Circle of Sumo: Online Rumble! – Tactics

Circle of Sumo: Online Rumble! – Tactics 1 -
Circle of Sumo: Online Rumble! – Tactics 1 -

Circle of Sumo: Online Rumble! – Tactics


[This guide will be updated with a quick video tutorial of each move within a couple of days]

Hello, and welcome to this guide. This guide assumes you know the basic controls. I will be sharing some quick tactics that should help you improve at the game. This game is very flexible, and adapting to different flying tactics based on reading your opponent or tricking them is an excellent thing to do in your matches. I am by no means an expert and still have a lot to learn, but I’ll share what I know for now.



These are your starting moves right when the match begins. Be sure to mix it up to let your opponent get a solid read on you as the match progresses.

The Running Charge Sprint Sprint forward while charging and quick release to instantly smash the enemy of the circle. (This is a high-risk move, so I suggest using it only as of the first match point as it is easily countered with dodge)

The Sprint Fake Out This is a good option for the second match point as a good opponent will assume you are using the running sprint. When in reality, you run at the opponent and quickly stop, then charge a dash and watch for the opponent to use a counter or dodge and dash at them right before it ends, causing them to go out of the circle or in a bad position.

Two Dash Charge This is a good option for the rainy map as it gets past the obstacle in the middle of the map. This is also good against opponents that spam a lot of counters and dodges. Instead of charging at your opponent, you quickly release a charge up or downwards near the top or bottom of the circle then right to your opponent. This move is good against sprinters who rush forward towards you as well as counter and dodge spammers. (This move also has a combo playstyle, which I will describe below)

The Mad Rush This is a basic opener where you sprint towards your opponent but don’t charge. You take control of the center of the map and get in a good position and try to read your opponent, dodging any charges and ending the opening turn in a safer position most of the time. (Though avoid using it over and over each round cause once an opponent knows what you’re doing, they will counter it with light charges and heavy charges, provoking a missed dodge)

The Sprint, Charge, Focus This move is a fake-out. You spring forward for less than 1 second, but instead of attacking the enemy, you do a light charge diagonally towards your opponent, followed by a heavy charge attacking your opponent.

That is it for my openers. I am sure there are more, but right now, these are the main ones I use as I am more aggressive than defensive playstyle.


Mid Game

After your opener, the game transitions to the mid-game if the round has not ended in a knockout. Mid game is much different from the opener as depending on the map, various obstacles and traps come into play, and positioning taking a much higher priority. These are more play style options than actual moves and can be switched mid-round as needed to adapt to what your opponent is doing.

Light Charge Safety [This combo with the Two Dash Charge] (Counters Dodge and Counter spammers) This move is where you quickly charge against your opponent without holding onto charge. This works much better when the enemy is near the center of the circle. If they are spamming dodge and counter over and over, this keeps you relatively safe as a heavy charge would likely send you flying off the map where light charges are much safer even if the enemy dodges them. This move is also good against sprint spammers who try to sprint towards you to push you off the edge or into a trap.

Heavy Charge Predict This is a prediction move where you hold a heavy charge and hope your enemy uses a counter or dodge, striking them right after their misplay, which sends them flying off the map. Be sure to practice this a bit as getting the timing wrong sends you flying off the map if they dodge spam.

Defensive wall bait This is bait is trying to lure the enemy to using a heavy or light charge against you at the wall and dodging it, sending them flying off the circle. (High Risk, High Reward)

Sprint Push This is where you sprint at your opponent, pushing them where you want to go, which is annoying and could cause your enemy to be tilted. It is also good against trap maps where they can’t get out of a trap such as lava or trapdoor, which is about to release.

Counter Charge This is when your enemy is going for a heavy charge and is more towards the map’s edge than you. Que up for a heavy charge and counter their charge with your own; you have higher odds of sending them off the map than they do though specific sumo wrestler stats are taking into account here.

That is it for the mid openers now; I’ll explain some basic tips to help you out. This is especially useful for newer players but could help anyone.



1. Don’t use the same opener or mid gameplay style every match unless the enemy does not adapt. Then it is useful to continue using what works. Try mixing it up and tricking your enemy.

2. When ahead, you need not take major risks. It is fun being ahead; sometimes, we want to end matches quickly, and against less skilled opponents can very well do that. However, when you are ahead, the enemy has to take more risky moves than you do as if they keep spamming defense without off offense, they can be out positioned and lose easier than you. They are also more likely under stress and tilt, which often leads to an overly aggressive playstyle. Using more defensive moves while controlling where you want the enemy to charge (baiting, being less predictable, and more annoying) leads to more wins making your lead bigger. This is not foolproof, though and often mixing in some big offense throws the enemy off guard.

3. When behind, be unpredictable (as much as you can be), determine what made you behind and what play style the enemy is using, then adapt to it and switch tactics. If you are overly aggressive, switch to a more defensive playstyle. If you use heavy charges and get countered a lot, switch to light charges and sprint pushes. Also, breathe and calm yourself as the game is not over till it’s over, and you can make a big comeback if you have some luck and throw off your opponent.

4. This is my last trip, which is always to remember your opponents, especially as you climb the ranks; you will find that you face many of the same opponents, and having a read on their overall play style can help you in countless matches to come. Notice if they are overly aggressive, defensive, highly adaptable, or one trick play style. Try to switch your tactics accordingly, and if they play outside of what you remember, their playstyle will then be adapted accordingly.

Thank you for reading my guide, and I hope it helps.



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