# Boss guide

> How to fight every boss, in the order the bosses arrive. Tips for 13 bosses in tibo.dog, each linked to its full wiki page.

Source page: https://www.tibodog.wiki/guides/bosses · Wiki updated 6 Nov 2026, 03:55 UTC · Game version 75 (`main-CSuyb4iv.js`, data synced 5 Nov 2026, 21:45 UTC)

Breadcrumb: [Main page](/) › [Guides](/guides)

How to fight every boss, in the order the bosses arrive. Every tip below is the same text as on that boss's page, which also has the numbers and sources.

## [amusing](/bosses/amusing) arrives 2:00

- To avoid the hug, keep moving: walking 46 units (the circle's radius plus Tibo's body) takes Tibo about 0.75 s, well inside the 1.65 s before it lands. Dashing is not needed.
- Patterns are aimed where Tibo stood when they started, so walking steadily sideways makes the fan miss. Avoid turning back into the fan's second burst.
- For the double ring, step through a gap in the first ring early. Standing still between the rings tends to put Tibo in the path of the second, offset ring.
- The spiral's shots are weak (4 damage), but there are 24 of them. The shots in each stream spread apart as they travel, so the gaps are widest far from amusing; backing off before the spiral starts makes it easier to slip through.
- On Nightmare the ring stalls near the boss before it speeds up. Leave the stall zone before the shots accelerate instead of trying to weave through them.
- With about 423 HP on Normal, amusing rarely needs a special build. Spending the fight dodging rather than chasing it is usually fine, because it keeps walking towards Tibo.

## [Colorado Queen](/bosses/beetle-queen) arrives 3:00

- Eggs aim at where Tibo was before the warning. Move sideways to avoid their initial path, then leave room for the radial larvae when they hatch.
- Brood are slower than Tibo (46 against 62), so you can kite them. They still add up over a long fight, though, so killing the Queen quickly is the main defence.
- Brood hatch around the Queen. Fighting her from range keeps the fresh brood away from Tibo at first, while weapons that hit an area or pierce ([Stats](/stats#stat-sources)) can clear a brood ring in one go.
- If the Queen is nearly dead when she stops to hatch, finishing her within that 1 s cancels the whole brood.
- Killing her before an egg splits also prevents that egg's larvae.

## [Compost Titan](/bosses/compost-titan) arrives 17:00

- A dash cancels the homing of every spiral shot already in the air. Dashing early in a spiral, once the first volleys are out, turns the rest of their flight into straight lines. Volleys fired after the dash still home.
- At 17:00 the spiral shots are faster than Tibo, so outrunning them does not work. Moving across their path does, because each shot can turn at most 0.8 radians (about 46°) in total.
- Maggots are slower than Tibo (50 against 62) but arrive in rings of 14. Weapons that hit an area or pierce ([Stats](/stats#stat-sources)) keep the numbers down. Kiting the Titan, the slowest boss after [Ketchup Kraken](/bosses/ketchup-kraken), is easy, but every 5 s spent kiting adds another ring.
- Its HP is the main problem. [Bacon Bits](/passives/bacon-bits) and [Boss Buster](/items/boss-buster) raise damage against bosses. If Grater Golem is still alive at 17:00, killing one of the two quickly is usually better than splitting damage.

## [The Deep Freezer](/bosses/deep-freezer) arrives 14:00

- The slam is easy to walk out of at full speed: Tibo needs to cover about 46 units from the centre of the first circle (its radius plus his body), and he does about 56 in 0.9 s. Watch the two random circles so you do not walk into one.
- Keep a dash charge for a slam that follows a cube hit: dashing breaks the freeze rather than waiting for it to expire. The 25% damage reduction is a fallback, not protection from a slam.
- The space straight in front of the Freezer is where the cubes cross. Stepping well to one side of its aim, rather than backing straight away, keeps Tibo out of most paths.
- [Butter Socks](/passives/butter-socks) adds dash charges and shortens the dash cooldown, which helps with the freeze-then-slam combination. [Ghost Pepper](/items/ghost-pepper) extends the protection after a dash.
- With 4030 HP on Normal, it is still worth having a strong single-target or boss-damage source by this point; [Bacon Bits](/passives/bacon-bits) and [Boss Buster](/items/boss-buster) raise damage against bosses. The next boss, [Grater Golem](/bosses/grater-golem), arrives after the ×3 HP step.

## [The Fryer King](/bosses/fryer-king) arrives 8:00

- Leave the splat under Tibo straight away. It reaches about 30 units from its centre once Tibo's own size is counted, which takes about half a second at base move speed. Watch where the other three land so you do not walk into one.
- Walk around puddles rather than dashing through them: the dash does not stop the ticks.
- Puddles last 4 s and a new splash comes every 3.9 s, so the ground around the King is rarely clear. Leading the King into open ground before it splashes makes the next splashes easier to read.
- Near the King, the gaps between ring drops are narrower than Tibo's hit circle plus a drop. They only open further out. A dash (48 units with brief immunity to hits; see [Dash details](/controls#dash-details)) can carry Tibo across both rings of a pair, because they travel about 30 units apart.
- Armor reduces every hit including puddle ticks, so [Starch Plating](/passives/starch-plating) and [Baked Buckler](/items/baked-buckler) help more here than dodge chance, which puddles ignore.

## [Grater Golem](/bosses/grater-golem) arrives 16:00

- Dodge the charge sideways. Getting more than about 21 units off the line takes Tibo about a third of a second, and he has a full second. Running straight away along the line does not work, because the Golem is five times faster than Tibo while dashing.
- Past the far end of the line (288 units) Tibo is safe from the dash. After a charge the Golem has to walk back, which gives Tibo time to attack or collect pickups.
- With 23 swaying shots, the ring's gaps are tight and keep changing near the Golem. A dash through the ring (see [Dash details](/controls#dash-details)) is more reliable than threading a gap.
- Its HP after the ×3 step makes this the first real damage check of a run. [Bacon Bits](/passives/bacon-bits) and [Boss Buster](/items/boss-buster) raise damage against bosses, and [Strategy](/strategy) suggests having a strong single-target source by minute 15.
- [Compost Titan](/bosses/compost-titan) arrives at 17:00, so a slow Golem kill means fighting both at once.

## [The Great Wireworm](/bosses/great-wireworm) arrives 10:00

- The burrow circle stays where Tibo was when the dive began. Any movement takes him out of it long before the 2.2 s are up, so keep walking and do not stop on the mark.
- It surfaces on the mark itself, so getting well clear of the mark keeps its body, and its next fan, at a distance.
- The beetle shots re-aim only once, when they stop. Moving across their new line just after they lunge forward makes them miss, while standing still lets all of them converge on Tibo.
- Weapons cannot hit it underground, so the 4 s it spends on the surface between dives are the time to deal damage.
- It is the fastest boss, but Tibo still outruns it. Kiting in wide circles keeps it from reaching contact range between dives.

## [The Harvester](/bosses/harvester) arrives 20:00

- **Sidestep the charge early.** The direction is locked when the lane appears, so leaving the lane is enough. To be safe, Tibo needs to be about 40 units from the lane's centre line (35 for the hitbox plus his own size). At base speed that is about 0.65 s of the 1 s warning, so start moving as soon as the lane appears. A dash covers 48 units in 0.15 s and clears it on its own (see [dash details](/controls#dash-details)).
- **Stay out of its path after it stops.** The charge always runs the full 418 units, so standing just past where Tibo was is not safe either.
- **Dash after the volleys are fired**, not before. Dashing once the bullets are in the air ends their homing, and they fly straight from then on. With only one dash charge and a 5 s recharge, it may be worth saving the dash for the charge and walking out of the volleys instead. [Butter Socks](/passives/butter-socks) adds dash charges and makes this choice easier.
- **Don't try to slip through a ring while it stalls near the boss.** With 43 bullets per ring at 20:00, the gaps only become wide enough for Tibo once the ring is about 90 units out. Before the ring bursts, either back off or wait for it to pass.
- **Armor is weaker here.** Bosses count as 10 levels higher than the run time against [armor](/stats#armor), so the same armor blocks less of the Harvester's hits than of normal pests'. Avoiding hits matters more than tanking them.
- **For damage**, [Bacon Bits](/passives/bacon-bits) (+12% damage to elites and bosses per level) and [Boss Buster](/items/boss-buster) (+15%) apply to every hit on it. [Inferno Basket](/weapons/inferno-basket) deals double damage to bosses, but its cone is short, so Tibo has to stay close to a boss that hits hard on contact.
- Freeze effects such as [Frozen Fries](/weapons/frozen-fries) don't freeze bosses [sim-BkfBhQfw.js: ``case`freeze`:r||(e.freezeT[t]=Math.max(e.freezeT[t],n.seconds*i))``], and the Harvester has more HP than anything else, so plan to whittle it down while dodging rather than to lock it in place.

## [Ketchup Kraken](/bosses/ketchup-kraken) arrives 18:00

- **Leave the first circle first.** It is always centred on Tibo and strikes first, so moving about 38 units (its radius plus Tibo's size) during the 1.1 s warning avoids it. Check where the other four were marked before picking a direction: one of them may cover the spot Tibo is heading for, and the last one strikes almost half a second later.
- **A dash can't help with puddles.** Puddle damage is ground-hazard damage: dashing and dodge sources such as [Thick Skin](/passives/thick-skin) don't stop it, though [armor](/stats#armor) does. Save the dash for the slams and blobs, and walk around the puddles.
- **Mind the puddle line.** Puddles form in an arc a fixed distance from where the Kraken threw them, in Tibo's direction. Standing close to the Kraken keeps that arc behind Tibo; standing at that distance puts him in it.
- **Run it down with damage bonuses.** At 28600 HP on Normal, with the Harvester due two minutes later, boss-damage bonuses such as [Bacon Bits](/passives/bacon-bits) and [Boss Buster](/items/boss-buster), or [Inferno Basket](/weapons/inferno-basket)'s double damage to bosses, pay off. Its low speed makes close-range weapons safer here than against most late bosses.

## [Late Blight](/bosses/late-blight) arrives 6:00

- **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.

## [Sir Strawman](/bosses/sir-strawman) arrives 7:00

- **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](/items/ghost-pepper)), but with only one charge and a 5 s recharge it is usually better kept for the charge. See [dash details](/controls#dash-details).
- **Boss damage bonuses** such as [Bacon Bits](/passives/bacon-bits) and [Boss Buster](/items/boss-buster) shorten the fight. The 7:00 elite arrives at the same time, so area weapons that hit both are useful.

## [The Mandoline](/bosses/the-mandoline) arrives 12:00

- **Stand between two lines.** Counting Tibo's size, a line hits anything within 17 units of it, so there is a safe strip about 23 units wide between neighbouring lines. From Tibo's spot, the nearest safe place is 17–40 units towards or away from the boss.
- **Or step off the end.** The lines are 360 units long and centred on Tibo's position, so going sideways is slow (about 3 s at base speed). Moving along the boss-to-Tibo direction is much quicker.
- **Pick a strip, then stop.** The three lines are fixed once marked and strike only 0.15 s apart, so it is safer to reach one of the two safe strips and wait there than to keep moving through the lanes.
- **Dodge the spiral early.** The bullets are slowest just after leaving the boss and nearly twice as fast after 0.9 s, so the gaps are easiest to read close in or at the start.
- **Armor helps less from here.** Bosses count as 10 levels higher than the run time against [armor](/stats#armor). Damage bonuses against bosses such as [Bacon Bits](/passives/bacon-bits) and [Boss Buster](/items/boss-buster) cut the number of slice cycles Tibo has to dodge.

## [The Masher](/bosses/the-masher) arrives 4:00

- **Walk out of the circle.** Tibo needs to get about 44 units from the centre of the slam (38 plus his own size). At base speed that takes about 0.7 s of the 1.2 s warning, so a dash is rarely needed.
- **The ring is easy to pass at range.** Twelve bullets leave Tibo-sized gaps once the ring is about 25 units from the Masher. Keep some distance, then step through a gap.
- **On Nightmare, either keep running or stop in a gap.** Counting Tibo's size, the safe gaps are about 34–45 and 73–84 units from where he stood, and he is safe from all three bands beyond about 110. Walking straight out at base speed from the moment the disk appears stays ahead of every band, because each one strikes 0.35 s after the last.
- **For a quick kill**, damage bonuses against bosses such as [Bacon Bits](/passives/bacon-bits) and [Boss Buster](/items/boss-buster) apply to every hit. At 4:00 most builds are still small, though, and the Masher's HP is low enough that ordinary damage usually does the job.

## 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).
- Tips sections of the linked wiki pages; each page lists its own sources
