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Sir Strawman

Sir Strawman, Guardian of the Rows, is a boss in tibo.dog. In-game description: “A scarecrow knight. It throws fans of sharp straw.”

Overview

Sir Strawman is the fifth boss in the boss order and the 7:00 boss on the wave schedule, arriving together with that minute's elite. It is not part of the overtime cycle after 20:00, but a Boss Lair can wake it.

It has 2600 base HP, which is 1690 HP on Normal (boss HP ×0.65, see Modes), plus curse. Contact damage is 18 before time scaling. At speed 36 it ties with The Harvester as the second-fastest boss after The Great Wireworm (40), though still well short of Tibo's base speed of 62.

It drops a chest, an XP gem worth 90 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 7:00 on all four difficulties, with 1300 HP on Easy, 1690 on Normal, 1820 on Hard and 2717 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.[1][2] Seeds s1 to s4 gave the same Normal times and HP.

Fight

Sir Strawman is a smaller version of the Harvester's fight: a short charge and a single fan of straw that comes back. Every 2.6 s of walking it charges. A full walk, warning and charge cycle takes 4.1 s.

Lance charge

When the attack is ready, Sir Strawman stops and locks onto the direction Tibo is in at that moment.[3] A 22-unit-wide lane shows its path for 0.8 s, then it rushes along it at speed 280 for 0.7 s, covering about 196 units. The hit comes from touching it during the rush, and contact damage is ×1.5 while charging (27 before time scaling). Its hitbox stays at its normal radius of 15, because the lane is narrower than its body.

Straw fan

Every 2.6 s of walking, after a 0.8 s warning, it throws a fan of 7 straw shots spread over 1.1 radians (about 63°), aimed at where Tibo was when the warning began. Each shot deals 14 damage before scaling. The shots fly out at speed 120, stop about 113 units out, and then fly back along the same lines, through the point they were thrown from and out the other side. The exact speeds and the per-difficulty return speed are on this page under Returning sickles.

Bullet count, fire rate and speed grow with run time (see Enemy bullets). At its 7:00 arrival the fan has 9 shots at about speed 133, and comes every 2.15 s of walking.

Measured (headless tools/play.mjs, build main-B2gf34bA, seed wiki, standard mode, --god, Normal; the clock warped to just before 7:00; every other boss and every pest removed each tick, so the sim's hostile-shot counter only counts this boss): 9-shot fans 2.05 s, 5.70 s, 9.35 s and 13.00 s after it spawned.

On Nightmare the fan is slightly faster (130 base) and turns back a little later. The charge is the same on every level.

Tips

  • Step sideways off the lane. The direction is locked when the lane appears, so about 20 units to the side (its body radius plus Tibo's size) is enough. At base speed that takes about a third of a second, well inside the 0.8 s warning.
  • Get out of the fan's wedge, not just its range. The returning shots come back through the point they were thrown from and keep going, so the area behind Sir Strawman is not safe either. The safest place is to the side of the 63° wedge, in either direction.
  • Keep track of the shots on their way back. On Normal and harder they come back faster than they went out (on Easy, slower). Walking into the wedge right after the shots stop can be how a hit happens.
  • A dash through the fan works if timed. The dash makes Tibo immune to hits for 0.15 s (more with Ghost Pepper), but with only one charge and a 5 s recharge it is usually better kept for the charge. See dash details.
  • Boss damage bonuses such as Bacon Bits and Boss Buster shorten the fight. The 7:00 elite arrives at the same time, so area weapons that hit both are useful.

Main attack

Parameter Value
kind charge
dashSpeed 280
dashTime 0.7
width 22

Nightmare ground attack

Verified: Nightmare adds the cross ground layout; other difficulties keep the ordinary attack. Its anchor captures Tibo's position when placed, rather than following him. A cross points away from the boss through the captured position. The main bar reaches 60 ahead and 68 behind; a second bar 40 ahead reaches 45 to either side and strikes 0.45 seconds later. Both are width 24. Damage is 35% of contact damage before mitigation; the charge still happens. 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.[4][5][6]

Bullet patterns

Pattern Count Bursts Bullet damage Speed Telegraph (s) Extra
fan 7 1 14 120 0.8 motion: {"speed":[{"at":0.8,"to":1},{"at":1.05,"to":0.1},{"at":1.5,"to":-1.15}]}; arc 1.1

Nightmare bullet patterns

Verified: on Nightmare these replace the ordinary patterns above; they use the same pattern interval. Other levels use the ordinary list.[7]

Pattern Count Bursts Bullet damage Speed Telegraph (s) Extra
fan 7 1 14 130 0.8 motion: {"speed":[{"at":0.85,"to":1},{"at":1.1,"to":0.1},{"at":1.55,"to":-1.05}]}; arc 1.1

Returning sickles

Verified: the seven-shot fan flies outward, slows, then reverses along the same heading. The ordinary fan launches at speed 120: its speed multiplier stays at 1 through 0.8 s, falls to 0.1 at 1.05 s, then to −1.15 at 1.5 s. Nightmare launches at 130, with multipliers 1 at 0.85 s, 0.1 at 1.1 s and −1.05 at 1.55 s. Speeds interpolate between these points, so reversal happens between the last two points, not at the final timestamp.[8]

The negative-speed portion also uses the difficulty's return multiplier: ×0.7 on Easy and ×1.05 on Normal, Hard and Nightmare. This does not change the outward speed or the timing of the reversal. Nightmare uses the returning fan rather than an inward-curving fan.[9]

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).

From minute HP × Sir Strawman HP (Normal)
0 1 1690
16 3 5070
18 4 6760
20 6 10140

The Normal column includes Normal's boss HP ×0.65, without curse. Other time scaling may also apply; see Enemy scaling.

Names in other languages

Verified: the name the game shows when another language is selected in Settings, from its translation files.[10] See Languages.

Show names in 26 languages
Language Code Name Title
简体中文 · Simplified Chinese zh-CN 稻草人爵士 田垄守护者
繁體中文 · Traditional Chinese (Taiwan) zh-TW 稻草人爵士 田壟守護者
日本語 · Japanese ja サー・ストローマン 畝の守護者
한국어 · Korean ko 서 스트로맨 이랑의 수호자
Español · Spanish es Sir Espantapájaros Guardián de los surcos
हिन्दी · Hindi hi सर स्ट्रॉमैन कतारों का रक्षक
Deutsch · German de Sir Strohmann Wächter der Reihen
Français · French fr Sire Épouvantail Gardien des rangs
Português (Brasil) · Brazilian Portuguese pt Sir Espantalho Guardião das fileiras
Türkçe · Turkish tr Sör Saman Adam Sıraların Muhafızı
Bahasa Indonesia · Indonesian id Sir Jerami Penjaga Barisan
Русский · Russian ru Сэр Пугало Страж грядок
Bahasa Melayu · Malay ms Tuan Jerami Penjaga Batas
Filipino fil Sir Dayami Bantay ng mga Hanay
मराठी · Marathi mr सरदार बुजगावणे रांगांचा रक्षक
Tiếng Việt · Vietnamese vi Ngài Bù Nhìn Hộ Vệ Luống Cày
తెలుగు · Telugu te సర్ గడ్డిబొమ్మ వరుసల కాపలాదారు
தமிழ் · Tamil ta வைக்கோல் துரை வரிசைகளின் காவலன்
বাংলা · Bengali bn স্যার কাকতাড়ুয়া সারির প্রহরী
ไทย · Thai th เซอร์หุ่นฟาง ผู้พิทักษ์แปลงไร่
Hausa ha Malam Ciyawa Mai Tsaron Layuka
Naijá · Nigerian Pidgin pcm Sir Strawman Guard of di Rows
العربية · Arabic ar السير فزّاع حارس الأثلام
فارسی · Persian fa شوالیه مترسک نگهبان کرت‌ها
עברית · Hebrew he סר דחליל שומר התלמים
اردو · Urdu ur نواب بجوکا کیاریوں کا محافظ

Data

Show raw game data
{
  "id": "sir-strawman",
  "hp": 2600,
  "speed": 36,
  "damage": 18,
  "radius": 15,
  "attackEvery": 2.6,
  "telegraph": 0.8,
  "attack": {
    "kind": "charge",
    "dashSpeed": 280,
    "dashTime": 0.7,
    "width": 22
  },
  "sharpAttack": {
    "kind": "charge",
    "dashSpeed": 280,
    "dashTime": 0.7,
    "width": 22,
    "layout": "cross"
  },
  "patternEvery": 2.6,
  "patterns": [
    {
      "kind": "fan",
      "count": 7,
      "arc": 1.1,
      "speed": 120,
      "radius": 2.5,
      "damage": 14,
      "bursts": 1,
      "interval": 0.3,
      "telegraph": 0.8,
      "motion": {
        "speed": [
          {
            "at": 0.8,
            "to": 1
          },
          {
            "at": 1.05,
            "to": 0.1
          },
          {
            "at": 1.5,
            "to": -1.15
          }
        ]
      }
    }
  ],
  "sharpPatterns": [
    {
      "kind": "fan",
      "count": 7,
      "arc": 1.1,
      "speed": 130,
      "radius": 2.5,
      "damage": 14,
      "bursts": 1,
      "interval": 0.3,
      "telegraph": 0.8,
      "motion": {
        "speed": [
          {
            "at": 0.85,
            "to": 1
          },
          {
            "at": 1.1,
            "to": 0.1
          },
          {
            "at": 1.55,
            "to": -1.05
          }
        ]
      }
    }
  ],
  "xp": 90
}

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
  • 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)

Code references

  1. sim-BkfBhQfw.js startCurses:1,tierLag:2,wallPests:.6
  2. sim-BkfBhQfw.js n.maxHp[r]=i.hp*t.hpMult*(1+e.loadout.stats.curse)
  3. sim-BkfBhQfw.js s.state[t]=1,s.timer[t]=n.telegraph,s.timer2[t]=n.telegraph,s.tx[t]=r/c,s.ty[t]=i/c
  4. sim-BkfBhQfw.js return e.level.sharpAttacks&&n!==void 0?n:t.attack
  5. run-extras-l2haGSVw.js kind:cross,width:24,ahead:60,behind:68,arm:45,bar:40,wave:.45,harm:.35
  6. run-extras-l2haGSVw.js j.cx=e.player.x[e.me],j.cy=e.player.y[e.me],j.scale=e.cfg.level.areaScale
  7. sim-BkfBhQfw.js return e.level.sharpPatterns&&n!==void 0?n:t.patterns
  8. sim-BkfBhQfw.js return r+(a.to-r)*i
  9. sim-BkfBhQfw.js s=t.launch[n]*(o<0?o*mp.back:o)
  10. i18n-ja-content-DO6GrqHt.js "content.boss.sir-strawman.name":["サー・ストローマン"]