# Late Blight

> Late Blight, The Famine Fog, is boss 4 of 21 in tibo.dog. A creeping cloud of blight. Spore clouds bloom where it points.

Source page: https://www.tibodog.wiki/bosses/late-blight · Wiki updated 6 Nov 2026, 03:43 UTC · Game version 75 (`main-CSuyb4iv.js`, data synced 5 Nov 2026, 21:45 UTC)

Breadcrumb: [Main page](/) › [Bosses](/bosses)

| Late Blight | |
|---|---|
| Title | The Famine Fog |
| Order | 4 of 21 |
| Arrives | 6:00 ([schedule](/bosses#wave-schedule)) |
| Base HP | 2000 |
| Contact damage | 16 |
| Speed | 26 |
| Main attack | `pools` every 4 s |
| Telegraph | 1.2 s |
| Bullet patterns | 1, every 3.5 s |
| XP | 80 |

**Late Blight**, *The Famine Fog*, is a boss in tibo.dog. In-game description: “A creeping cloud of blight. Spore clouds bloom where it points.”

## Overview

Late Blight is the fourth boss in the boss order and the 6:00 boss on the [wave schedule](/bosses#wave-schedule), between [The Masher](/bosses/the-masher) at 4:00 and [Sir Strawman](/bosses/sir-strawman) at 7:00. It is not part of the overtime cycle after 20:00, but a [Boss Lair](/points-of-interest#boss-lair) can wake it.

It has 2000 base HP, which is 1300 HP on Normal (boss HP ×0.65, see [Modes](/modes)), plus [curse](/curse). Contact damage is 16 before time scaling. At speed 26 it is the third-slowest boss, after [Ketchup Kraken](/bosses/ketchup-kraken) (22) and [Compost Titan](/bosses/compost-titan) (24), and well under Tibo's base speed of 62. Most of the danger comes from the ground it leaves behind.

It drops a [chest](/chests), an XP gem worth 80 XP and a 25-gold coin (both multiplied by the biome's XP and gold multipliers).

**Measured** (headless `tools/play.mjs`, build `main-B2gf34bA`, seed `wiki`, standard mode, `--god`; the clock warped to 2 s before each minute and stepped across it; level-up offers taken first-in-order except Rotten Spud, so curse stays at the difficulty's start value): it spawned at exactly 6:00 on all four difficulties, with 1000 HP on Easy, 1300 on Normal, 1400 on Hard and 2090 on Nightmare. The Nightmare figure is 10% above base HP × the difficulty multiplier because Nightmare starts every run with one curse, and boss HP is multiplied by 1 + curse. [sim-BkfBhQfw.js: `startCurses:1,tierLag:2,wallPests:.6`] [sim-BkfBhQfw.js: `n.maxHp[r]=i.hp*t.hpMult*(1+e.loadout.stats.curse)`] Seeds `s1` to `s4` gave the same Normal times and HP.

## Fight

Late Blight drifts towards Tibo, fires slow spirals, and every 4 s of walking stops to drop spore pools. A full cycle takes 5.2 s.

### Spore pools

Five clover-shaped pools of radius 26 are marked at once: one centred on Tibo and four at random spots 20–90 units from him. After 1.2 s each pool strikes for half of Late Blight's contact damage. It then stays on the ground for 5 s, hurting Tibo for 9 damage per second before scaling, in ticks every 0.5 s. [sim-BkfBhQfw.js: `f=rp(e,bo(e,a+D(u)*d,o+j(u)*d,i.radius,n.telegraph,.5*s),t)`] [sim-BkfBhQfw.js: `e.zones.afterLife[f]=i.poolTime,e.zones.afterDps[f]=i.poolDps*(s/n.damage)`]

Pools last 5 s and a new set strikes every 5.2 s, so the old set fades only just before the new one lands.

Pool damage counts as ground-hazard damage. It ignores the dash's protection and cannot be dodged, though [armor](/stats#armor) still reduces it. [sim-BkfBhQfw.js: `if(a.invuln[o]>0||a.stunTicks[o]>0||e.over||!r&&Do(e))return!1;if(!r&&s.evasion>0&&e.rng.chance(s.evasion))`] The strike itself is an ordinary hit that a dash or dodge can avoid.

### Blight spiral

Every 3.5 s of walking, after a 0.9 s warning, Late Blight fires a three-armed spiral: 10 bursts, 0.2 s apart, with each burst rotated further so the arms turn at 1.6 radians (about 92°) per second. The bullets are large (radius 3.5) but slow (speed 45) and deal 7 damage each before scaling. [sim-BkfBhQfw.js: ``case`spiral`:return Z.angle=s+a.spin*i.interval[t]*r+M*n/o``] Bullet count grows with run time (see [Enemy bullets](/enemy-scaling#enemy-bullets)). At its 6:00 arrival the count multiplier rounds up to four arms, with bursts about 0.17 s apart and a new spiral every 3 s of walking.

**Measured** (headless `tools/play.mjs`, build `main-B2gf34bA`, seed `wiki`, standard mode, `--god`, Normal; the clock warped to just before 6:00; every other boss and every pest removed each tick, so the sim's hostile-shot counter only counts this boss): spirals of 10 four-bullet bursts about 0.17 s apart, starting 2.60 s, 6.77 s and 10.93 s after it spawned.

### On Nightmare

[Nightmare](/modes#nightmare-rules) replaces the five random pools with a fixed "crop circle" around Tibo's position: a central pool of radius 30.5 and six pools of radius 18.1 evenly spaced on a ring 79.8 units out, at a random rotation. All of them strike together after 1.2 s and become 5 s pools, as above.

The Nightmare spiral bullets also curve sideways as they leave, turning by about 48° in total over their first 1.4 s, with the curve fading as they go.

## Tips

- **Leave the centre pool at once.** It is always on Tibo, so moving about 32 units (its radius plus his own size) during the 1.2 s warning avoids the strike. Look at where the other four landed before choosing a direction.
- **Don't dash through standing pools.** The dash only protects against hits, not the ticking pool damage, and neither does dodge from [Thick Skin](/passives/thick-skin) or [Ghost Skin](/items/ghost-skin). Walk around them.
- **Fight it in open ground.** Pools cover the area for nearly the whole cycle, so a long walk into fresh ground every few seconds is easier than staying in one spot.
- **The spiral rewards distance.** The bullets are slow, and the gap between arms widens as they travel. From further away there is more time to pick a lane between two arms.
- **On Nightmare, stand in the gap between the centre and the outer pools.** Counting Tibo's size, the ring from about 37 to 55 units out is clear of the central pool and the six outer ones. The outer pools also leave gaps of roughly 30 units between them.
- **Bring burst damage.** At 1300 HP on Normal it dies quickly to boss-damage bonuses such as [Bacon Bits](/passives/bacon-bits) or [Boss Buster](/items/boss-buster). A faster kill means fewer pool cycles to deal with.

## Main attack

| Parameter | Value |
|---|---|
| `kind` | pools |
| `shape` | clover |
| `count` | 5 |
| `radius` | 26 |
| `spread` | 90 |
| `poolTime` | 5 |
| `poolDps` | 9 |

## Nightmare ground attack

**Verified**: Nightmare adds the `cropCircle` ground layout; other difficulties keep the ordinary attack. Its anchor captures Tibo's position when placed, rather than following him. A central pool of radius 21 and six satellite pools of radius 12.5 on an orbit of 55 strike together, leaving damaging ground behind. Distances above are raw values: multiply them by Nightmare's `areaScale` of 1.45, but not counts, angles, ratios or times. This does not enlarge every enemy attack. [sim-BkfBhQfw.js: `return e.level.sharpAttacks&&n!==void 0?n:t.attack`] [run-extras-l2haGSVw.js: `kind:`cropCircle`,core:21,orbit:55,satellites:6,satellite:12.5`] [run-extras-l2haGSVw.js: `j.cx=e.player.x[e.me],j.cy=e.player.y[e.me],j.scale=e.cfg.level.areaScale`]

## Bullet patterns

| Pattern | Count | Bursts | Bullet damage | Speed | Telegraph (s) | Extra |
|---|---|---|---|---|---|---|
| `spiral` | 3 | 10 | 7 | 45 | 0.9 | spin 1.6 |

## Nightmare bullet patterns

**Verified**: on Nightmare these replace the ordinary patterns above; they use the same pattern interval. Other levels use the ordinary list. [sim-BkfBhQfw.js: `return e.level.sharpPatterns&&n!==void 0?n:t.patterns`]

| Pattern | Count | Bursts | Bullet damage | Speed | Telegraph (s) | Extra |
|---|---|---|---|---|---|---|
| `spiral` | 3 | 10 | 7 | 45 | 0.9 | motion: `{"turn":{"kind":"swirl","rate":1.2,"until":1.4}}`; spin 1.6 |

## HP scaling

Boss HP is multiplied by a step factor depending on the run time (`bosses.hpSteps`), and by the difficulty's boss HP multiplier (see [Modes](/modes)).

| From minute | HP × | Late Blight HP (Normal) |
|---|---|---|
| 0 | 1 | 1300 |
| 16 | 3 | 3900 |
| 18 | 4 | 5200 |
| 20 | 6 | 7800 |

The Normal column includes Normal's boss HP ×0.65, without curse. Other time scaling may also apply; see [Enemy scaling](/enemy-scaling).

## Names in other languages

**Verified**: the name the game shows when another language is selected in Settings, from its translation files. [i18n-ja-content-DO6GrqHt.js: `"content.boss.late-blight.name":["疫病雲"]`] See [Languages](/controls#languages).

<details class="raw"><summary>Show names in 26 languages</summary>

| Language | Code | Name | Title |
|---|---|---|---|
| 简体中文 · Simplified Chinese | `zh-CN` | 晚疫病 | 饥荒之雾 |
| 繁體中文 · Traditional Chinese (Taiwan) | `zh-TW` | 晚疫病 | 饑荒之霧 |
| 日本語 · Japanese | `ja` | 疫病雲 | 飢饉の霧 |
| 한국어 · Korean | `ko` | 역병 구름 | 기근의 안개 |
| Español · Spanish | `es` | Tizón tardío | La niebla del hambre |
| हिन्दी · Hindi | `hi` | लेट ब्लाइट | अकाल धुंध |
| Deutsch · German | `de` | Krautfäule | Der Hungernebel |
| Français · French | `fr` | Mildiou tardif | Le brouillard de famine |
| Português (Brasil) · Brazilian Portuguese | `pt` | Requeima | A névoa da fome |
| Türkçe · Turkish | `tr` | Mildiyö | Kıtlık Sisi |
| Bahasa Indonesia · Indonesian | `id` | Hawar Daun | Kabut Paceklik |
| Русский · Russian | `ru` | Фитофтора | Голодный туман |
| Bahasa Melayu · Malay | `ms` | Hawar Lewat | Kabus Kebuluran |
| Filipino | `fil` | Late Blight | Ang Ulap ng Taggutom |
| मराठी · Marathi | `mr` | उशिराचा करपा | दुष्काळी धुके |
| Tiếng Việt · Vietnamese | `vi` | Mốc Sương | Sương Mù Nạn Đói |
| తెలుగు · Telugu | `te` | ఆకుమాడు తెగులు | కరువు పొగమంచు |
| தமிழ் · Tamil | `ta` | பின் கருகல் | பஞ்சப் பனிமூட்டம் |
| বাংলা · Bengali | `bn` | নাবি ধসা | দুর্ভিক্ষের কুয়াশা |
| ไทย · Thai | `th` | โรคใบไหม้ | หมอกทุพภิกขภัย |
| Hausa | `ha` | Ruɓar Ganye | Hazon Yunwa |
| Naijá · Nigerian Pidgin | `pcm` | Late Blight | Di Hunger Fog |
| <bdi>العربية</bdi> · Arabic | `ar` | <bdi>اللفحة المتأخرة</bdi> | <bdi>ضباب المجاعة</bdi> |
| <bdi>فارسی</bdi> · Persian | `fa` | <bdi>بادزدگی دیررس</bdi> | <bdi>مه قحطی</bdi> |
| <bdi>עברית</bdi> · Hebrew | `he` | <bdi>הכימשון</bdi> | <bdi>ערפל הרעב</bdi> |
| <bdi>اردو</bdi> · Urdu | `ur` | <bdi>پچھیتا جھلساؤ</bdi> | <bdi>قحط کی دھند</bdi> |

</details>

## Data

```json
{
  "id": "late-blight",
  "hp": 2000,
  "speed": 26,
  "damage": 16,
  "radius": 18,
  "attackEvery": 4,
  "telegraph": 1.2,
  "attack": {
    "kind": "pools",
    "shape": "clover",
    "count": 5,
    "radius": 26,
    "spread": 90,
    "poolTime": 5,
    "poolDps": 9
  },
  "sharpAttack": {
    "kind": "pools",
    "shape": "clover",
    "count": 5,
    "radius": 26,
    "spread": 90,
    "poolTime": 5,
    "poolDps": 9,
    "layout": "cropCircle"
  },
  "patternEvery": 3.5,
  "patterns": [
    {
      "kind": "spiral",
      "count": 3,
      "spin": 1.6,
      "speed": 45,
      "radius": 3.5,
      "damage": 7,
      "bursts": 10,
      "interval": 0.2,
      "telegraph": 0.9
    }
  ],
  "sharpPatterns": [
    {
      "kind": "spiral",
      "count": 3,
      "spin": 1.6,
      "speed": 45,
      "radius": 3.5,
      "damage": 7,
      "bursts": 10,
      "interval": 0.2,
      "telegraph": 0.9,
      "motion": {
        "turn": {
          "kind": "swirl",
          "rate": 1.2,
          "until": 1.4
        }
      }
    }
  ],
  "xp": 80
}
```

## Sources

Game version 75: `main-CSuyb4iv.js` / `boot-CPW8VVmR.js` / `sim-BkfBhQfw.js` from https://tibo.dog/, researched 2026-11-05. See [Versions & updates](/versions).
- 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`
- Game config `bosses.hpSteps` and `win.finalBoss` from `sim-BkfBhQfw.js`
- Names in other languages from the 26 `i18n-<code>-content` files of `main-CSuyb4iv.js` (`data/i18n-names.json`)
