# Weapon guide

> How to get the most out of every weapon, evolution and union. Tips for 93 weapons in tibo.dog, each linked to its full wiki page.

Source page: https://www.tibodog.wiki/guides/weapons · 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 get the most out of every weapon, evolution and union. Every tip below is the same text as on that weapon's page, which also has the numbers and sources.

## [Butter Streak](/weapons/butter-streak)

- Damage depends on dash frequency more than on the 2.5 s cooldown. Dash charges and dash cooldown from [Butter Socks](/passives/butter-socks) mean more strips.
- Dashing through or along a crowd puts the strip under the pests, and the slow keeps them in it. Dashing straight away from a chasing group leaves the strip between you and them.
- Projectile-count passives do nothing for this weapon; area and duration help it.

## [Chip Shuriken](/weapons/chip-shuriken)

- Close to Tibo the chips are tightly packed, and they spread out as the ring grows. Pests next to Tibo are the most likely to be hit.
- Extra projectiles from passives add chips to every ring, which is the main way the weapon scales.

## [Deep Fryer](/weapons/deep-fryer)

- Area adds both reach and width of coverage, and duration lengthens every spray, so those stats help Deep Fryer more than projectile count.
- The short reach means it works best when pests are close. It pairs well with slows that keep them in the cone.

## [Frozen Fries](/weapons/frozen-fries)

- The freeze is crowd control, not boss control. Against a [boss](/bosses) it is just a projectile.
- Pierce makes the freeze spread through a line of pests, which matters more than raw damage early on.

## [Fry Knives](/weapons/fry-knives)

- Steer with movement. Walking toward a group, or turning to face it before stopping, points the knives at it.
- Pests coming from behind are not covered; pair Fry Knives with a weapon that hits around Tibo.

## [Fry Lance](/weapons/fry-lance)

- Lances are strongest against pests that line up, such as a column chasing Tibo. Moving so the crowd is directly behind the nearest pest puts more of it on the line.
- Only the first lance of a volley aims at the target; the others go 20° or more off to the sides, so the extra lances are most useful against wide groups.

## [Fry Cook Sentry](/weapons/fry-sentry)

- Turrets do not follow Tibo. They work best when you fight near one spot, for example while you hold a chokepoint or wait out a boss. When you kite in long lines, you leave them behind.
- Duration raises turret uptime directly. [Slow Cooker](/passives/slow-cooker) and [Chives](/passives/chives) (cooldown) both shrink the gap between drops early on.

## [Frying Pan](/weapons/frying-pan)

- The pan does the most for runs that face many shooters: one swing can turn a spread of bullets into piercing shots that fly back toward the pests that fired them.
- Because the second swing goes behind Tibo, the pan also covers his back.
- Starch Plating is also the catalyst for [Hash Bulwark](/weapons/hash-bulwark), so it can be worth taking with a [Hash Brown Shield](/weapons/hash-brown-shield) build.

## [Grab Bag](/weapons/grab-bag)

- Grab Bag's damage per hit is the same whatever it copies, so its value comes from variety: crowd attacks such as pools and novas, and single-target shots, all hit at Grab Bag's damage.
- Amount bonuses add more random picks per volley, so [Sprouting Eyes](/passives/sprouting-eyes) helps it now and is also its evolution catalyst.

## [Gravy Boat](/weapons/gravy-boat)

- Because the range is short, the boat is a close-defence weapon. It does nothing while Tibo is clear of pests, and it starts its cooldown only once it has actually fired.
- Area raises the pool radius directly, so [Big Bowl](/passives/big-bowl) makes each pool cover more of the crowd.

## [Hash Boomerang](/weapons/hash-boomerang)

- Its reach is short, so it hits hardest close to Tibo. Pests that crowd him get hit on both passes.
- Sour Cream raises crit damage, which only pays off with crit chance. [Hot Sauce](/passives/hot-sauce) is the passive that adds crit chance.

## [Hash Brown Shield](/weapons/hash-brown-shield)

- The shield is strongest against many small hits. Early pests and bullets often deal 20 or less, so each hash brown cancels a whole hit. Late hits get through for most of their damage.
- Starch Plating (armor) is the catalyst and also stacks well with it: the soak comes off first, then armor reduces what is left. Starch Plating is also the catalyst for [Cast Iron](/weapons/cast-iron).

## [Hot Potato](/weapons/hot-potato)

- Level 3 and level 7 each add a potato, and four levels add pierce, so most upgrades raise the number of pests each volley touches.
- Hops need pests within 90 units of each other, so Hot Potato does its best work in packed crowds. Against a lone target, the potato hits once and then flies on until it finds another pest or its timer runs out.

## [Julienne Dash](/weapons/julienne-dash)

- Dash through pests rather than away from them: the cut only covers the dash path and 40 units past it.
- [Butter Socks](/passives/butter-socks) adds dash charges and shortens the dash cooldown (see [Controls](/controls) for dash basics), so it means more cuts as well as unlocking the evolution.
- When you are not dashing, walking away from a crowd points the backward cut at the pests chasing Tibo.

## [Mash Wave](/weapons/mash-wave)

- Area upgrades on the weapon (levels 3 and 7) and from passives make the ring wider. Since [Big Bowl](/passives/big-bowl) adds Area and is also the catalyst, it is a natural pick with this weapon.
- The knockback pushes pests out of the ring, which gives Tibo room in a crowd. It also moves pests away from melee weapons such as the [Peeler](/weapons/peeler).

## [Mezzaluna](/weapons/mezzaluna)

- At full HP Mezzaluna does 20% less than its listed damage. It only beats the listed number once Tibo is below about 86% HP.
- Healing works against the bonus, so the weapon rewards playing at low HP. [Rotten Spud](/passives/rotten-spud), the catalyst, adds [curse](/curse), which makes pests stronger and more numerous, so the evolution is a risky build.

## [Peeler](/weapons/peeler)

- The peels mostly add reach: they deal a little damage once to pests outside the slash boxes. Most of the damage comes from the slashes.
- The slash boxes are wide but short (20 units tall at level 1), so pests directly above or below Tibo are easy to miss. Area upgrades (levels 4 and 6) make the boxes taller as well as wider.

## [Potato Battery](/weapons/potato-battery)

- The pinned pest stops where it is clipped, at least 50 units away when possible. Moving so that other pests walk across the wire gets more out of each zap.
- Running far away snaps the wire early (past 170 units). That discharges sooner but cuts the zapping short.
- Other weapons can wear the clipped pest down to 1 HP, and the discharge then finishes it when the wire lets go.

## [Potato Rain](/weapons/potato-rain)

- Potatoes fall around where Tibo was standing when the shower was called. It works best when pests are closing in on you, and you should not expect it to hit pests that are chasing you from far behind.
- The spread does not grow with [Big Bowl](/passives/big-bowl) until area is above 1.25, so early area bonuses mostly make each potato's blast bigger rather than covering more ground.

## [Reset Button](/weapons/reset-button)

- Every level-up of Reset Button is an immediate screen clear, which can get you out of a swarm. The kills give no XP, though, and gems on the ground are likely to be erased, so it slows your levelling.
- Luck raises the chance that pickups survive the reset. Each level of [Four-Eyed Spud](/passives/four-eyed-spud), which is also the evolution catalyst, adds 5 percentage points to the save chance.

## [Root Cellar](/weapons/root-cellar)

- The ring catches pests as they walk in towards Tibo, and the freeze holds them at the band's edge for a moment. That gives other area weapons time to hit them before they reach you.
- Its damage is low until the last levels, so treat it mainly as crowd control.

## [Root Spikes](/weapons/root-spikes)

- Extra spikes are only useful when enough pests are close to Tibo. It does nothing against pests that are far away.
- The blasts are small, so slower pests that walk in a straight line are the easiest to hit.

## [Rösti Disc](/weapons/rosti-disc)

- The discs cover the whole area around Tibo without aiming. That makes Rösti Disc good at clearing pests that surround him and poor at focusing a single target such as a boss.

## [Salt Line](/weapons/salt-line)

- Salt Line hits pests that follow Tibo's path. Walking in loops or circling a group drags pests across the salt again and again.
- A faster Tibo spreads the patches further apart and leaves a longer trail. [Spud Sneakers](/passives/spud-sneakers) adds move speed and is also the evolution catalyst.

## [Seeker Sprouts](/weapons/seeker-sprouts)

- Sprouts leave in Tibo's facing direction, so walking toward a pack gets them to it fastest. Running away sends them off backwards first.
- The level 5 and level 8 upgrades (+1 sprout each) and the cooldown cuts at levels 5 and 7 add the most volume. [Pierce](/stats) bonuses matter more after level 7, once each sprout can hit two pests.

## [Small Fry](/weapons/small-fry)

- The bonus depends on kills, not on time held, so picking it up early gives it more of the run to reach the 240-kill cap.
- Early on its hits are weak, so many of its kills will be finishing blows on pests other weapons have already damaged. Those count in full, because only the killing blow matters.

## [Sprout Satellites](/weapons/sprout-satellites)

- Because of the shared hit timer, more sprouts mean more coverage around the ring rather than more damage on one pest. A single target takes at most 2.5 hits per second from this weapon.
- Pests standing closer to Tibo than the orbit, or farther out, are not touched. The ring works best on pests walking in toward Tibo, since they have to cross it.

## [Spud Cannon](/weapons/spud-cannon)

- The blast covers everything around the target, so the shell does the most against packed groups. The pest closest to Tibo, which is the one it aims at, takes the most damage.
- Spudzooka and Spud Artillery both build on this weapon. If both are ready at the same chest, the game asks “Evolve or unite?” (see [Chests](/chests)). A union only needs one partner to be a max-level base weapon, so a Spudzooka can still unite later with a level 8 Spud Lob. [sim-BkfBhQfw.js: `return Nl(n)||Nl(r)?[n,r]:void 0`]

## [Spud Dice](/weapons/spud-dice)

- Averaged over the six faces, a die's damage multiplier is about 1.2 (0.25, four faces at 1, and 3). A split die adds two full-damage dice on top. Expect variety from this weapon rather than a steady single-target damage dealer.
- The gold face works best on pests the blast can kill outright, such as crowds of weak pests.

## [Spud Lob](/weapons/spud-lob)

- The potatoes always cover a column above and below Tibo, not the direction he faces. Lining up so pests are directly north or south of him gets the most out of each throw.

## [Starch Bolt](/weapons/starch-bolt)

- Because targets are random, Starch Bolt is better at thinning a crowd than at focusing a boss. With a single enemy in range only one strike lands per cast.
- [Sprouting Eyes](/passives/sprouting-eyes) is worth picking early: it adds strikes now and is the catalyst you need for Thunder Tuber later.

## [Starch Chain](/weapons/starch-chain)

- Starch Chain does most of its work when pests are packed within 70 units of each other. Against spread-out enemies the chain ends early.
- Pierce bonuses are worth more here than on most weapons, because each point is a whole extra target per arc.

## [Steam Vent](/weapons/steam-vent)

- Steam Vent rewards staying close to enemies, so defensive passives such as [Starch Plating](/passives/starch-plating) (armor) or [Thick Skin](/passives/thick-skin) (dodge) help it, since you will be taking contact hits while it works.
- If Steam Vent is a main damage source, area ([Big Bowl](/passives/big-bowl)) and damage ([Butter Pat](/passives/butter-pat)) do more for it than cooldown or extra projectiles.

## [Tater Mines](/weapons/tater-mines)

- Mines only work where pests walk. Kiting in a loop, so that the crowd following Tibo crosses the spots where mines were dropped, gets the most out of them.
- Because a mine blasts a wider area than its trigger, the explosion usually catches the pests bunched up behind the first one.

## [Tater Tot Pup](/weapons/tater-pup)

- Pups never need aiming and never run out, which makes Tater Tot Pup a steady single-target weapon. Its short 150-unit range means it does little against enemies that keep their distance.
- Amount is especially valuable here: every extra projectile is a whole extra pup with its own fire timer.

## [Tot Toss](/weapons/tot-toss)

- With several tots per throw, the spread helps hit pests that are lined up behind or beside the nearest one, so extra amount still pays off in a crowd.
- [Chives](/passives/chives) shortens Tot Toss's cooldown now and is the catalyst for Tot Gatling later, so it is a natural pick alongside this weapon.

## [Whisk Vortex](/weapons/whisk-vortex)

- Whisk Vortex is idle when no pest is within 130 units, and its damage per hit is low. It is most useful for holding a crowd in place for weapons that hit an area.
- Area raises both the whirlpool's size and its pull radius. That makes [Big Bowl](/passives/big-bowl), the catalyst, a good fit even before the evolution.
- The pull does not move bosses, so do not count on it to keep a boss in place.

## [Big Fry](/weapons/big-fry)

- Against one tough target such as a [boss](/bosses), the shared re-hit timer caps Big Fry at 2 hits per second, however many fries it fires. Its strength is long lines of pests, where every fry passes through all of them.
- Kill bonuses carry over, so a Small Fry with many kills makes a stronger Big Fry from the start. The damage cap is reached long before the size cap.

## [Bottomless Sack](/weapons/bottomless-sack)

- Every pick counts as one more attack, so amount bonuses scale the Sack quickly: each extra Amount adds another two random attacks per volley.

## [Cast Iron](/weapons/cast-iron)

- Homing swats are the main change from the pan: you don't need to be lined up with the shooter for a swatted bullet to hit something.
- Cast Iron and [Hash Bulwark](/weapons/hash-bulwark) share the Starch Plating catalyst, so one passive slot can serve both evolutions.

## [Cold Storage](/weapons/cold-storage)

- A pest walking in towards Tibo takes a 110-damage hit and a freeze as soon as it touches the band, unless the ring hit it within the last second. This makes Cold Storage a strong defence against swarms.
- Weapons with high knockback can push frozen pests out of the band and out of the freeze lock.

## [Eternal Sprouts](/weapons/eternal-sprouts)

- Once the evolution is done, Slow Cooker has nothing more to do for this weapon, though it still lengthens other weapons' durations.
- The ring sits at a fixed distance. Pests that get inside it, right up against Tibo, are out of reach, so staying on the move and making pests walk through the ring gets the most out of it.

## [Factory Reset](/weapons/factory-reset)

- Each activation kills a screen of pests and their drops land on the ground. Moving through the area afterwards with a large pickup range ([Potato Magnet](/passives/potato-magnet)) collects that XP quickly.

## [Ghee Glide](/weapons/ghee-glide)

- Walking along a strip you just laid keeps the 15% speed bonus, which helps when kiting.
- Spud Sneakers is also the catalyst for [Railfry](/weapons/railfry), so one copy can serve both evolutions if you carry [Fry Lance](/weapons/fry-lance) too.

## [Golden Harvest](/weapons/golden-harvest)

- Golden Fry raises gold gain, and it stays in your build after the evolution, so each extra coin from Golden Harvest is worth more.

## [Gratin Arc](/weapons/gratin-arc)

- Keep levelling Hot Sauce after the evolution: its crit chance stacks with the arc's flat +25%.
- Extra pierce turns into extra jumps here too, and extra amount adds whole arcs.

## [Gravy Flood](/weapons/gravy-flood)

- Tibo's base move speed is 62, so the pools trail well behind him when he runs. If you circle around a spot, the pools gather under him and the pests chasing him.

## [Hash Bulwark](/weapons/hash-bulwark)

- Each burst both damages and freezes the crowd that just hit Tibo, which gives him a moment to step away.
- Starch Plating stays useful after the evolution: armor reduces whatever damage gets past the 30 soak.

## [Hashnado](/weapons/hashnado)

- The fan of 5 short-range throws clears crowds around Tibo well, but it does little to far-off targets.
- Sour Cream is the catalyst. Crit damage pays off with crit chance from [Hot Sauce](/passives/hot-sauce) or the [Hot Pepper](/items/hot-pepper) item.

## [Inferno Basket](/weapons/inferno-basket)

- With the ×2 elite multiplier and Bacon Bits, Inferno Basket is a strong pick against elites and [bosses](/bosses) if you can stay within about 100 units of them.
- Area and duration remain its best stats; projectile count still does nothing.

## [Kettle Cyclone](/weapons/kettle-cyclone)

- GPU's heat applies to Kettle Cyclone like any weapon: firing builds heat, and at full heat weapons fire at half speed for 3 s (see [GPU](/passives/gpu)). Keep GPU levelling, since each level raises the heat cap and cooling rate.
- GPU's +1 projectile per level adds a chip to every ring.

## [Landmine Harvest](/weapons/landmine-harvest)

- The gold bonus only counts when the mine lands the killing blow, so Landmine Harvest earns the most gold when it is clearing weak pests rather than finishing off enemies your other weapons already hurt.
- Its catalyst, Rotten Spud, raises [curse](/curse): tougher, faster and more numerous enemies, but more XP and gold. More pests walking into mines suits this weapon.

## [Loaded Dice](/weapons/loaded-dice)

- Duds become rare (under 3%) and the big 6 face comes up almost a third of the time, so Loaded Dice is much more consistent than Spud Dice. Averaged over all rolls, the damage multiplier from faces and pairs works out to about 1.8× per throw (split extras not counted).

## [Mandoline Fury](/weapons/mandoline-fury)

- The healing scales with how many pests are in the boxes, so standing in a crowd pays off. [Gravy Heart](/passives/gravy-heart) raises max HP, which gives the healing more room to work.
- The boxes are 54 units tall, so the Peeler's weak spot above and below Tibo is much smaller here.

## [Mashquake](/weapons/mashquake)

- The clumps travel past the edge of the ring, so they reach pests outside its 144-unit radius.
- The slow keeps pests inside the next ring and in the path of the clumps a little longer.

## [Moon Cleaver](/weapons/moon-cleaver)

- Two of the three chops face the way Tibo faces, so turn toward the larger group.
- Before Damage bonuses, the cleaver deals 96 per chop at full HP, 204 at half HP and 312 near 0 HP. Low-HP play pays off much more here than on the base Mezzaluna.

## [Overgrowth](/weapons/overgrowth)

- Shards fan out forward from the pest that was hit, so they do the most in dense crowds where something is behind the first target.
- Extra [pierce](/stats) adds one more hit per sprout, and each extra hit also makes two more shards.

## [Permafrost Fries](/weapons/permafrost-fries)

- With 5 fries per volley, most of the volley hits already-frozen targets, so expect close to double damage against groups of ordinary pests and elites.
- Against bosses neither the freeze nor the shatter bonus applies; it deals its plain 48 per hit.

## [Pressure Cooker](/weapons/pressure-cooker)

- The heal scales with how many pests are in the cloud, so Pressure Cooker heals most when you are surrounded and nothing when the area is clear. [Root Network](/passives/root-network)'s regeneration (+0.25 HP per second per level) covers the quiet moments.
- Area bonuses grow both the damage zone and the number of enemies that count toward the heal.

## [Railfry](/weapons/railfry)

- Spud Sneakers is also the catalyst for [Ghee Glide](/weapons/ghee-glide), so one copy can unlock both if you carry [Butter Streak](/weapons/butter-streak) too.

## [Rösti Storm](/weapons/rosti-storm)

- The explosions hit pests at the edge of the play area as they walk in towards Tibo. Pair Rösti Storm with a weapon that covers the space close to him.

## [Sack of Russets](/weapons/sack-of-russets)

- Against one tough target the shared timer caps the sack at 2 hits per second, however many potatoes pass through it. It does its best work on crowds that fill the wide column above and below Tibo.
- Spud Artillery also uses this arc. Sack of Russets still counts as Spud Lob for that union, so a level 8 [Spud Cannon](/weapons/spud-cannon) can later unite with it into [Spud Artillery](/weapons/spud-artillery), freeing a weapon slot.

## [Salt Flats](/weapons/salt-flats)

- The push and slow together make the trail work as a wall. Circling a crowd leaves a ring of salt that damages pests and holds them back as they try to cross.
- Spud Sneakers levels make Tibo faster, so the trail covers more ground.

## [Spicy Hot Potato](/weapons/spicy-hot-potato)

- One volley can produce up to 9 blasts (3 potatoes plus 2 copies each). That makes the weapon best in dense waves, where the copies find new pests to hop to right away.
- Pierce bonuses help twice, since the copies also get the extra hops.

## [Spud Grid](/weapons/spud-grid)

- In boss fights, one wire stays on the boss and zaps every pest between it and Tibo. Keeping the boss within 200 units keeps the wire up for the full duration.
- The discharge has a small, fixed radius (18 units, not scaled by Area). Its 1,120 damage mostly finishes off the clipped pest and anything bunched right next to it.

## [Spudzooka](/weapons/spudzooka)

- The cluster ring makes the danger zone about 1.7 times as wide as the main blast, so it is at its best against large spread-out crowds.
- Spudzooka still counts as Spud Cannon for the [Spud Artillery](/weapons/spud-artillery) union. Uniting it with a level 8 [Spud Lob](/weapons/spud-lob) replaces it with Spud Artillery and frees a weapon slot.

## [Stand Mixer](/weapons/stand-mixer)

- The slam lands after the full 3.1 s of pulling, when the whirlpool holds the most pests. Area makes both the whirlpool and the slam radius larger.
- Extra amount from passives or items adds more whirlpools, and each one slams when it ends.

## [Taproot Eruption](/weapons/taproot-eruption)

- The knockback scatters pests away from where the roots land. That buys time when you are surrounded, but it can also push pests out of reach of short-range weapons such as [Root Cellar](/weapons/root-cellar).

## [Thousand Fries](/weapons/thousand-fries)

- Salt Shaker's projectile speed bonus also extends how far each knife reaches within its 1.2 s lifetime.
- As with Fry Knives, the weapon only covers the direction Tibo faces.

## [Thunder Tuber](/weapons/thunder-tuber)

- Thunder Tuber shines against dense waves, where all 9 strikes find targets and the 24-unit blasts overlap. Against a lone boss most of the cast is wasted, so keep a focused weapon for boss fights.

## [Tot Gatling](/weapons/tot-gatling)

- Extra amount from [Sprouting Eyes](/passives/sprouting-eyes), [GPU](/passives/gpu) or [Extra Eye](/items/extra-eye) lowers Tot Gatling's damage. If it is your main weapon, think twice before taking amount for another weapon.
- A little cooldown reduction helps (Chives level 1 already reaches the 17.1 tots per second ceiling); beyond that, damage and pierce are better investments.
- Pierce 2 lets the stream cut through pests that step in front of the target, which makes it a good boss and elite weapon.

## [Waffle Cut](/weapons/waffle-cut)

- The repeat cuts stay where the dash started, so dashing through a crowd leaves a cross that keeps cutting the pests that chase Tibo into it.
- Extra dash charges from [Butter Socks](/passives/butter-socks) mean more crosses, and the crosses can overlap.

## [Fry Brigade](/weapons/fry-brigade)

- Turrets stay where they were planted, so moving around a lot spreads them over a wide area, while staying near one spot stacks them.
- The union frees a slot, but you need both partner weapons at level 8 (or one evolved) first; see [Evolutions](/evolutions#unions) for the exact rule.

## [Spud Artillery](/weapons/spud-artillery)

- Area raises both the sideways spread and the blast radius; projectile speed raises the arc.

## [Starch Supercell](/weapons/starch-supercell)

- In a dense crowd one volley can reach 6 strike targets plus up to 18 chain jumps. Against a lone pest it is a single 80-damage strike every 1.6 s.
- Area widens the strike circles but not the chain range.

## [Gem Sling](/weapons/gem-sling)

- Gem Sling's damage depends on how many gems you collect. [Potato Magnet](/passives/potato-magnet) and other pickup-range bonuses pull in more gems per second, so the catalyst helps the sling before the evolution too.
- Since wedges fly where Tibo faces, walking towards a crowd while collecting gems aims the sling at it.

## [Hot Streak](/weapons/hot-streak)

- Keep moving. Stopping for a single tick costs every flame, while a hit costs only two.
- [Thick Skin](/passives/thick-skin), the catalyst, raises dodge chance. Dodged hits do not cost flames, so it protects the streak as well as Tibo.
- Area multiplies the whole radius, flames included, so area bonuses work well with this weapon.

## [Locked Gatling](/weapons/locked-gatling)

- The lock is taken once per burst. If Tibo walks past the target or the crowd shifts, the rest of the burst keeps going the original way. Strafing sideways across the locked angle sweeps the stream over a wide line of pests.
- Cooldown bonuses shorten the time between tots within a burst. They do not change the 2 s burst length or the 0.35 s pause.

## [Mash Snowball](/weapons/mash-snowball)

- Run in straight lines, then stop or double back next to a crowd. A sharp turn launches the ball the way you were running, back across the ground you just covered.
- Area raises the ball's maximum size, and with it damage, roll distance, the width of its path and the splatter radius. Area bonuses work especially well with this weapon.
- Short movements that never reach radius 9 never release a ball. Constant small dodging can leave it doing nothing.

## [Seed Potato](/weapons/seed-potato)

- Wait for stage 3 (2.4 s after landing) before walking over a plant. A stage 3 harvest deals 4 times the damage of a stage 1 harvest over a larger radius. The plant also zaps harder while it grows.
- Do not leave plants to time out. The 8 s self-burst deals only 0.6× damage, less than even a stage 1 harvest.
- Luck adds gold to stage 3 harvests. Duration bonuses make the plants ripen sooner.
- With a large pickup range the harvest reach (up to 34) is more than the 30-unit minimum throw. A seed thrown at a pest right next to Tibo can then be harvested at stage 1 the moment it lands. Step away from the plant if you want it to ripen.

## [Spud Fence](/weapons/spud-fence)

- Walk circles or zig-zags around a crowd instead of running straight away from it; a straight line leaves the fence behind the pests chasing you, while loops drag arcs back through them.
- Spud Fence is not fired on a cooldown, so cooldown reduction does nothing for it. Amount and Duration are the stats that make the fence longer.
- Spud Fence never adds or reacts to [GPU](/passives/gpu) heat, because it does not use the weapon cooldown timer.

## [Tailgate Fries](/weapons/tailgate-fries)

- The weapon rewards kiting: keep moving away from the crowd so the fries go into it. Facing a group head-on points the fries away from it.
- Extra Amount only adds fries to the moving volley; the still drip stays at one fry, so it pays off only if you keep moving.

## [Tater Twirl](/weapons/tater-twirl)

- Keep moving. A still Tibo gets about an eighth of the hits, and move-speed bonuses raise both spin and hit rate up to double.
- A dash moves Tibo 48 units in 9 ticks, several times walking speed, so it briefly pushes the wheels to their maximum pace.
- Damage, Amount and Area are the stats that matter; the spin also gets a small boost from projectile speed. The weapon has no cooldown, so cooldown reduction does nothing for it.

## [Tot Stampede](/weapons/tot-stampede)

- The tots come out behind Tibo, so pests chasing him are the closest targets. Running away from a crowd sends the tots straight into it.
- Because the trigger is distance, move-speed bonuses mean more tots per second; cooldown reduction does nothing for this weapon.

## [Gem Catapult](/weapons/gem-catapult)

- Damage still depends on how many gems Tibo collects. Pickup range and XP drops matter as much as damage bonuses.
- Extra amount multiplies the number of wedges per gem, so amount bonuses work well with this weapon.

## [Mash Avalanche](/weapons/mash-avalanche)

- The first contact triggers the split, so the full-size, full-damage ball usually hits only the first pests in its path. The rest of the crowd takes the 70% balls and their splatters.
- Area still raises the ball's size cap, and with it the damage of the original ball and the three smaller ones.

## [Potato Patch](/weapons/potato-patch)

- With three or more plants out, a good rhythm is to toss them, move on while they ripen for 2.4 s, then walk back over them for stage 3 harvests.
- Plants left alone still self-burst after 8 s for only 0.6× damage, so harvest the ones you can reach.

## [Spark Corral](/weapons/spark-corral)

- With up to 8 posts you can walk a full loop around a group and close the fence on them; pests inside then cross an arc whichever way they move.
- Despite the GPU recipe, the fence ignores GPU heat: it neither builds heat nor slows down when the GPU throttles other weapons.

## [Tailgate Party](/weapons/tailgate-party)

- Pierce 2 means each fry can hit three pests in a line, which suits the tight queue of pests that forms behind a running Tibo.
- Butter Pat stays in your passives after the evolution, and its damage bonus keeps applying to every fry.

## [Tater Minigun](/weapons/tater-minigun)

- Each lane is a full stream of tots, so amount bonuses scale this weapon directly.
- As with the base weapon, you can sweep the locked stream across a crowd by moving sideways to the firing angle.

## [Tater Twister](/weapons/tater-twister)

- Move-speed bonuses are the main way to speed it up, since they raise the pace (up to double) and with it both spin and hit rate.
- The wheels only reach about 41 units out, so consider pairing it with a ranged weapon for pests that keep their distance.

## [Tot Cavalry](/weapons/tot-cavalry)

- The catalyst fits the weapon: [Butter Socks](/passives/butter-socks) gives extra dash charges and a shorter dash cooldown, and each 48-unit dash counts towards the 40-unit walk trigger like normal movement.
- Each point of Pierce bonus lets every tot hit one more pest before it bursts.

## [Wildfire Roast](/weapons/wildfire-roast)

- Almost all of the gain over Hot Streak depends on keeping flames lit. Without flames it is slightly weaker than the max-level base weapon.
- Thick Skin stays useful after the evolution because dodged hits do not put out flames.

## 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
