# Quick tips

> One-line tibo.dog tips for every boss, biome, enemy, event, weapon, passive, item and dog, each linked to its wiki page.

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

The short version: the first tip from each wiki page, one line each. Follow a link for the full advice and the numbers behind it, or read the [Guides](/guides).

## Bosses

- **[amusing](/bosses/amusing)**: 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.
- **[Colorado Queen](/bosses/beetle-queen)**: Eggs aim at where Tibo was before the warning.
- **[Compost Titan](/bosses/compost-titan)**: A dash cancels the homing of every spiral shot already in the air.
- **[The Deep Freezer](/bosses/deep-freezer)**: 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.
- **[The Fryer King](/bosses/fryer-king)**: Leave the splat under Tibo straight away.
- **[Grater Golem](/bosses/grater-golem)**: Dodge the charge sideways.
- **[The Great Wireworm](/bosses/great-wireworm)**: The burrow circle stays where Tibo was when the dive began.
- **[The Harvester](/bosses/harvester)**: Sidestep the charge early.
- **[Ketchup Kraken](/bosses/ketchup-kraken)**: Leave the first circle first.
- **[Late Blight](/bosses/late-blight)**: Leave the centre pool at once.
- **[Sir Strawman](/bosses/sir-strawman)**: Step sideways off the lane.
- **[The Mandoline](/bosses/the-mandoline)**: Stand between two lines.
- **[The Masher](/bosses/the-masher)**: Walk out of the circle.

More in the [boss guide](/guides/bosses).

## Biomes

- **[Chip Canyons](/biomes/chip-canyons)**: With no hazard, this is a comfortable place to fight.
- **[Coin Laundromat](/biomes/coin-laundromat)**: Use the 20 s of Loose Change to sweep up coins: walk through dropped gold, or save a magnet pickup for it, before the timer runs out.
- **[Compost Caves](/biomes/compost-caves)**: The caves pay well in both gold and XP, and the late pests (Moles and Mud Golems) are slow tanks.
- **[Crop Circle](/biomes/crop-circle)**: Crop Circle is the best place in the game to earn XP: the highest XP multiplier and no hazard.
- **[Frozen-Fries Tundra](/biomes/frozen-tundra)**: On frost Tibo walks at about 43 units per second at base speed.
- **[Fry-Oil Desert](/biomes/fry-oil-desert)**: Fight next to the pools, not in them.
- **[Fry Palace Drive-Thru](/biomes/fry-palace)**: The gulls only cross the screen once and do not turn, so you can step out of their band instead of fighting them.
- **[Gutterball Lanes](/biomes/gutterball-lanes)**: On a patch Tibo walks at about 37 units per second at base speed, slower than Crumb Ants (46) and Field Rats (50).
- **[Ketchup Bog](/biomes/ketchup-bog)**: The puddles are dense (up to four per chunk), so plan your kiting route around them.
- **[Mash Swamp](/biomes/mash-swamp)**: At base speed Tibo walks at 62 units per second, or about 34 in the mash.
- **[Peel Forest](/biomes/peel-forest)**: The brambles are small and do little damage, so they matter mostly when you are low on HP or cornered.
- **[Potato Field](/biomes/potato-field)**: The start area has no hazards and only basic points of interest.

More in the [biome survival guide](/guides/biomes).

## Enemies

- **[Aphid](/enemies/aphid)**: Aphids arrive while enemy damage is at its lowest: on Normal the damage multiplier is about ×0.22 at the start and ×0.35 at 5:00 (see [Enemy scaling](/enemy-scaling)), so a touch costs Tibo about 1 HP or less before armor.
- **[Beetle Brood](/enemies/beetle-brood)**: Because the brood hatch next to the Queen, staying at range keeps each new batch at a distance.
- **[Blight Spore](/enemies/blight-spore)**: A ring of six spreads out as it travels, so the gaps are widest far from the spore.
- **[Bog Slime](/enemies/bog-slime)**: At speed 26 a Bog Slime cannot keep up with a walking Tibo, so it is easy to kite slimes into a clump for area weapons.
- **[Bog Toad](/enemies/bog-toad)**: Step sideways during the half-second windup.
- **[Bowling Ball](/enemies/bowling-ball)**: A charge runs 156 units and starts within 120, so it ends at least 36 units past where Tibo stood.
- **[Bowling Pin](/enemies/bowling-pin)**: Pins come mixed with Crumb Ants, which are faster (46) but have only 6 HP.
- **[Cave Grub](/enemies/cave-grub)**: Grubs take about three times as much damage to kill as the [Compost Maggots](/enemies/compost-maggot) that make up the caves' tier-1 spawns.
- **[Compost Maggot](/enemies/compost-maggot)**: Maggots are slow and weak, so the early caves are a comfortable place to collect XP.
- **[Crumb Ant](/enemies/crumb-ant)**: Ants reach Tibo well before their slower biome partners (Oil Drips and Bowling Pins move at 30).
- **[Dumpster Raccoon](/enemies/dumpster-raccoon)**: Sidestep during the windup.
- **[Field Crow](/enemies/field-crow)**: Because crows walk at 40, they recover the distance after a missed dive faster than slower chargers do.
- **[Field Rat](/enemies/field-rat)**: Outrunning rats takes a long time: at base speed Tibo gains only 12 units per second on them, and less once [curse](/curse) or overtime speeds pests up.
- **[Frost Flea](/enemies/frost-flea)**: Fleas move at about two-thirds of Tibo's base speed.
- **[Fry Fly](/enemies/fry-fly)**: At 54 against Tibo's base 62, Fry Flies are hard to shake off, and in the desert they tend to reach Tibo ahead of the rest of a wave.
- **[Garden Slug](/enemies/garden-slug)**: At about a third of Tibo's base speed, slugs pose little threat to a Tibo who keeps moving.
- **[Golden Scarab](/enemies/golden-scarab)**: Tibo's base speed of 62 beats the scarab's 40, so a straight chase closes the gap by about 22 units per second.
- **[Grease Fiend](/enemies/grease-fiend)**: Its body is large: the dash connects if its path passes within 14 units of Tibo's centre (radius 9 + Tibo's 6, less 1).
- **[Gull Flock](/enemies/gull-flock)**: The band is sparse.
- **[Harvest Mouse](/enemies/harvest-mouse)**: Plan for the rats as part of the kill.
- **[Hay Bale](/enemies/hay-bale)**: Simply walk out.
- **[Ice Imp](/enemies/ice-imp)**: The fan is locked in when the wind-up starts, so moving sideways during and after the wind-up usually takes Tibo out of it.
- **[Ketchup Drop](/enemies/ketchup-drop)**: At speed 30 it is less than half Tibo's base speed of 62, so it only becomes a problem in numbers.
- **[Lint Bunny](/enemies/lint-bunny)**: It is frail, so its threat is numbers rather than any single bunny.
- **[Little Grey](/enemies/little-grey)**: It is frail; its threat is numbers.
- **[Lost Saucer](/enemies/lost-saucer)**: Many fast hits beat a few big ones, because each hit rolls separately for its 2-gold coin.
- **[Maggot](/enemies/maggot-swarm)**: Maggots pay almost nothing, so they are best treated as an obstacle rather than an XP source.
- **[Mole](/enemies/mole)**: It is easy to outwalk, and the danger is getting boxed in by a slow wall of them.
- **[Mud Golem](/enemies/mud-golem)**: Its base speed of 28 is far below Tibo's 62.
- **[Oil Drip](/enemies/oil-drip)**: At speed 30 it is less than half Tibo's base speed of 62.
- **[Parking Lot Gull](/enemies/parking-gull)**: Its speed means it catches up with a retreating Tibo sooner than other tier-1 pests, but at 7 HP it is the easiest of them to kill.
- **[Potato Beetle](/enemies/potato-beetle)**: On its own it is not dangerous.
- **[Reset Zombie](/enemies/reset-zombie)**: At speed 21 it is about a third of Tibo's base speed, so it only catches Tibo when he is boxed in.
- **[Sand Crab](/enemies/sand-crab)**: The dash direction is fixed at the start of the wind-up, so stepping sideways during the 0.5 s pause makes it miss.
- **[Sizzle Imp](/enemies/sizzle-imp)**: Killing it before it gets within 18 units is the cleanest answer: 30 HP is low, and you keep the XP.
- **[Snow Mold](/enemies/snow-mold)**: Weapons that hit an area or pierce clean up the pieces well, because they appear together right where the mold died.
- **[Sock Pile](/enemies/sock-pile)**: Each pile turns into three more pests, so killing piles at a distance gives the bunnies time to be caught by area weapons before they reach Tibo.
- **[Spittlebug](/enemies/spittlebug)**: Move across the pair's path and leave room for the orbit around it; the bubbles no longer stay on a single straight line.
- **[Sprout Mite](/enemies/sprout-mite)**: With 8 base HP (about 5 at the start of a Normal run, after the ×0.65 [pest HP](/enemy-scaling) multiplier), most weapons kill it in one or two hits.
- **[Fry Fly Swarm](/enemies/swarm-fly)**: The band is about 240 units wide and every fly holds its course, so moving across its path, not away from it, gets Tibo out fastest.
- **[Tomato Leech](/enemies/tomato-leech)**: It has the same HP and damage as the [Potato Beetle](/enemies/potato-beetle) and is slightly faster.
- **[Wireworm Larva](/enemies/wireworm-larva)**: Treat it like the Potato Beetle beside it.

More in the [enemy field guide](/guides/enemies).

## Events

- **[Ring of Hay Bales](/events/bale-ring)**: The ring closes on a fixed point, so walking out through a gap takes it out of play.
- **[Fry Fly Swarm](/events/fly-swarm)**: The flies don't steer, so moving sideways to their path gets Tibo out of the band.
- **[Golden Scarab](/events/golden-scarab)**: Chase it right away.
- **[Harvest Moon](/events/harvest-moon)**: The window is a good moment to collect coins you left lying around.
- **[Loose Change](/events/loose-change)**: Walking in starts the timer, so you choose when it happens.
- **[Lost Saucer](/events/lost-saucer)**: The event starts as soon as Tibo crosses the edge, so the clock is running from the moment you enter.
- **[Lunch Rush](/events/lunch-rush)**: Stepping sideways to the flight path clears the band.
- **[Strike](/events/strike)**: Because the dash direction is fixed when the windup starts, a step sideways during the 0.5-second pause makes the ball miss.

More in the [event guide](/guides/events).

## Weapons

- **[Butter Streak](/weapons/butter-streak)**: Damage depends on dash frequency more than on the 2.5 s cooldown.
- **[Chip Shuriken](/weapons/chip-shuriken)**: Close to Tibo the chips are tightly packed, and they spread out as the ring grows.
- **[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.
- **[Frozen Fries](/weapons/frozen-fries)**: The freeze is crowd control, not boss control.
- **[Fry Knives](/weapons/fry-knives)**: Steer with movement.
- **[Fry Lance](/weapons/fry-lance)**: Lances are strongest against pests that line up, such as a column chasing Tibo.
- **[Fry Cook Sentry](/weapons/fry-sentry)**: Turrets do not follow Tibo.
- **[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.
- **[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.
- **[Gravy Boat](/weapons/gravy-boat)**: Because the range is short, the boat is a close-defence weapon.
- **[Hash Boomerang](/weapons/hash-boomerang)**: Its reach is short, so it hits hardest close to Tibo.
- **[Hash Brown Shield](/weapons/hash-brown-shield)**: The shield is strongest against many small hits.
- **[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.
- **[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.
- **[Mash Wave](/weapons/mash-wave)**: Area upgrades on the weapon (levels 3 and 7) and from passives make the ring wider.
- **[Mezzaluna](/weapons/mezzaluna)**: At full HP Mezzaluna does 20% less than its listed damage.
- **[Peeler](/weapons/peeler)**: The peels mostly add reach: they deal a little damage once to pests outside the slash boxes.
- **[Potato Battery](/weapons/potato-battery)**: The pinned pest stops where it is clipped, at least 50 units away when possible.
- **[Potato Rain](/weapons/potato-rain)**: Potatoes fall around where Tibo was standing when the shower was called.
- **[Reset Button](/weapons/reset-button)**: Every level-up of Reset Button is an immediate screen clear, which can get you out of a swarm.
- **[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.
- **[Root Spikes](/weapons/root-spikes)**: Extra spikes are only useful when enough pests are close to Tibo.
- **[Rösti Disc](/weapons/rosti-disc)**: The discs cover the whole area around Tibo without aiming.
- **[Salt Line](/weapons/salt-line)**: Salt Line hits pests that follow Tibo's path.
- **[Seeker Sprouts](/weapons/seeker-sprouts)**: Sprouts leave in Tibo's facing direction, so walking toward a pack gets them to it fastest.
- **[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.
- **[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.
- **[Spud Cannon](/weapons/spud-cannon)**: The blast covers everything around the target, so the shell does the most against packed groups.
- **[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).
- **[Spud Lob](/weapons/spud-lob)**: The potatoes always cover a column above and below Tibo, not the direction he faces.
- **[Starch Bolt](/weapons/starch-bolt)**: Because targets are random, Starch Bolt is better at thinning a crowd than at focusing a boss.
- **[Starch Chain](/weapons/starch-chain)**: Starch Chain does most of its work when pests are packed within 70 units of each other.
- **[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.
- **[Tater Mines](/weapons/tater-mines)**: Mines only work where pests walk.
- **[Tater Tot Pup](/weapons/tater-pup)**: Pups never need aiming and never run out, which makes Tater Tot Pup a steady single-target weapon.
- **[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.
- **[Whisk Vortex](/weapons/whisk-vortex)**: Whisk Vortex is idle when no pest is within 130 units, and its damage per hit is low.
- **[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.
- **[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.
- **[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.
- **[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.
- **[Factory Reset](/weapons/factory-reset)**: Each activation kills a screen of pests and their drops land on the ground.
- **[Ghee Glide](/weapons/ghee-glide)**: Walking along a strip you just laid keeps the 15% speed bonus, which helps when kiting.
- **[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%.
- **[Gravy Flood](/weapons/gravy-flood)**: Tibo's base move speed is 62, so the pools trail well behind him when he runs.
- **[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.
- **[Hashnado](/weapons/hashnado)**: The fan of 5 short-range throws clears crowds around Tibo well, but it does little to far-off targets.
- **[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.
- **[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)).
- **[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.
- **[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.
- **[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.
- **[Mashquake](/weapons/mashquake)**: The clumps travel past the edge of the ring, so they reach pests outside its 144-unit radius.
- **[Moon Cleaver](/weapons/moon-cleaver)**: Two of the three chops face the way Tibo faces, so turn toward the larger group.
- **[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.
- **[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.
- **[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.
- **[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.
- **[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.
- **[Salt Flats](/weapons/salt-flats)**: The push and slow together make the trail work as a wall.
- **[Spicy Hot Potato](/weapons/spicy-hot-potato)**: One volley can produce up to 9 blasts (3 potatoes plus 2 copies each).
- **[Spud Grid](/weapons/spud-grid)**: In boss fights, one wire stays on the boss and zaps every pest between it and Tibo.
- **[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.
- **[Stand Mixer](/weapons/stand-mixer)**: The slam lands after the full 3.1 s of pulling, when the whirlpool holds the most pests.
- **[Taproot Eruption](/weapons/taproot-eruption)**: The knockback scatters pests away from where the roots land.
- **[Thousand Fries](/weapons/thousand-fries)**: Salt Shaker's projectile speed bonus also extends how far each knife reaches within its 1.2 s lifetime.
- **[Thunder Tuber](/weapons/thunder-tuber)**: Thunder Tuber shines against dense waves, where all 9 strikes find targets and the 24-unit blasts overlap.
- **[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.
- **[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.
- **[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.
- **[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.
- **[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.
- **[Hot Streak](/weapons/hot-streak)**: Keep moving.
- **[Locked Gatling](/weapons/locked-gatling)**: The lock is taken once per burst.
- **[Mash Snowball](/weapons/mash-snowball)**: Run in straight lines, then stop or double back next to a crowd.
- **[Seed Potato](/weapons/seed-potato)**: Wait for stage 3 (2.4 s after landing) before walking over a plant.
- **[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.
- **[Tailgate Fries](/weapons/tailgate-fries)**: The weapon rewards kiting: keep moving away from the crowd so the fries go into it.
- **[Tater Twirl](/weapons/tater-twirl)**: Keep moving.
- **[Tot Stampede](/weapons/tot-stampede)**: The tots come out behind Tibo, so pests chasing him are the closest targets.
- **[Gem Catapult](/weapons/gem-catapult)**: Damage still depends on how many gems Tibo collects.
- **[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.
- **[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.
- **[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.
- **[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.
- **[Tater Minigun](/weapons/tater-minigun)**: Each lane is a full stream of tots, so amount bonuses scale this weapon directly.
- **[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.
- **[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.
- **[Wildfire Roast](/weapons/wildfire-roast)**: Almost all of the gain over Hot Streak depends on keeping flames lit.

More in the [weapon guide](/guides/weapons).

## Passives

- **[Bacon Bits](/passives/bacon-bits)**: Boss HP is multiplied ×3 from 16:00, ×4 from 18:00 and ×6 from 20:00 (see [Bosses](/bosses#boss-hp)).
- **[Big Bowl](/passives/big-bowl)**: Magma Croquette needs Big Bowl at level 5 and a Spicy Croquette in hand when you open a chest (see [Evolutions](/evolutions#item-evolutions)).
- **[Butter Pat](/passives/butter-pat)**: Because damage bonuses add up, each level of Butter Pat is a slightly smaller relative gain than the one before: level 1 is +10% over no bonus, while level 5 is about +7% over level 4.
- **[Butter Socks](/passives/butter-socks)**: [Julienne Dash](/weapons/julienne-dash) and its evolution Waffle Cut attack on each dash, so extra charges mean more attacks in a burst.
- **[Chives](/passives/chives)**: The fire-rate gain grows with each level: going from 28% to 35% reduction is a bigger relative speed-up than going from 0% to 7%.
- **[Fertilizer](/passives/fertilizer)**: XP gain pays off over the rest of the run, so it is worth more the earlier you take it.
- **[Four-Eyed Spud](/passives/four-eyed-spud)**: Take Four-Eyed Spud for Loaded Dice or All-Seeing Spud, not to improve the dice themselves.
- **[Golden Fry](/passives/golden-fry)**: Gold only helps if you spend it.
- **[GPU](/passives/gpu)**: Cooling of 2.6–2.8 per second keeps pace with two weapons that fire constantly, but not with three.
- **[Gravy Heart](/passives/gravy-heart)**: Gravy Heart scales healing that is a share of max HP, such as a revive's 50% max HP (see [Stats](/stats#healing-and-revives)).
- **[Hot Sauce](/passives/hot-sauce)**: With a ×2 crit multiplier, a 23.1% crit chance raises average damage by 23.1%.
- **[Masher Grip](/passives/masher-grip)**: Knockback is defensive: pests pushed away take longer to reach Tibo.
- **[Potato Magnet](/passives/potato-magnet)**: [Gem Sling](/weapons/gem-sling) and Gem Catapult fire a wedge for each XP gem Tibo picks up, so a wider pickup range keeps them firing while Tibo stays away from the crowd.
- **[Root Network](/passives/root-network)**: Enemy damage grows over the run (see [Enemy scaling](/enemy-scaling)) while recovery stays the same, so Root Network matters most early.
- **[Rotten Spud](/passives/rotten-spud)**: A bigger crowd should also mean more kills and so more XP gems, on top of the higher XP multiplier.
- **[Salt Shaker](/passives/salt-shaker)**: The bonus multiplies each weapon's own speed, so weapons with a base speed of 0 gain nothing.
- **[Slow Cooker](/passives/slow-cooker)**: Duration is most useful for weapons whose effect lasts a set time, such as ground pools and orbits, and for freezing or burning builds.
- **[Sour Cream](/passives/sour-cream)**: Take Sour Cream after you have a real crit chance, usually from Hot Sauce.
- **[Sprouting Eyes](/passives/sprouting-eyes)**: Levels 2 and 4 add nothing by themselves.
- **[Spud Sneakers](/passives/spud-sneakers)**: Several weapons work off distance walked, so walking faster makes them fire more often: [Tot Stampede](/weapons/tot-stampede) every 40 units and [Spud Fence](/weapons/spud-fence) every 60 units.
- **[Starch Plating](/passives/starch-plating)**: Armor is strongest early.
- **[Thick Skin](/passives/thick-skin)**: Hot Streak and Wildfire Roast lose two flames each time Tibo is hit (“A hit puts out two flames”).

More in the [passive guide](/guides/passives).

## Items

- **[Baked Buckler](/items/baked-buckler)**: One Buckler is worth the most early in a run, when attacker levels are low.
- **[Boom Spud](/items/boom-spud)**: 20 damage is enough to finish most early pests, but pest HP grows over the run (about 3.4× by 20:00 on Normal, see [Enemy scaling](/enemy-scaling)).
- **[Boss Buster](/items/boss-buster)**: Elites always drop a chest and bosses are the main thing between Tibo and the 20:00 mark ([Chests](/chests), [Bosses](/bosses)).
- **[Chive Charm](/items/chive-charm)**: Maxed Chives and GPU together give 45% cooldown reduction, so you would need five more Chive Charms to reach the 60% cap.
- **[Coal-Baked Spud](/items/coal-baked-spud)**: It suits weapons that hit hard and not very often.
- **[Compost Tea](/items/compost-tea)**: XP gain pays off over time.
- **[Copper Spoon](/items/copper-spoon)**: A bigger pickup range lets Tibo collect XP without walking into the crowd.
- **[Coupon Book](/items/coupon-book)**: Coupon Book pays off when you plan to spend a lot of gold.
- **[Crit Chip](/items/crit-chip)**: Crit Chip does nothing without crit chance.
- **[Cursed Crown](/items/cursed-crown)**: +30% damage equals three levels of [Butter Pat](/passives/butter-pat) and takes no passive slot.
- **[Extra Eye](/items/extra-eye)**: An extra projectile is a large boost for weapons that fire one or two projectiles per volley, and it applies to every eligible weapon at once.
- **[Freezer Burn](/items/freezer-burn)**: You need a steady freeze source first: [Frozen Fries](/weapons/frozen-fries), [Root Cellar](/weapons/root-cellar), [Hash Bulwark](/weapons/hash-bulwark), [Cold Storage](/weapons/cold-storage) or [Permafrost Fries](/weapons/permafrost-fries).
- **[Ghost Pepper](/items/ghost-pepper)**: The base dash has a 5 s cooldown and a single charge. [Butter Socks](/passives/butter-socks) adds charges and shortens the cooldown, so it gives Ghost Pepper many more windows to work with.
- **[Ghost Skin](/items/ghost-skin)**: Unlike armor, dodge does not lose value as enemies level up over the run.
- **[Golden Gravy](/items/golden-gravy)**: Gold buys [Potato Crates](/points-of-interest#potato-crate), [Fry Cart](/points-of-interest#fry-cart) items and [Tater Slots](/points-of-interest#tater-slots) spins, which all give more items.
- **[Heavy Russet](/items/heavy-russet)**: Because the bonus comes in rare large hits, it is best against high-HP targets such as elites and bosses, where the full 15× counts.
- **[Hot Pepper](/items/hot-pepper)**: On its own, Hot Pepper is a small bonus.
- **[Lucky Peel](/items/lucky-peel)**: One peel changes little.
- **[Penny Spud](/items/penny-spud)**: Gold buys [Potato Crates](/points-of-interest#potato-crate), [Fry Cart](/points-of-interest#fry-cart) items and [Tater Slots](/points-of-interest#tater-slots) spins.
- **[Philosopher's Potato](/items/philosophers-potato)**: It has no weakness and suits any build.
- **[Pickle Jar](/items/pickle-jar)**: One level of [Root Network](/passives/root-network) gives 0.25 recovery, as much as two and a half jars.
- **[Porcupine Spud](/items/porcupine-spud)**: The fries scale with run time, so the item gets stronger late without any investment.
- **[Salt Crystal](/items/salt-crystal)**: One crystal is a small boost.
- **[Second Spud](/items/second-spud)**: On Hard it is the only way to get a revive, which makes it much more valuable there than on Easy.
- **[Sharp Peeler](/items/sharp-peeler)**: It is worth most with weapons that fire single-target shots with low pierce, such as [Fry Knives](/weapons/fry-knives) or [Tot Toss](/weapons/tot-toss), and with dense crowds.
- **[Spicy Croquette](/items/spicy-croquette)**: Copies are not wasted when it evolves: every Spicy Croquette you hold becomes a Magma Croquette.
- **[Spud Muffin](/items/spud-muffin)**: Max HP makes healing from [Pickle Jar](/items/pickle-jar), [Vampire Tot](/items/vampire-tot) and snacks more useful, since they are all capped at max HP.
- **[Starch Sock](/items/starch-sock)**: Extra speed helps you get around enemies, reach points of interest and outrun slow pests.
- **[Static Tot](/items/static-tot)**: It needs other enemies nearby, so it is strongest against crowds and weak against a lone boss.
- **[Thorny Jacket](/items/thorny-jacket)**: On its own, 8 flat damage falls behind enemy HP within minutes (see [Enemy scaling](/enemy-scaling)).
- **[Time Tuber](/items/time-tuber)**: It pairs with weapons whose damage depends on how long their effect stays out, and with burn items such as [Magma Croquette](/items/magma-croquette).
- **[Vampire Tot](/items/vampire-tot)**: It is weakest early, when kills are slow, and best late in big crowds.
- **[Wandering Eyes](/items/wandering-eyes)**: Builds that kill large crowds trigger it most.
- **[Wide Ladle](/items/wide-ladle)**: Area is most useful for weapons that hit everything in a zone, such as auras, pools and novas.
- **[All-Seeing Spud](/items/all-seeing-spud)**: Eyes from one kill can kill more enemies and trigger more eyes, so it snowballs best in dense crowds.
- **[Bonfire Spud](/items/bonfire-spud)**: Hot Sauce stays in your build after the evolution.
- **[Fry Volcano](/items/fry-volcano)**: Starch Plating at level 5 gives 100 armor, so a Fry Volcano build takes less damage per hit while still triggering on every hit that gets through.
- **[Glacier Spud](/items/glacier-spud)**: With Slow Cooker maxed, the duration multiplier is 1.75 (1 + 0.5 + the base 0.25), so the freeze lasts about 2.6 s and the slow 3.5 s even with no other duration sources.
- **[Kaboom Spud](/items/kaboom-spud)**: Curse multiplies enemy HP ([Curse](/curse)), so the curse from Rotten Spud also makes every Kaboom blast bigger.
- **[Magma Croquette](/items/magma-croquette)**: Bigger single hits make bigger blasts and burns, so it pairs well with crit and damage bonuses.
- **[Meteor Russet](/items/meteor-russet)**: Meteor Russet turns Heavy Russet's single-target hits into area damage, so it helps against crowds as well as bosses.
- **[Storm Tot](/items/storm-tot)**: The thunderclaps make it much better than Static Tot in tight crowds, where each clap hits several enemies.

More in the [item guide](/guides/items).

## Dogs

- **[Scout](/dogs/beagle)**: Treat Scout as a luck dog that also scouts, not as a gold dog.
- **[Moss](/dogs/collie)**: The circle is small: 46 units is only slightly more than Tibo's base 40-unit pickup range.
- **[Waffles](/dogs/corgi)**: Frozen pests take double damage from [Permafrost Fries](/weapons/permafrost-fries) (`shatter` 2), and the check only asks whether the pest is frozen, not who froze it.
- **[Frank](/dogs/dachshund)**: Frank is the only dog that produces rerolls.
- **[Zoom](/dogs/greyhound)**: Zoom averages 7.5 damage per second at level 1 and about 46 at level 5, before Tibo's damage multiplier.
- **[Zelda](/dogs/pomchi)**: Zelda is an elite killer.
- **[Link](/dogs/pomeranian)**: Fluff blocks a hit regardless of its size, so it is worth most against boss attacks and other heavy hits.
- **[Biscuit](/dogs/retriever)**: Tibo's base pickup range is 40 units, so even a level 1 fetch reaches three times as far.
- **[Barrel](/dogs/saint-bernard)**: The heal is a flat amount, so it matters less as max HP grows.
- **[Pip](/dogs/terrier)**: Pip is the strongest single-target dog.
- **[Zelda & Link](/dogs/zelda-and-link)**: One pack slot for both legendaries is the main gain: it leaves two slots for other dogs.

More in the [dog guide](/guides/dogs).

## 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
