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tips

Peglin tips: short, practical advice for surviving encounters and building effective runs.

Core principles

  • Prioritize piercing, targeting, and area effects. Many enemies use minions, shields, or blocking pegs; piercing and enemy-targeting orbs bypass blockers and let you hit high-value targets directly.
  • Manage incoming damage sources by healing, Ballwark (damage reduction), and generation of mitigation buffs. Boss fights with heavy single hits benefit from sustained mitigation or healing.
  • Bombs and bomb relics are powerful answers to clustered or invisible threats because they ignore targeting limits and hit masked or untargetable enemies.
  • Preserve good orb synergies: take upgrades and relics that amplify effects already in your deck (e.g., multiball relics with matryorbshka, Muscircle/Ballwark stacking for Balladin).

Board and orb selection

  • Take orbs that achieve what your run lacks: choose piercing/targeting if enemies use shields or minions, take high single-target damage or dense orbs for lone bosses, and favor multihit pieces when you have relics that buff per-hit effects.
  • Orbs that grant buffs while in flight (not only on fire) are superior when you want repeated applications (examples: Renewed Vigorb, Protectorb).
  • Avoid bouncy/dense orbs on narrow or fragmented slides (they can exit unexpectedly). Aim along slide ends to maximize travel.
  • Discouraged for some fights: multiball can produce many hits but also spreads per-hit damage reductions and may cause collateral damage from trapped multiball orbs.

Relic and upgrade choices

Enemy-specific tactics

  • Shielded knights (Fright/Kite/Height Knights): bypass their shields with piercing or targeting orbs or direct-target effects (Mental Mantle). Shields may resist bombs but the underlying enemy still takes full bomb damage.
  • Bat packs (Batty, Venom Battrap variants): area damage, bombs, or piercing/overflow work best. Ball Lightning-like effects that zap can activate hazardous pegs safely.
  • Bramble / Betsy fights: use piercing orbs (Infernorb, Concentrication, Lazorb) to hit through vines; Ball Lightning can safely trigger Brambled Pegs from range. Beware bramble positioning — hitting bramble-covered objects can make fights last or cause repeated hits.
  • Avogadro (mole/tree fights): pierce minions and tree with targeting or piercing orbs; be careful not to trigger bramble when mole is in front of you; bombs and bomb relics exploit the regular bomb spawns the board generates.
  • Demon Wall / Demon Hand: focus high single-target damage early; tall static minions block shots—target the wall first when appropriate. Strong offense and reliable defense help versus their high health and resistances.
  • Ballista: triangular boards reduce bounce — use Rubborbs, Electropegnet/Kinetic Meteorite relics, or Splatorbs to let orbs gain more damage. Blind can cause misses but confusion may still apply even if damage is blocked.
  • Slimedrops (green/blue/black hole/crystal): kill them before they block harder enemies; crystal variants double buff effects and can be dangerous with Sporeshrooms; Black Hole Slimedrops must be killed before reaching you to avoid permanent max-HP reductions.
  • Invisible enemies/minions: targeted attacks do not hit them. Bring bombs, area effects, or orbs that don’t rely on target-locks.
  • Matryorbshka / Multiball enemies: multiball helps cover the board and hit many pegs, but multiball also reduces per-orb damage in certain contexts — offset with damage multipliers, bombs, or relics that add bombs/orb damage.

Fight management and pacing

  • Targeting orbs early in fights can focus damage on high-priority threats and prevent long, attritional battles.
  • Take advantage of board-generated hazards (bombs, bramble) by bringing relics or orbs that convert those hazards into damage or benefits.
  • When facing many weak minions (Ballista knights, etc.), plan to survive long enough for them to run out of respawns or to clear them with overflow/piercing to avoid drawn-out incoming damage.
  • Use refresh and repair options carefully — Gift That Keeps Giving and other relics that retain pegs can be powerful but may trap necessary refresh pegs; bring Tactical Treat/Refreshield if you rely on refresh mechanics.

Post-battle and route choices

  • After each battle you may buy or upgrade orbs, heal, or increase max HP — use these to shore up weaknesses immediately (heal if low; upgrade key orb if it defines your build).
  • Elite/boss fights give relic choices (number increased by Eye of Turtle). Prioritize relics that complement your current orb mix and weaknesses in upcoming zones.

Practical tips summary

  • Early game: seek piercing and reliable single-target damage; clear slimes early to avoid blockers.
  • Mid/late game: build synergies (multiball + multihit relics, Muscircle/Ballwark stacking), and acquire bombs if facing clustered or invisible enemies.
  • Always plan for special mechanics: shields, invisible enemies, bramble, and board-generated bombs all require different counters — keep at least one versatile counter (piercing or bombs) in your toolkit.