BLOCKTRIX ← Home

Field Manual

Specials Guide & Strategy

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.

How specials work

Blocktrix specials ride inside blocks. The essentials before the strategy.

Harvest them off the field

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).

Fire with a target

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.

Inventory is a queue

Specials stack up in order and fire from the front. A full inventory stops holding new ones — spend or dump before it clogs.

Teams matter

Add-lines never hit your own team (a client-side courtesy that matches classic TetriNET). Targeted specials still can, so aim carefully.

The twelve classics

The canonical TetriNET / TSpec arsenal, faithfully reproduced — every server speaks them.

+Add Lineoffense

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.

Clear Linedefense

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.

Nuke Fieldoffense

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.

Random Blocks Clearoffense

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.

Switch Fieldsswing

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.

Clear Special Blockscontrol

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.

Block Gravityswing

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.

Block Quakeoffense

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.

Block Bomboffense

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.

⋮⋮Zebra Fieldoffense

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.

Left Gravityswing

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.

Piece Changecontrol

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.

New for 2.0

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.

Blackout2.0 · debuff

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.

Concrete2.0 · offense

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.

Shield2.0 · defense

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.

Mutation2.0 · debuff

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.

Winning the specials war

Read the room

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.

Bank your defense

A held Nuke answers Concrete; a held Shield eats the next big hit. Spending them the instant you get them is how you lose.

Keep the queue moving

A clogged inventory is a dead inventory. Dump weak specials on the leader to keep slots open for the ones that matter.

Turn a loss around

Field falling apart? Switch with a clean rival, or Gravity your own holes shut. The comeback specials are your friends.