Far beyond the realms of ordinary existence, an extraordinary event unfolded—a celestial alignment of unparalleled wonder that sent ripples through the cosmos. It was during this vibrant astral convergence that the universe itself decided to rewrite the rules of fate. Out of swirling stardust and cosmic whimsy, the ancient pug gods stirred, channeling otherworldly power into five select warriors destined for eternal battle. Thus was born Pug Wars, an interstellar contest where strategy, luck, and the indomitable pug spirit intertwine with the roll of a die.
From every corner of the galaxy came the chosen pugs, each one a living embodiment of cosmic forces and playful mischief:
Potato: Endowed with the deep, unwavering gravitas of ancient celestial bodies, Potato is a symbol of enduring strength and steady resilience. His robust frame carries not only physical might but an inner calm reminiscent of a world that has witnessed countless cosmic cycles.
Lily: Like the comet’s tail that illuminates the dark, Lily is nimble, enchanting, and quick-witted. With a spirit as bright as a nebula and a charm that disarms even the most hardened warrior, she dances through battle with a grace that belies her tactical acumen.
Bongo: A supernova of energy and fervor, Bongo radiates explosive power and unpredictable intensity. His battles are like meteor storms—frenzied bursts of raw force that can either leave a trail of victory or a cloud of chaos in their wake.
Mr. Twill: The embodiment of cosmic precision, Mr. Twill mirrors the disciplined orbits of distant planets. Possessing a keen mind and refined tactics, he treats each conflict as a chess match among the stars, where every move is calculated and every swing of his cane is steeped in the wisdom of the cosmos.
Selah: Channeling the gentle balance of the universe, Selah is as soothing as the quiet glow of a far-off quasar. With the ability to heal and harmonize, she brings equilibrium to the battlefield, ensuring that the fierce energy of her foes is met with a counterbalance of calm, restorative power.
At the moment of convergence, ancient runes etched in stardust foretold the coming of a grand contest. It was not simply a contest of might or strategy—it was a ritualistic celebration of chance and destiny. The pug gods decreed that every battle would be marked by the universal randomness of fate—a simple roll of a die would remind the warriors (and the cosmos itself) that even the mightiest plan may succumb to the unpredictable nature of existence.
Every pug’s destiny would be influenced by this randomness:
A well-timed roll could unleash Potato’s unstoppable might or amplify Bongo’s explosive fury.
An unexpected twist of fate could turn Lily’s graceful maneuver into a miraculous escape, or allow Mr. Twill’s precise strike to pierce even the sturdiest defense.
And in moments of despair, Selah’s life-giving howl could reverse the tide of battle, proving that balance always finds a way.
Today, as legends of the Cosmic Convergence echo through digital realms and animated screens, Pug Wars stands as a testament to that timeless moment. In the modern era, where technology interweaves with myth, players from around the globe step into the pawprints of these celestial heroes. Every battle becomes a microcosm of the vast universe—a strategic contest where every roll of the die brings a new chance, every move is a dance between destiny and decision, and every pug is a hero in their own right.
As you engage in battle, remember that you are not merely playing a game, but participating in an ongoing cosmic ritual. With every match, you evoke the ancient energies of the universe—a playful reminder that fate is fickle, but the spirit of the pug endures eternally. In Pug Wars, destiny awaits with every roll, every card, and every courageous pug that steps onto the cosmic stage.
Step forward, champion—embrace the Cosmic Pug Convergence, and let the stars decide your fate!
Pug Wars is a light-hearted 1v1 battle card game where adorable yet fierce pugs face off in comedic combat. This document is divided into four sections:
Designed for both casual fun and competitive strategy, Pug Wars combines simple dice-driven mechanics with strategic depth. The tone is humorous and light, but under the fluff lies a balanced game of tactics and luck. It’s also designed to be web-friendly: straightforward enough to implement digitally, yet nuanced enough to remain engaging.
Pug Wars is a turn-based duel between two players, each controlling a unique pug character with distinct stats and abilities. Players take turns playing cards (actions) to attack their opponent or use special moves. The goal is to reduce your opponent’s Health (HP) to zero, thereby winning the match. Matches are typically quick (a few minutes) but packed with funny moments and strategic decisions.
Each pug character has four core stats that define their strengths and playstyle:
These stats interact in combat. For example, a high Power character can deal more damage, but a high Defense opponent can mitigate that damage. All characters’ stats are balanced such that no pug has a strictly dominant stat line — each has advantages and weaknesses (see Character Manual for the stat table).
A Pug Wars duel proceeds in rounds of turns:
Throughout the game, both players will decide when to use basic attacks versus unique or special moves. Timing and strategy are key — especially because Special Moves can only be used once.
Combat in Pug Wars is centered on using moves to reduce the opponent’s Health. Here’s how attacks work:
All damage in Pug Wars is subject to a bit of luck from dice, but extreme luck is mitigated by the stats. Even a low roll on a strong pug will do respectable damage, and a high roll on a weak attack won’t one-shot an opponent from full health. This balance keeps gameplay feeling fair.
Aside from basic attacks, each pug has:
Using Special Moves: Since they are one-time, players often save them for critical moments (for instance, to finish off a weakened foe or to make a comeback when low on health). There’s a psychological aspect: both players know a big move is in each other’s back pocket. This can create bluffing or anticipation in competitive play.
Some moves cause status effects or temporary stat changes:
All such effects will be clearly stated on the move card. If two effects conflict (unlikely in this simple design), the one played later takes priority, or they both apply in their respective ways if possible. No effect lasts more than a couple of turns unless explicitly stated (Special move effects might be an exception if noted).
Randomness in Pug Wars comes primarily from dice rolls, which add fun uncertainty:
Overall, luck plays a role but smart play is rewarded. Each character’s design ensures that no one relies purely on luck; their moves give them tools to handle various situations. Skilled players will manage risk (deciding when to gamble on a big roll or when to play it safe with a guaranteed small effect). This blend of skill and luck makes Pug Wars exciting and replayable, without making outcomes feel unjust.
The win condition in Pug Wars is straightforward: reduce the opponent’s Health to 0 (or below). The moment a pug’s HP hits 0, the match ends immediately and the other player is victorious. There are no ties in standard play:
Players should shake hands (or paws) after a match and perhaps swap characters for a rematch to try out different strategies.
New to Pug Wars? This quick start guide will have you and a friend battling pugs in no time! This section strips down the rules to the essentials so you can jump straight into the action. Once you get the hang of the basics, you can refer to the full manuals for more detailed nuances.
Knock out your opponent’s pug by reducing their Health to 0. Each player controls one pug with its own stats and special moves. Last pug standing wins!
Players alternate turns. On your turn:
That’s all you need to start a basic game. Set your HP, roll to see who goes first, and enjoy the pug-on-pug mayhem! If any questions come up, the full manual above has the answers, but Pug Wars is designed to be pretty intuitive once you get going.
In Pug Wars, each pug warrior has a distinct personality and playstyle. This manual provides detailed profiles for the five characters: Potato, Lily, Bongo, Mr. Twill, and Selah. Despite their differences, the roster is designed so that any character can win in the right hands. Each has unique strengths and weaknesses, and part of the fun is discovering how to leverage those strengths against an opponent.
The table below summarizes the base stats for each pug. These stats are carefully balanced — generally, a character with high values in one area will be lower in another:
Character | Health (HP) | Power (POW) | Defense (DEF) | Attack (ATK) | Playstyle Summary |
Potato | 35 | 7 | 5 | 6 | High HP and defense; a durable tank who deals steady (but not huge) damage. |
Lily | 30 | 8 | 3 | 7 | Agile and tricky; solid offense but low defense. Relies on clever moves over brute force. |
Bongo | 25 | 10 | 2 | 5 | Glass cannon; extremely high power but very low defense. Big damage output, risky survival. |
Mr. Twill | 28 | 6 | 5 | 9 | Defensive and tactical; lower raw power but high defense and precision. |
Selah | 30 | 7 | 4 | 6 | Steady and resilient; balanced stats with a mix of healing and offense. |
Each character has one Basic Attack, two Unique Moves, and one Special Move. Below, we detail each character’s moveset, including how their stats come into play and the random elements involved. (Damage formulas reference the character’s stats as listed above.)
The “Couch Commando” – Potato is a chubby, laid-back pug who surprises opponents with her resilience. She might look like a couch potato, but in battle she uses his heft and love of potatoes to her advantage.
Potato’s Moves:
Move | Type | Description & Effects |
Spud Slap | Basic Attack | Potato’s standard attack. She smacks the opponent with his paw (or a handy potato). Damage: Uses the basic formula (Power – opponent’s DEF + 1d6). With POW 7, her hits are moderate. No special effects on the basic attack. |
Couch Potato | Unique Move | Potato takes a moment to relax (mid-fight snack break!). Effect: Potato heals herself. Roll 1d6: he regains that many HP. He also braces herself, gaining +2 DEF until the start of his next turn (making her even harder to hurt for one incoming attack). Usage: This move uses up Potato’s turn to recover instead of dealing damage. It’s great for extending the fight so she can outlast the opponent. |
Spud Splash | Unique Move | Potato leaps up and belly-flops onto the foe, using her weight as a weapon. Damage: (Power + 1) – opponent’s DEF + 1d6. (Potato adds an extra +1 to her Power for this attack, effectively using 8 instead of 7, to represent his extra heft.) On a particularly good splash, she can shake the opponent’s defenses loose: if the d6 roll is a 6, the opponent’s armor is “mashed” – they suffer -2 DEF on their next turn only (making them easier to damage for that turn). This debuff wears off after their next turn. |
Mashed Meteor | Special Move (1×) | Potato’s ultimate move. She summons a gigantic potato from the sky and crashes it down on the opponent (don’t ask where he got it!). Damage: Very high. Calculate as (Potato’s Power + Attack) – opponent’s DEF + 2d6. With POW 7 and ATK 6, that’s like (13 – DEF + 2d6). On average, this hits hard (around 17 damage against an average DEF foe), and a lucky roll can be devastating. No additional effects – the payoff is pure damage. Strategy Tip: Because Potato’s regular damage is on the lower side, save this big smash for when it will really count (e.g. to finish off an opponent or swing momentum). |
Strategy Notes: Playing Potato means thinking long-term. Use Couch Potato when you need a breather to recover (especially if you foresee a big hit coming from your opponent next turn). Spud Splash is your go-to attack when it’s available – it does slightly more damage than a basic attack and might lower the enemy’s defense, setting them up for your next hit. Just remember, even with defense debuff, Potato’s not a burst-damage character, so be patient. Her Mashed Meteor can drastically turn the tides – often Potato can endure long enough to use it as a finisher. If you’re against Potato, try to burst her down quickly or he’ll grind you out with heals and defense.
The “Tricksy Pug” – Lily is a quick-witted, nimble pug with a mischievous streak. She fights with grace (and a bit of sass), often catching opponents off-guard with her playful tactics.
Lily’s Moves:
Move | Type | Description & Effects |
Lily’s Lunge | Basic Attack | A leaping bite attack. Damage: Basic formula (Power – opponent’s DEF + 1d6). With POW 8, Lily’s base attacks pack a decent punch. No special effects on the basic lunge. |
Puppy Eyes | Unique Move | Lily unleashes an irresistibly cute sad-eyed stare. Effect: Attempt to stun the opponent with sheer adorableness. Roll 1d6: on 4–6, the opponent is stunned and will skip their next turn (they’re too charmed to attack!). On 1–3, the stun fails – the opponent shakes off the charm – but the opponent still takes 2 damage from the distraction (a minor heartache). Either way, Lily doesn’t deal her normal attack damage this turn; this move is all about trying to immobilize the foe. |
Zoomies | Unique Move | Lily zips around in a burst of speed, hitting the opponent multiple times in a single turn. Damage: Lily performs two quick strikes back-to-back. Resolve each hit as (Lily’s Power – opponent’s DEF + 1d4) damage (using a 4-sided die for each hit instead of a 6, since each individual hit is lighter than her full-strength attack). In total, on average this deals more damage than a single attack, but spread into two smaller hits. Bonus: If Lily gets especially riled up, she might get an extra hit – if both of the damage rolls come up 4 (max on the d4), she gains enough momentum for a third hit (same damage formula) in this move. This is a rare but exciting bonus. |
Cuteness Overload | Special Move (1×) | Lily’s ultimate move. She puts on an overwhelmingly adorable performance – think big puppy eyes, playful spins, maybe a tiny dance – that totally disarms the opponent. Effect: The target is stunned automatically (no die roll needed; they will skip their next turn). Damage: It also deals some damage, roughly equivalent to a normal attack (Power – DEF + 1d4). The damage isn’t huge for a Special, but that’s by design because the guaranteed stun is extremely powerful. The opponent essentially loses a turn, and Lily gets to act again before they recover. Once used, Lily can’t pull off this level of cuteness again in the same game. |
Strategy Notes: Lily thrives on outsmarting and outpacing her opponent. Use Puppy Eyes at key moments – for example, when a foe is about to use their Special or a big move, a successful stun can completely derail their plan (and even if it fails, you chip in a tiny bit of damage). Zoomies is great for laying on damage, especially if the opponent is vulnerable or low on HP – multiple hits can punch through if one alone wouldn’t be enough. Be mindful that Zoomies uses a smaller die per hit, so against a very high-defense target, sometimes one stronger hit is better; but against low defense, Zoomies shines. Cuteness Overload is your trump card to control the tempo: it can save you in a pinch (stop an opponent who would KO you next turn) or help finish an opponent (stunning them so you can land an extra hit next round). Just remember that Lily can’t take too many hits head-on, so use her mobility and stun to avoid getting into a slugfest. Keep moving and keep the opponent guessing!
The “Wild Child” – Bongo is a hyperactive pug who fights with reckless abandon. He’s unpredictable and full of energy, often surprising enemies with unorthodox tactics (and sometimes surprising himself!).
Bongo’s Moves:
Move | Type | Description & Effects |
Bongo Bash | Basic Attack | A wild swing or bite. Damage: Basic formula (Power – opponent’s DEF + 1d6). With POW 10, Bongo’s basic attack hits very hard – even if the enemy has decent DEF, he’ll carve out a big chunk. No special effect on the basic attack, aside from Bongo looking a bit crazed. |
Wild Swing | Unique Move | Bongo puts all his muscle into a reckless swing. It’s either going to really hurt the opponent or backfire a bit. Damage: First, calculate damage like a normal attack (Power – DEF + 1d6). Then apply the special gamble: If the d6 roll was 5 or 6, Bongo lands a critical hit and deals an extra +3 damage on top of the normal damage (really walloping the foe). If the d6 roll was 1 or 2, Bongo overextends and strains himself – the attack still hits for the normal damage, but Bongo takes 3 damage recoil (hurting himself in the process). On a 3–4, it’s just a regular hit with no extra effect. Essentially, one-third of the time he hits big, one-third he hurts himself a bit, one-third just normal. Note: No matter what, the opponent does take the base damage; Bongo never outright misses with Wild Swing, he just might pay a price for swinging so hard. |
Bongo Barrage | Unique Move | In a frenzy, Bongo launches a series of rapid attacks. Damage: Roll 1d6 to see how many hits Bongo lands: 1-2: 1 hit (he flubs the chain), 3-4: 2 hits, 5-6: 3 hits. Each hit deals (Bongo’s Power – opponent’s DEF) damage (no additional die per hit; think of it as Bongo’s just pummeling with raw strength each time). If he gets the full 3 hits, it’s enormous damage (three times his Power minus DEF, which could be game-ending for the opponent). If only 1 hit, it’s basically a normal attack’s worth. There’s no direct recoil or self-harm on this move, but such a wild flurry takes its toll on Bongo’s stamina – he cannot use Bongo Barrage on his next turn (essentially a 1-turn cooldown). This prevents spamming the barrage repeatedly. |
Bongo’s Big Bang | Special Move (1×) | Bongo’s final, all-in attack. He gathers every bit of his chaotic energy for a massive blow. Damage: Power – opponent’s DEF + 2d6. With POW 10, that’s 10 – DEF + two dice (range 2 to 12 from the dice). The damage output is very high and swingy. On average it’s huge, and it has a wide range of possible outcomes. But Bongo’s luck can really take it over the top: if the two dice show the same number (doubles), Bongo hits the jackpot and deals an additional +5 damage on top of the total! (Any doubles count – double 1s through double 6s all trigger the bonus. So there’s a 1 in 6 chance roughly.) This means sometimes Bongo’s Big Bang is absolutely devastating. For example, rolling 6 and 6 would yield 12 from the dice +5 bonus = 17, plus his stat difference (10 – DEF). That can flatten almost anyone. The flip side: if he rolled low (say 1 and 2, which isn’t doubles, total 3), the damage might be more moderate. Importantly, Bongo doesn’t hurt himself with this move and it never misses – it’s just variable. After using Big Bang, Bongo is out of tricks (he’s likely exhausted or out of explosives), so that’s his one shot. |
Strategy Notes: Bongo is for players who like to live on the edge. He can dish out tremendous damage, but a failed gamble can leave him vulnerable. Use Wild Swing when you feel lucky or when an extra +3 damage could secure a knockout – but be cautious using it if your own HP is very low, as the recoil might KO you! Bongo Barrage is great when any outcome is acceptable: early on, even one hit from Bongo hurts, and if you get two or three, you gain a big lead. Just remember you’ll have to do something else next turn (perhaps a Wild Swing or basic attack) before you can barrage again. When playing Bongo, often the best defense is a good offense – consider using Bongo’s Big Bang as soon as you see an opportunity to either finish the opponent or bring them to the brink. Waiting too long to use it could result in Bongo getting knocked out before he unleashes it. If you’re against Bongo, try to weather the storm – if you can survive his crazy output, he has the least durability, and a Bongo who’s out of tricks (or unlucky) is easy to take down.
The “Gentleman Pug” – Mr. Twill is an old-fashioned pug with a monocle, top hat, and refined manners. Don’t be fooled by his polite exterior; in battle he is shrewd and calculating. He prefers tactics and technique over brute force.
Mr. Twill’s Moves:
Move | Type | Description & Effects |
Cane Whack | Basic Attack | A refined yet forceful cane strike. Damage: Basic formula (Power – opponent’s DEF + 1d6). Mr. Twill’s POW is 6, the lowest among the pugs, so his basic attacks don’t hit hard (especially against high-DEF foes). No special effect on the basic attack. |
Energizing Tea | Unique Move | Mr. Twill pauses to sip a cup of his special blend of tea, fortifying himself. Effect: Grants +3 DEF and +2 Power to Mr. Twill, but only temporarily. The +3 DEF buff lasts until the end of his next turn (so it will help against one or two incoming attacks, depending on turn order). The +2 Power boost applies to Mr. Twill’s next attack (whenever it occurs). Essentially, he turtles up and charges up. This move does no damage on the turn it’s used (he’s busy drinking tea!), but sets him up to take less damage and hit harder on his following turn. |
Precision Strike | Unique Move | Mr. Twill carefully aims and strikes a weak point with his cane. Damage: This attack uses Mr. Twill’s Attack (ATK) stat instead of Power for calculating damage, showcasing his finesse. So base damage = (Mr. Twill’s ATK – opponent’s DEF + 1d6). With ATK 9, this is a stronger baseline than his normal attack (which uses POW 6). Additionally, there’s a chance of a perfect strike: Roll 1d6 – on 4–6, the attack ignores the opponent’s Defense entirely (treat opponent’s DEF as 0 for this damage calculation). On 1–3, it’s a normal hit (DEF applies). Either way, using the higher stat means Mr. Twill will deal solid damage, especially if the foe has high DEF. This move lets Mr. Twill punch through an opponent’s defenses that would normally blunt his low Power attacks. |
Gentleman’s Gambit | Special Move (1×) | Mr. Twill’s ultimate stratagem. He plays his trump card (perhaps literally pulling an ace from his sleeve or orchestrating a cunning feint) to dramatically turn the tables. Damage: A calculated blow dealing Power – opponent’s DEF + 2d6 (with POW 6, so baseline 6 – DEF + 2–12). Not the highest raw damage among specials, but respectable. Special Effect: Mr. Twill’s display of wit demoralizes the opponent, causing the opponent’s Power stat to permanently drop by 2 for the rest of the game. (It’s like he’s undermined their confidence or strategy – they just can’t hit as hard after witnessing his gambit.) This debuff applies after the damage is dealt. Even if the damage doesn’t finish the opponent, they’ll be weaker going forward. This can completely swing a fight in attrition: the enemy will do less damage with every attack after this. (If the opponent had 8 Power, now they have 6, etc. It can’t go below 0 of course.) Once per game only. |
Strategy Notes: Mr. Twill is all about playing the long game and exploiting weaknesses. Use Energizing Tea at a time when you can afford not to attack for a turn – often right before you expect to be hit (to boost DEF) or when you plan a big move next turn (to boost Power). The tea’s effect makes him temporarily one of the hardest to damage characters, and it makes his next attack surprisingly strong. That pairs perfectly with Precision Strike: ideally, drink tea one turn, then Precision Strike the next with the Power bonus – you’ll deal hefty damage, especially if you roll to ignore defense. Precision Strike on its own is your best attack option most of the time, especially against tanky foes like Potato or Mr. Twill himself (mirrors match!). Gentleman’s Gambit is best used when you either can finish an opponent with it or survive longer than them by using the debuff. For example, if you’re facing a high-Power opponent like Bongo or Lily, unleashing the Gambit early will drop their Power, making the remainder of the fight easier for you. If you’re facing a foe with lower Power, you might save it as a finishing blow. Remember, Mr. Twill doesn’t have healing, but his high DEF (plus tea buff) means he can absorb hits; combine that with lowering the opponent’s damage (via Gambit or via eliminating them quickly), and he will often win by being the last pug standing. Patience and timing are your best friends when piloting Mr. Twill.
The “Zen Pug” – Selah is a calm and kind-hearted pug who taps into a serene, almost mystical vibe in combat. She fights with a harmonious balance – a bit of offense, a bit of support, always trying to find the perfect rhythm.
Selah’s Moves:
Move | Type | Description & Effects |
Serenity Smack | Basic Attack | A measured, well-balanced strike. Damage: Basic formula (Power – opponent’s DEF + 1d6). Selah’s POW 7 yields moderate damage per hit. No special effect on the basic smack. |
Meditate | Unique Move | Selah closes her eyes and takes a deep breath, focusing inward. Effect: She heals herself instead of attacking. Roll 1d6 and add 3: Selah regains that much HP (minimum 4, max 9). No other effects – this is a straightforward recovery move. Using it ends her turn (she doesn’t attack that round). This can significantly extend the game by undoing some of the opponent’s hard work. |
Harmony Howl | Unique Move | Selah releases a resonant howl that carries a calming, weakening energy. Damage: (Power – opponent’s DEF + 1d6) – essentially a normal attack in terms of damage. Effect: The howl dampens the opponent’s aggression: the target suffers -2 Power on their next turn’s attack. In other words, whatever attack they do next, calculate it as if their Power were 2 points lower (they’ve been mellowed out). This debuff wears off right after their next attack (it’s temporary). There’s no die roll needed for the debuff; it will happen if the move hits. This move lets Selah trade damage and also soften the enemy’s next blow, which can be a lifesaver if used before a big enemy turn. |
Celestial Howl | Special Move (1×) | Selah taps into cosmic energy and lets out a powerful, echoing howl that reverberates with life force. Damage: (Power – opponent’s DEF + 2d6). With POW 7, that’s moderate base plus two dice, comparable to other characters’ specials in raw damage. Special Effect: Selah heals herself for half of the damage dealt by this move. This is a life-draining attack: she siphons the opponent’s vitality. For example, if it deals 14 damage, Selah heals 7 HP. (Round halves up if needed. Also, she can’t exceed her starting HP; any healing beyond full is wasted.) This move can dramatically swing the battle: it simultaneously hurts the opponent and heals Selah. Timing is key – using it when Selah is wounded maximizes the benefit. |
Strategy Notes: Selah is the queen of patience and balance. Use Meditate when your HP is getting low but you believe you can survive until your next turn after healing (you don’t want to heal and then immediately get knocked out). Well-timed healing can force aggressive opponents to start over in trying to wear you down. Harmony Howl is an excellent tool to preempt an enemy’s strong turn – for instance, if you suspect they’ll use a Special or a big attack next, reducing their Power by 2 could be the difference between survival and defeat. It also deals damage, so you’re not falling too far behind when you use it. Across the fight, alternate between dealing damage and using your support moves to keep yourself in good shape. Celestial Howl is best used when it will have maximum impact – typically when you’re moderately or critically wounded and the opponent has enough HP for you to siphon (if they’re down to like 5 HP, the heal is trivial, so it might be overkill). For example, if both you and your opponent are around half HP, Celestial Howl can greatly swing that gap in your favor, possibly finishing them while bringing you back to high HP. Keep in mind: if you rely too much on healing and not enough on ending the fight, you could still lose (the opponent might crit or have some huge turn). Selah’s goal is to methodically outlast the opponent, not necessarily out-damage them. In a long, drawn-out duel, Selah shines.
This section provides a one-page style summary for each pug character – perfect for quickly checking what your character can do (or what your opponent is capable of) at a glance. Stats and moves are listed with brief, beginner-friendly explanations.
Stats: HP 35 (very high), Power 7 (average), Defense 5 (high), Attack 6 (average)
Playstyle: A durable tank. Potato doesn’t hit very hard, but she’s tough to bring down. She slowly chips away at opponents and can heal herself.
Strategy: Keep Potato’s HP up with Couch Potato whenever you’re getting low. Wear the opponent down with steady Spud Slaps and the occasional Spud Splash for extra
effect. Finish them with Mashed Meteor when the time is right. You win by surviving longer than the other pug!
Stats: HP 30 (medium), Power 8 (good), Defense 3 (low), Attack 7 (above avg)
Playstyle: A fast, tactical pug. Lily uses tricks (stuns and quick hits) to control the fight. She can’t take heavy hits, so she tries to avoid them.
Strategy: Use Puppy Eyes at crucial moments to try and stun the opponent (for example, right before they were going to hit you hard). Use Zoomies to deal a lot of damage when you get an opening, but remember each hit is a bit weaker against high defense. Cuteness Overload is your guaranteed stun – use it wisely, since it’s once per game. Don’t go toe-to-toe trading blows; instead, use your stun and speed to make sure the enemy gets as few turns as possible.
Stats: HP 25 (low), Power 10 (very high), Defense 2 (very low), Attack 5 (low)
Playstyle: A high-risk, high-reward brawler. Bongo can deal massive damage in a hurry, but he’s fragile. He often gambles with his moves – hoping to win before his luck or HP runs out.
Strategy: Bongo works best by overwhelming the opponent quickly. Use Wild Swing and Barrage when you’re feeling lucky or when a big hit could KO the foe. Be careful using Wild Swing if your HP is super low (the recoil might knock you out). Don’t hesitate to use Big Bang at a key moment – Bongo might not last long enough for a second chance. If your initial onslaught fails, Bongo can be in trouble because his defense is so low. So, all-in aggression is often the way to go. If you’re playing against Bongo, try to survive his flurry; if you can, he’ll likely be easy to finish off.
Stats: HP 28 (moderate), Power 6 (low), Defense 5 (high), Attack 9 (high)
Playstyle: A defensive strategist. Mr. Twill doesn’t hit hard normally, but he has tricks to make his attacks count (using his high Attack stat and lowering enemy stats). He buffs himself to endure and outlast the opponent.
Strategy: Mr. Twill wins by mitigation and smart hits. Use Energizing Tea at a moment when you can afford not to attack (e.g., you’re not about to die that turn) – it will make you very hard to hurt for the next turn and boost your offense after. Follow up a tea with Precision Strike to utilize that Power boost; hopefully you roll to ignore defense and really smack the opponent. Even without tea, Precision Strike is your best attack, especially against tanky enemies. Save Gentleman’s Gambit for when you can finish the opponent or when dropping their Power will ensure they can’t mount a comeback. Remember that your basic attacks aren’t scary, so you need to get the most out of your unique and special moves. If you keep your defense high and the enemy’s power low, you’ll win the long game.
Stats: HP 30 (average), Power 7 (average), Defense 4 (solid), Attack 6 (average)
Playstyle: A versatile pug who mixes offense with support. Selah can heal herself and weaken the enemy, making her very steady in a fight. She may not deal huge burst damage, but she can sustain herself and chip away at the opponent steadily.
Strategy: Selah’s strength is staying alive. Use Meditate when your HP is getting low and you don’t need to attack that very moment (be careful not to heal when the enemy could potentially finish you off immediately after). Harmony Howl is very useful to reduce the enemy’s damage next turn – for instance, if you suspect they’re about to use their Special or a high-damage move, hitting them with Harmony Howl first can save you a lot of pain. Meanwhile, you still do some damage with it. Over the course of the game, alternate between attacking and healing as needed to keep your HP in a healthy range. When things get tough or the timing is right, use Celestial Howl to swing the fight – you might deal a big chunk to the opponent and heal yourself in the process, turning a losing situation into a winning one. Selah doesn’t usually win quickly; she wins by outlasting the opponent, so pace yourself and don’t panic if the fight goes a bit longer.