Fifteen real tips
Pufferio player guide
None of these are secrets. They are consequences of the rules, collected so you do not need fifty rounds to notice them.
- Air is a wallet, not a state. The players who lose hold the button constantly and are permanently big, slow and broke. Inflate for a reason: a collision you want, a shove you fear, a launch you are about to need.
- Launch INTO people, not just away. A full-air launch into a rim-standing opponent is the cleanest knockout in the game. Escaping is what your leftovers are for.
- The ring is your teammate. Half the field eliminates itself against the shrinking edge if you simply hold better ground and wait.
- Fight uphill of the shrink. Center ground appreciates in value every second. Take it early, make them come to you.
- Quarter-puffs steer fights. A short tap before impact adds mass exactly when the collision happens, and you win the bump without buying the whole slow-giant package.
- Never touch a full pufferfish. Wait out the spikes; he cannot hold maximum forever, and the moment after his launch he is harmless.
- Count the hamster’s launches. Two, then empty. Chase after the second, never after the first.
- Stand where the frog lands. She commits to the landing spot at takeoff. Read the arc, arrive first, arrive inflated.
- Make the cat float early. Force the hover in the first half of the round; an insurance policy already spent changes how bravely a cat can play the ending.
- On Ice, brake before you need to. Corrections work, emergency stops do not. And after a knockout, steer away immediately; following your victim out is the house specialty.
- On Cactus, big is a debt. Puff fully only in open space, and herd inflated opponents toward the needles: deflating to survive makes them shoveable.
- On Fire, watch the glow, not the flames. Eruptions are announced a beat early. Park opponents on warming vents and let the floor work.
- In Teams, run lanes with a partner. You pass through each other, two teammates in one lane is a wall with a trap door.
- As the rabbit, run circles, not lines. Straight lines let hunters cut the corner; wide arcs make them bunch up and bump each other out.
- As a hunter, arrive second. Whoever knocks out the rabbit inherits every enemy in the arena, with five seconds of grace, and then a mob. Let someone eager take that honor, then take it from them.