The Big Magnet can be obtained once the toon has earned a total of "800" Lure skill points. The toon can move up to the next level gag, the $10 Bill, after earning a total of 2,000 Lure skill points.
As with all Lure gags, the Big Magnet does not do any damage. Instead, it lures allcogs, disabling them in the process or activating any Trap gags deployed before luring. It has a low accuracy of 60%. The duration of the lured cogs will last around three rounds. If grown on a tree and is organic, the accuracy of the gag increases to medium.
When first obtained, a toon can carry a maximum of five Big Magnets. After obtaining the Hypno Goggles, a toon can carry a maximum of fifteen Big Magnets.
The Lure track does not use the basic formula to determine the next increase in damage.
As a Lure gag, it deals no damage to cogs, therefore it does not increase in damage over the training progress nor does the accuracy increase.
The toon using the gag will pull out a large red magnet and use a "pulling" motion near the cogs.
If the gag misses, all non-lured cogs will remain in their positions. "MISSED!" will appear on-screen.
If the gag works, all non-lured cogs will levitate forward with their arms up.
The cogs softly land as the toon stops doing the "pulling" motion.
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Its image shows the Big Magnet as a large blue magnet, but in the animation, the magnet is red. The trading cards also show the magnet as red, likely due to sharing its trading card with the Small Magnet.
It has a weaker counterpart, the Small Magnet.
It is a two-part gag, meaning the damage depends on the gag used with it.
According to the Chief Financial Officer trading card, he dislikes giant magnets, referring to the battle in which toons must use magnets to grab safes and toss it towards the Chief Financial Officer to deal damage.