Five opponents, from forgiving to relentless.
Bloblokin ships 5 bot difficulties. They are not scripted routines: each one evaluates every legal placement for the current blob, scores it on how flat, how hole-free and how dangerous the resulting board would be, and plays the best one, then, depending on tier, deliberately fails to. A bot's decisions are deterministic within a game: given the same board and the same blob it always reaches the same conclusion, so its mistakes are budgeted rather than random.
| Tier | Misplays | Ticks between inputs | Inputs per second | Uses the Pocket |
|---|---|---|---|---|
| Beginner | 45% | 22 | 2.7 | No |
| Easy | 28% | 14 | 4.3 | No |
| Medium | 12% | 8 | 7.5 | Yes |
| Hard | 4% | 7 | 8.6 | Yes |
| Pro | 0% | 7 | 8.6 | Yes |
The surprising column is the speed one: the top tiers barely get faster hands, and the two strongest do not differ at all. That is deliberate. Pending Sludge lands when a blob locks, so a bot that places faster also swallows garbage faster: raw speed is a measured defensive liability in versus play, and a sped-up bot loses to its own slower twin. Strength above the middle tier therefore comes from the brain, not the pace: an attack-shaped evaluation that values doubles, triples and Quads instead of burning worthless singles, far fewer blunders, and (for Pro) a ply of lookahead that also places the next blob before committing to this one.
The Pocket column matters more than it looks: Beginner and Easy never use it, so they cannot rescue a blob that does not fit and will take the damage instead.
Each tier beats the one below it reliably, so moving up one step is a real change rather than a label. See Strategy for what to fix when a tier starts beating you.
In matchmaking, a bot's difficulty is picked from your own rating band and deliberately runs a little behind it, so climbing stays possible. Bot seats carry a rating on their plate like any other seat, and results against them move your rating at half weight; see Ranks & Rating.
Bots play the item modes too. In Mayhem they collect capsules from their own clears; in Loadout they field a full set of picks. Either way they fire what they are holding at you, so practising Mayhem & Loadout offline is a real rehearsal for the online versions rather than a quiet solo run.