Field Manual
Sixteen ways to ruin someone's stack. Here's what every special does, how to aim it, and how to come out of a six-player specials brawl as the last field standing.
Blocktrix specials ride inside blocks. The essentials before the strategy.
Specials aren't on the falling pieces — clearing lines seeds special-marked blocks onto cells already on your field. Clear a line that runs through one and that special drops into your inventory (the row along the bottom of your screen).
Pick a rival's field (tap it, press their number, or use Revenge to hit your last attacker) and fire — or send to everyone. You can aim any special at any player, yourself included.
Specials stack up in order and fire from the front. A full inventory stops holding new ones — spend or dump before it clogs.
Add-lines never hit your own team (a client-side courtesy that matches classic TetriNET). Targeted specials still can, so aim carefully.
The canonical TetriNET / TSpec arsenal, faithfully reproduced — every server speaks them.
Shoves a line of garbage up under the target's stack, one hole in it. Stack a few and you bury them.
Use it: the bread-and-butter attack — chip away at whoever's closest to topping out.
Removes the bottom line of a target's field. Aim it at yourself to buy height when garbage is rising — or fire it at a rival to strip a row off their stack.
Use it: panic button on your own field when you're a row from the ceiling.
Wipes the target's entire field to empty — including Concrete, the only thing that clears it.
Use it: hold one to answer a Concrete row, or to reset a rival who's built a monster clear.
Punches a scatter of random holes through the target's stack — messy, unpredictable damage.
Use it: good chaos against a clean, tall stack you can't easily bury.
Swaps your entire field with the target's. High risk, high reward — you inherit their mess and hand over yours.
Use it: when your field is a disaster and theirs is pristine. Never when you're ahead.
Strips every special-carrying block on the target's field back to plain blocks — denying their loadout.
Use it: on a hoarder who's sitting on a fat inventory of nukes and switches.
Collapses the target's field straight down, dropping every block to fill the holes beneath it.
Use it: on yourself to recover — it drops a holey stack solid and closes buried gaps. Firing it at a rival usually just cleans up their mess, so aim it inward.
Jolts each row of the target's field a random distance left or right, shearing a tidy stack into rubble.
Use it: to wreck a well-built board right before it clears big.
Detonates the bomb blocks scattered on the target's field, blasting nearby blocks outward into fresh holes.
Use it: after a few add-lines have seeded bombs — the follow-up multiplies the damage.
Re-lays the target's blocks into an alternating zebra pattern — full column, empty column — that's awkward to clear.
Use it: a nasty disruptor on someone stacking flat and fast.
Like Block Gravity, but pulls everything to the left, collapsing horizontal gaps and sliding every row against the wall.
Use it: on yourself to recover from a Zebra Field hit — it pulls the alternating columns back together and closes the gaps.
Swaps the target's current falling piece for a different one mid-drop — just as they've committed to a placement.
Use it: timing is everything; land it as they're about to slot a perfect line piece.
Four fresh attacks, cross-compatible so 2.0 and original clients still share a room — a mixed channel simply won't deal the new letters to a legacy player.
Rolling fog swallows the target's field for a few seconds with a small countdown. They stack blind — or wait it out and lose tempo.
Use it: right as a rival hits their danger zone, so they can't read the top of their stack.
Wedges an indestructible steel row into the target's stack. No line clear removes it — only a Nuke does.
Use it: to permanently steal height from a leader. Devastating if they don't hold a Nuke.
Raises a bubble that absorbs the next hostile special aimed at you — add-lines included — then pops.
Use it: don't waste it early. Bank it and eat the Concrete or Nuke you know is coming.
The target's next few pieces spawn as five-block mutants — an extra cell glued on — that refuse to sit flush.
Use it: on a metronomic stacker; the odd shapes force holes they have to dig back out.
Six fields, one winner. Gang up on whoever's tallest before they recover — but don't feed a Switch to someone one row from death.
A held Nuke answers Concrete; a held Shield eats the next big hit. Spending them the instant you get them is how you lose.
A clogged inventory is a dead inventory. Dump weak specials on the leader to keep slots open for the ones that matter.
Field falling apart? Switch with a clean rival, or Gravity your own holes shut. The comeback specials are your friends.