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Bosses

There are 21 boss definitions, including Root Hydra forms and heads. The registry order (bossOrder) below is not a separate spawn time for every entry. The Harvester comes at 20:00, when a run counts as survived (there is no win screen); Standard then enters four endgame phases. See the wave schedule.

# Boss Title Base HP Damage Attack XP
1 amusing The Festival Mascot 650 24 hug 40
2 Colorado Queen Mother of Beetles 700 14 summon 40
3 The Masher Kitchen Enforcer 1300 15 slam 60
4 Late Blight The Famine Fog 2000 16 pools 80
5 Sir Strawman Guardian of the Rows 2600 18 charge 90
6 The Fryer King Lord of the Hot Oil 3300 22 pools 100
7 The Great Wireworm Borer of Tubers 4200 26 burrow 120
8 The Mandoline Slicer of Fries 5200 34 sweep 140
9 The Deep Freezer Keeper of Frozen Fries 6200 24 slam 150
10 Grater Golem The Shredder 7400 40 charge 170
11 Compost Titan The Rot Heap 9000 30 summon 200
12 Ketchup Kraken Terror of the Bog 11000 34 slam 230
13 The Harvester End of the Season 16000 60 charge 300
14 Pack Lord Leader of the Hunt 26000 20 charge 400
15 The Root Hydra Three Heads 24000 32 sweep 600
16 The Root Hydra Five Heads 900000 38 charge 600
17 Root Hydra Head Burrowing 2000 8 sweep 0
18 The Root Hydra Pools 900000 32 pools 600
19 The Root Hydra Stump 900000 32 summon 600
20 The Queen The Island Court 30000 36 sweep 900
21 The Shell Titan Three Plates 32000 36 charge 800

Boss HP steps

From minute HP ×
0 1
16 3
18 4
20 6

Wave schedule

Verified: the wave table (rows per minute in sim-BkfBhQfw.js) spawns bosses, elites and events at the start of each minute.[1]

Bosses spawn in a random direction about half a screen away. Landmark biomes add their own event once when you reach them.

After 20:00

Verified: at 20:00 the game marks the run as survived and keeps going (win.mode: continue). There is no win screen or pause: a “You survived 20:00!” banner shows for 2.5 s. When Tibo is finally reset, the end screen and share text say “Tibo survived …”.[2] Standard also enters four repeating five-minute endgame phases: Hunt, Burrow, Court and Shell, with a family boss four minutes into each phase. These are added alongside the continuing overtime director: from minute 21 it still schedules an elite, a boss cycling The Fryer King → The Mandoline → The Masher → Grater Golem → Compost Titan → Ketchup Kraken → The Harvester, and alternately Fry Fly Swarm or Ring of Hay Bales.[3] Encounter rules can clear or suppress ordinary combatants. Defeated bosses from 20:00 raise Spud Forges, and phase endings offer Crossroads deals. HP and damage still follow the late-game scaling curve; endgame families also apply their own rules.

The The Harvester still arrives at 20:00. Killing it can start the first Hunt early; otherwise the Hunt's family combat starts at 21:00.

Boss HP

Verified: ordinary boss HP = base HP × (1 + curse) × post HP × HP step × difficulty boss HP, with HP step ×1 before 16:00, ×3 from 16:00, ×4 from 18:00, ×6 from 20:00. The post-HP factor is the same five-minute phase factor used by pests; see Enemy scaling. Endgame families can override this calculation; catalog HP is not a measured endgame boss's final HP.

Elites

Verified: elite HP follows the curve below (interpolated between points), × (1 + curse) × post HP × difficulty elite HP. Elites deal ×1.6 damage, are 1.7× larger, give 12× XP and always drop gold and a chest.[4]

Minute Enemy tier Elite HP Speed ×
1 2 300 0.95
3 2 390 0.95
5 3 750 0.95
8 3 1300 1.05
10 4 2400 1.1
15 5 10000 1.2
17 5 18000 1.25
20 5 32000 1.3

Enemy tiers follow the wave row from tierLag minutes earlier: Easy 3, Normal 2, Hard 2, Nightmare 2.[5] Nightmare uses the denser classic opening for minutes 0–2.

Sources

Game version 75: main-CSuyb4iv.js / boot-CPW8VVmR.js / sim-BkfBhQfw.js from https://tibo.dog/, researched 2026-11-05. See Versions & updates.

  • Content registry exported by boot-CPW8VVmR.js; boss definitions and order exported by sim-BkfBhQfw.js; lazy endgame definitions from endgame-content-CyuS5vbP.js and catalog.generated-JnyrtBzy.js
  • English names and descriptions from i18n-en-content--0ALgcKX.js

Code references

  1. sim-BkfBhQfw.js {minute:20,minEnemies:480,maxEnemies:500,interval:.14,batch:14,tiers:[0,0,0,0,1],boss:harvester,events:[fly-swarm]}
  2. sim-BkfBhQfw.js e.run.won=!0,e.run.wonAt=e.runClock
  3. sim-BkfBhQfw.js Dt=[fryer-king,the-mandoline,the-masher,grater-golem,compost-titan,ketchup-kraken,harvester]
  4. sim-BkfBhQfw.js o.xp[n]=12*(o.xp[n]??0),o.goldChance[n]=1
  5. sim-BkfBhQfw.js return hd(e,Math.max(0,t-e.cfg.level.tierLag))