Ooblets is undoubtedly not much of a strategic game as compared to all that we have in the market right now. Initially, you will quickly get through several enemies using the generic cards, but once the Dance Barn is repaired things take a detour. Now you will go up against different kinds of teams, and you need to use the appropriate signature moves to defeat them. Now signature moves are typical among Ooblets, and some even have the same kind of signature moves, while some have entirely different ones. All in all, all the rare ooblets that you don’t get your hands on quickly also have the same signature moves as the common ones. So below, we have listed out the signature move of the common Ooblets.
In the list, we have included information as to at which level that move will be unlocked, how much they cost individually and also what they do. To make things easier for you, we have listed out all the Ooblets in alphabetical order. So let’s now take a look at this vast list of signature moves for every commonly known Ooblets. You can then use the moves appropriately against any kind of teams that you face and prevail above them.
Ooblets Signature Movelist:
Bittle
- Pilfer Polka:
It becomes available at level 1. The cost of this move is two beats. And with this move, you can steal 4 points.
Pilfer Polka:
- Flout or Doubt:
It becomes available at level 2. The cost of this move is one beat. And with this move, you can add one fluster to the opponent team.
Flout or Doubt:
- Capoeira Copy:
It becomes available at level 3. The cost of this move is 0 beat. And with this move, you can steal a random opponent signature move.
Capoeira Copy:
Bristlebud
- Prickle Prance:
It becomes available at level 1. The cost of this move is two beats. And with this move, you can stun your target for two turns.
Prickle Prance:
- Spiny Spin:
It becomes available at level 2. The cost of this move is two beats. And with this move, you can add three fluster to the opponent team.
Spiny Spin:
- Stompulent:
It becomes available at level 3. The cost of this move is four beats. And with this move, you can increase your opponents move cost by two beats for their next turn.
Stompulent:
Clickyclaws
- Marginal Mamba:
It becomes available at level 1. The cost of this move is 0 beat. And with this move, you can gain 1 point.
Marginal Mamba:
- Hopping Mad:
It becomes available at level 2. The cost of this move is one beat. And with this move, you can gain one hype.
Hopping Mad:
- Just a Taste:
It becomes available at level 3. The cost of this move is two beats. And with this move, you can steal 5 points.
Just a Taste:
Clomper
- Shock ‘N Shimmy:
Shock ‘N Shimmy:
- Jittershrug:
It becomes available at level 2. The cost of this move is 0 beat. And with this move, you can stun your target for one turn.
Jittershrug:
- Astound Around:
It becomes available at level 3. The cost of this move is three beats. And with this move, you can stun the entire opponent team for one turn.
Astound Around:
Dooziedug
- Todoozie One:
It becomes available at level 1. The cost of this move is 0 beat. And with this move, you can gain 2 points every time a move is played in the current hand.
Todoozie One:
- Todoozie Two:
It becomes available at level 2. The cost of this move is one beat. And with this move, you can add one fluster to the opponent’s team and gain one hype.
Todoozie Two:
- Todoozie Three:
It becomes available at level 3. The cost of this move is three beats. And with this move, you earn 10 points after two rounds of warm-up.
Todoozie Three:
Dumbirb
- Jolt ‘N Bolt:
It becomes available at level 1. The cost of this move is one beat. And with this move, you can stun your target for one turn.
Jolt ‘N Bolt:
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- Dawdle Waddle:
It becomes available at level 2. The cost of this move is one beat. And with this move, you can add one trepidation card to the opponent’s deck.
Dawdle Waddle:
- Muster Fluster:
It becomes available at level 3. The cost of this move is two beats. And with this move, you can add one fluster to the opponent team.
Muster Fluster:
Firmo
- Hydraulic Hornpipe:
It becomes available at level 1. The cost of this move is 0 beat. And with this move, you earn 6 points and gain one beat.
Hydraulic Hornpipe:
- Gear Glissade:
It becomes available at level 2. The cost of this move is one beat. And with this move, you can steal a random opponent’s signature move.
Gear Glissade:
- Soft Shoe Servo:
It becomes available at level 3. The cost of this move is two beats. And with this move, you can lower your move costs by one beat for that particular turn.
Soft Shoe Servo:
Fripp
- Fair Port-De-Corps:
It becomes available at level 1. The cost of this move is 0 beat. And with this move, you can add one fluster to your team and earn 4 points.
Fair Port-De-Corps:
- Loaded Lindy:
It becomes available at level 2. The cost of this move is two beats. And with this move, you can earn 18 points after four turns of warm-up.
Loaded Lindy:
- Swing Crimson:
It becomes available at level 3. The cost of this move is one beat. And with this move, you can add three trepidation cards to your deck and earn 6 points.
Swing Crimson:
Grebun
It becomes available at level 1. The cost of this move is 0 beat. And with this move, you can gain 2 points every time a move is played in that particular hand.
Gubwee
Gullysplot
Isopud
- Hunker Down:
It becomes available at level 1. The cost of this move is one beat. And with this move, you get three extra beats after two turns of warm-up.
Hunker Down:
- Spin Up:
It becomes available at level 2. The cost of this move is two beats. And with this move, you can join a teammate’s warm-up move and increase the points it earns by 50%.
Spin Up:
- Repress Duress:
It becomes available at level 3. The cost of this move is two beats. And with this move, you can clear all stun, trepidation, and fluster from your team.
Repress Duress:
Kingwa
Legsy
Lumpstump
- Put Down Roots:
It becomes available at level 1. The cost of this move is two beats. And with this move, you can gain 3 points and one hype.
Put Down Roots:
- Boogie Blossom:
It becomes available at level 2. The cost of this move is three beats. And with this move, you can gain 6 points and two hypes.
Boogie Blossom:
- Shake the Tree:
It becomes available at level 3. The cost of this move is four beats. And with this move, you can steal 5 points and add three flusters to the opponent.
Shake the Tree:
Nuppo
- Friend Flurry Floss:
It becomes available at level 1. The cost of this move is two beats. And with this move, you can gain two hypes.
Friend Flurry Floss:
- Flummoxtrot:
It becomes available at level 2. The cost of this move is one beat. And with this move, you can earn 5 points and add one fluster to the opponent team.
Flummoxtrot:
- Grand Adage:
It becomes available at level 3. The cost of this move is two beats. And with this move, you can stun the target for three turns.
Grand Adage:
Oogum
- Displace Dervish:
It becomes available at level 1. The cost of this move is one beat. And with this move, you can discard a random move, and you will get another move from your deck.
Displace Dervish:
- Counter Projection:
It becomes available at level 2. The cost of this move is two beats. And with this move, you can steal 16 points after four warm-up turns.
Counter Projection:
- Backward Limbo:
It becomes available at level 3. The cost of this move is three beats. And with this move, you can lower all your team’s future warm-up times by one turn for that match.
Backward Limbo:
Petula
- Blue Sky This:
It becomes available at level 1. The cost of this move is two beats. And with this move, you can earn 20 points after four warm-up turns.
Blue Sky This:
- Design by Committee:
It becomes available at level 2. The cost of this move is two beats. And with this move, you can add one turn of warm-up to all of the opponent’s warm-up moves for the rest of the match.
Design by Committee:
- Bike Shed Cred:
It becomes available at level 3. The cost of this move is two beats. And with this move, you can add one turn of warm-up time to the opponent’s warm-up move which is in progress.
Bike Shed Cred:
Plob
- Loot Scoot:
It becomes available at level 1. The cost of this move is two beats. And with this move, you can gain a fundamental resource. It can be a blanket, nurnies or something similar like that.
Loot Scoot:
- Crop Bop:
It becomes available at level 2. The cost of this move is two beats. And with this move, you can gain a basic random crop seed.
Crop Bop:
- Sow Glow:
It becomes available at level 3. The cost of this move is three beats. And with this move, you can gain a better random crop seed.
Sow Glow:
Radlad
- Slow Jam:
It becomes available at level 1. The cost of this move is one beat. And with this move, you can earn 6 points after two warm-up turns.
Slow Jam:
- Cancel Prancel:
It becomes available at level 2. The cost of this move is 0 beat. And with this move, you can interrupt and cancel an opponent’s warm-up move.
Cancel Prancel:
- Big Flourish:
It becomes available at level 3. The cost of this move is three beats. And with this move, you can earn 20 points after three warm-up turns.
Big Flourish:
Shrumbo
- Shake It:
It becomes available at level 1. The cost of this move is two beats. And with this move, you can earn 6 points.
Shake It:
- Sashay:
It becomes available at level 2. The cost of this move is one single beat. And with this move, you can earn 4 points.
Sashay:
- Showcase:
It becomes available at level 3. The cost of this move is three beats. And with this move, you can earn 8 points.
Showcase:
Sidekey
- Finite Loop:
It becomes available at level 1. The cost of this move is one beat. And with this move, you get to play next move twice.
Finite Loop:
- System Pause:
It becomes available at level 2. The cost of this move is two beats. And with this move, you get to stun your target for two turns.
System Pause:
- Machine Spurning:
It becomes available at level 3. The cost of this move is four beats. And with this move, you get to increase your opponents’ beat cost by 1 per move for the rest of the battle.
Machine Spurning:
Spuddle
- Risky Shift:
It becomes available at level 1. The cost of this move is 0 beat. And with this move, you get a 50% chance of either earning 9 points or giving opponent 9 points.
Risky Shift:
- Berserka Mazurka:
It becomes available at level 2. The cost of this move is 0 beat. And with this move, you can stun a random ooblet from either team. It can be one of your team too.
Berserka Mazurka:
- Group Think Slink:
It becomes available at level 3. The cost of this move is one beat. And with this move, you get to add 10 points to both teams in battle.
Group Think Slink:
Tamlin
It becomes available at level 1. The cost of this move is 0 beat. And with this move, you can Gain 2 points every time a move is played in that particular hand.
Unhunny
- Sugar Pan Shuffle:
It becomes available at level 1. The cost of this move is two beats. And with this move, you can earn 6 points and get a new move from your deck.
Sugar Pan Shuffle:
- Fresh Start:
It becomes available at level 2. The cost of this move is one beat. And with this move, you get the chance to start with two extra beats in the next turn.
Fresh Start:
- Let Loose:
It becomes available at level 1. The cost of this move is one beat. And with this move, you get to join a teammate’s warming-up move and decrease its warm-up time by one turn.
Let Loose:
Whirlitzer
- Gracing Pacing:
It becomes available at level 1. The cost of this move is 0 beat. And with this move, you get two extra beats after one warm-up turn.
Gracing Pacing:
- Abrupt Disrupt:
It becomes available at level 2. The cost of this move is two beats. And with this move, you get to interrupt and cancel all the opponents’ current warming-up moves.
Abrupt Disrupt:
- Fateful Flourish:
It becomes available at level 3. The cost of this move is four beats. And with this move, you can reduce your opponent draws by one fewer move for each hand for the rest of the match.
Fateful Flourish:
Wigglewip
- Gyrate Fete:
It becomes available at level 1. The cost of this move is three beats. And with this move, you can add three trepidation cards to the opponent’s deck.
Gyrate Fete:
- Rattle ‘N Addle:
It becomes available at level 2. The cost of this move is two beats. And with this move, you get to add two flusters to the opponent’s team.
Rattle ‘N Addle:
- Plie DJ:
It becomes available at level 3. The cost of this move is three beats. And with this move, you can increase your opponent’s card cost by one beat for their next turn.
Plie DJ:
Now all these signature moves unlock when your Ooblets reaches level 3. So far no other moves have unlocked after getting to level 4 or anything higher than that. So next time that you play Ooblets be wise in using your Ooblets signature. Also, make sure to level up your Ooblets to level 3 as soon as possible, that is if there are any ooblets still stuck at something below that.
If you have any questions or queries about this guide on Ooblets, then comment down below, and we will get back to you. You can find other similar guides on Ooblets on our website in the games section. Also, be sure to check out our other articles on iPhone tips and tricks, Android tips and tricks, PC tips and tricks, and much more for more useful information.