Pufferio

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.

  1. 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.
  2. 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.
  3. The ring is your teammate. Half the field eliminates itself against the shrinking edge if you simply hold better ground and wait.
  4. Fight uphill of the shrink. Center ground appreciates in value every second. Take it early, make them come to you.
  5. 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.
  6. Never touch a full pufferfish. Wait out the spikes; he cannot hold maximum forever, and the moment after his launch he is harmless.
  7. Count the hamster’s launches. Two, then empty. Chase after the second, never after the first.
  8. Stand where the frog lands. She commits to the landing spot at takeoff. Read the arc, arrive first, arrive inflated.
  9. 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.
  10. 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.
  11. 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.
  12. On Fire, watch the glow, not the flames. Eruptions are announced a beat early. Park opponents on warming vents and let the floor work.
  13. In Teams, run lanes with a partner. You pass through each other, two teammates in one lane is a wall with a trap door.
  14. 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.
  15. 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.