power / rope / luck SKUs that match your build. Autobuy scripts (see Alexandria Hub) should be filtered the same way.
Rebirth-ready baselines
Spending that shortens time-to-rebirth is A-tier even if the absolute stat looks small. Faster rebirths compound. If an upgrade only looks pretty on the base and does not speed the loop, demote it.
B tier — situational spikes
Luck upgrades without potion support
Luck is excellent, but naked luck before you have cash flow and reach often underperforms raw power. Promote luck to A/S when weather is favorable or you are actively using luck potions (Plak and Alexandria both expose potion autos—configure them after reading How to Execute).
Late rope ranks
Extra rope after you already hit the productive cast bands is B. Nice quality-of-life, weaker than another power breakpoint or a merchant luck deal during an event weather window.
Niche magnet cosmetics / flex variants
If a magnet mostly changes appearance, treat it as B/C unless it quietly includes a real stat package. Showcase is fun—progress pays the bills.
C tier — surplus only
Micro-upgrades with terrible cost curves
Tiny incremental ranks with steep prices belong in C until you are post-rebirth rich. Dumping early cash here stalls magnet body jumps.
Redundant buys while inventory is full of unsold junk
Any upgrade is C-tier timing if you have not sold trash yet. Clear inventory using value rules from Item Values, then spend.
Duplicate paths you already capped for this rebirth
Over-leveling a capped stat before rebirth can be soft C. Bank toward rebirth requirements instead.
Example build routes
Reach-first (recommended for most new players)
- Early rope / reach to better water.
- Magnet body upgrade when available.
- Power until heavy pulls stabilize.
- Luck ranks + potions during good weather.
- Rebirth, repeat with higher baselines.
Power-first (only if cast spots already feel fine)
- Confirm rope is not limiting your aim.
- Stack power for weight.
- Add luck in bursts.
- Buy merchant power/luck deals aggressively.
Luck spike (short sessions / weather windows)
- Maintain minimum reach and power so rares are catchable.
- Pour into luck + potions.
- Keep mutated / high-rarity results for display (see Items & Rarity).
- Sell bulk commons to refund the potion tax.
Script users: map tiers to toggles
If you run Alexandria Auto Buy or Plak upgrade autos:
- Prefer buying rope/power before luxury luck early.
- Disable merchant autobuy for unknown SKUs.
- Pause Auto Rebirth until S/A spends for the current loop are done.
- Re-read this page after patch notes land.
Practical tips
- Check UI tooltips in-game; this list abstracts stats as power / rope / luck because that matches how players describe the loop.
- Pair upgrade timing with Controls mastery—missed minigames waste power investments.
- Display-best pieces do not replace upgrade cash; keep a sell pipeline of commons.
- When title history shows new UPD tags, reassess whether luck or power got buffed.
Related pages
Honest disclaimer again: Cast a Magnet is new. Community tiers will move. If your server meta discovers a broken luck breakpoint tomorrow, trust measured results over this snapshot—and send that learning back into your own buy order.
Frequently Asked Questions
Quick answers for Cast a Magnet players.
What should I upgrade first in Cast a Magnet?
Most new players should improve rope/reach enough to hit better water, then power for heavier catches, then timed luck with potions.
Is luck better than power?
Luck is strong with potions and good weather, but early accounts often need reach and power so rare rolls are actually catchable and sellable.
Should Auto Buy follow this tier list?
Yes. Configure script autobuy to prefer S/A upgrades and skip vanity merchant items, or you will waste cash.
How often will this magnet tier list change?
Whenever patches shift costs or stats. Recheck after Updates and patch notes, especially when the Roblox title shows new UPD markers.