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Tips

Cobb Can Move Tips

Cobb Can Move rewards good habits more than fast reflexes. These are the tips that actually move the needle.

Last updated May 19, 2026

The ten habits that keep you alive

Most deaths come from skipping one of these, not from bad luck. Build them into muscle memory and your average run gets dramatically longer.

  1. Read the rule banner first. It tells you how Cobb hunts this level. Two seconds of reading beats thirty seconds of panic.
  2. Grab coal before you need it. Light is your safe zone, so secure fuel early and expand your lit path before you go deep.
  3. Light your route, not the whole map. Light keeps Cobb back but also advertises where you are — only burn coal where you actually have to walk.
  4. Carry a rock through every doorway. A held rock costs nothing, and a direct hit stuns Cobb (since v1.6), turning a dead end into an escape.
  5. Throw rocks to misdirect, not just to hit. On sound levels a rock thrown away from you pulls Cobb toward the noise and off your route.
  6. Never start a task you cannot finish. Do not commit to a breaker or a long corridor if Cobb can reach you before you are done.
  7. Commit to a breaker order. Decide the order before you flip the first one — backtracking to a missed breaker is where most runs die.
  8. Move in pulses on HEAR levels. Move two or three tiles, stop, listen for Cobb, then move again instead of sprinting blindly.
  9. Eat carrots the moment Starving appears. A few seconds for a carrot is cheap; running out of food mid-route is fatal.
  10. Treat every death as a lesson. Each loss teaches a rule, a route or a habit. Cobb Can Move is short by design — learn and run again.

Use every item well

You survive by managing four things, not by fighting. Here is the best habit for each:

ItemWhat it doesBest habit
CoalFuel for light.Collect early; keep a reserve for the room before the exit.
LightCreates zones Cobb avoids.Light only your route — over-lighting exposes you.
RocksStun and distraction tool.Carry one always; hit Cobb to stun, or throw away from you to misdirect.
CarrotsCounter starvation.Eat as soon as the Starving debuff appears, not when the bar is empty.
BreakersOpen your escape route.Plan the full flip order before touching the first one.

A one-line counter for every rule

Every level rolls one of these modifiers. Memorise the quick counter; the full breakdown lives on the rules page.

RuleQuick counter
HEARWalk in pulses, avoid sprinting, and throw rocks before you cross — never after.
SEEBreak line of sight: hug walls, pillars and shadow, and do not over-light rooms Cobb can see into.
SMELLMove forward only — doubling back through a fresh room hands Cobb your trail (nerfed in v1.7 but still real).
REACHTake corners wide; Cobb’s grab range is longer than it looks.
DUPLICATEKeep routes short and lit, and save your rock for the closest Cobb.
FASTERDo not race — win with light pools and rock stuns that reset Cobb’s position.

Want the full breakdown?

Each modifier — and the exact reason its counter works — is covered in the rules and modifiers guide.

Mistakes that end runs

  • Lighting every room and burning through coal before the level is half done.
  • Sprinting on a HEAR level and pulling Cobb straight to you.
  • Flipping breakers in a random order, then backtracking through Cobb to fix it.
  • Holding a rock and never using it — a stun you do not take is a stun wasted.
  • Ignoring the Starving debuff until movement slows at the worst moment.
  • Cutting a corner under REACH and walking into Cobb’s grab.

Frequently asked questions

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