Weapons
tibo.dog has 93 weapons: 46 base weapons, 44 evolutions and 3 unions. Weapons fire on their own; Tibo holds up to 6 at once. Base weapons level up to level 8 from level-up cards; evolutions and unions replace them (see Evolutions).
Values are the raw numbers from the game's definitions, before Tibo's global stat multipliers, difficulty and time scaling. In play, Tibo's base stats add +1 amount to every weapon except aura, cone, nuke and ring weapons, and make every duration ×1.25 (see Stats). Field names in code are the game's internal names. Attack descriptions such as “Melee slash” are this wiki's summary of the internal attack kind.
Movement and pickup triggers
Not every weapon fires on a cooldown. Gem Sling / Gem Catapult fire on XP gem pickups; Tot Stampede / Tot Cavalry spawn tots every 40 units walked; Spud Fence / Spark Corral plant posts every 60 units. Standing still stops those movement triggers. Tater Twirl / Tater Twister slow to a crawl while still. Tailgate Fries / Tailgate Party keep a one-fry drip while still. Hot Streak / Wildfire Roast gain up to five flames while moving, lose two per hit and lose all on stopping. Mash Snowball / Mash Avalanche grow while moving and release on a hard turn, a stop, or after remaining full. Seed Potato / Potato Patch plant automatically; walk over a plant to harvest it. Locked Gatling / Tater Minigun hold a firing angle through each 2 s burst.
These summaries follow the current simulation, not just the raw cooldown column.[1][2]
Base weapons
| Weapon | Trigger | Attack | Damage | Cooldown (s) | Amount | On hit | Evolves into |
|---|---|---|---|---|---|---|---|
| Dash | pool |
9 | 2.5 | 1 | slow | ||
| Auto | spiral |
9 | 1.6 | 3 | |||
| Auto | cone |
6 | 2.4 | 1 | |||
| Auto | targetShot |
9 | 1.6 | 1 | freeze | ||
| Auto | facingShot |
8 | 0.9 | 1 | |||
| Auto | beam |
22 | 2.4 | 1 | |||
| Auto | turret |
6 | 7 | 1 | |||
| Auto | slash |
18 | 1.6 | 1 | |||
| Auto | targetShot |
14 | 2.2 | 1 | |||
| Auto | pool |
8 | 4 | 1 | |||
| Auto | boomerang |
12 | 2 | 1 | |||
| Auto | guard |
56 | 3 | 1 | |||
| Auto | homing |
7 | 2.6 | 1 | |||
| Dash | beam |
22 | 1.2 | 1 | |||
| Auto | nova |
15 | 3.2 | 1 | |||
| Auto | slash |
18 | 1.5 | 1 | |||
| Auto | slash |
12 | 1 | 1 | |||
| Auto | tether |
5 | 2.5 | 0 | slow | ||
| Auto | rain |
24 | 5 | 6 | |||
| Auto | nuke |
0 | 90 | 1 | |||
| Auto | ring |
8 | 2.4 | 1 | freeze | ||
| Auto | strike |
22 | 2.8 | 3 | |||
| Auto | bouncer |
10 | 2.6 | 1 | |||
| Auto | pool |
8 | 0.2 | 1 | slow | ||
| Auto | homing |
12 | 2 | 3 | |||
| Auto | targetShot |
5 | 0.5 | 1 | |||
| Auto | orbit |
14 | 3 | 2 | |||
| Auto | explosive |
20 | 2.2 | 1 | |||
| Auto | explosive |
14 | 2 | 1 | |||
| Auto | lob |
25 | 2.7 | 1 | |||
| Auto | strike |
18 | 2 | 2 | |||
| Auto | chain |
14 | 1.8 | 1 | |||
| Auto | aura |
5 | 0 | 1 | |||
| Auto | mine |
30 | 2.5 | 1 | |||
| Auto | familiar |
9 | 1 | 1 | |||
| Auto | targetShot |
10 | 1.1 | 1 | |||
| Auto | pool |
3 | 3.2 | 1 | |||
| XP gem pickups | sling |
8 | 0 | 1 | |||
| Automatic; movement builds flames | hotStreak |
45 | 0 | 1 | |||
| Locked-angle bursts | gatling |
6 | 0.14 | 1 | |||
| Movement, then stop or hard turn | snowball |
35 | 0 | 1 | |||
| Automatic planting and manual harvest | seedPotato |
30 | 0 | 1 | |||
| Every 60 units walked | spudFence |
20 | 0 | 1 | |||
| Cooldown; one fry while still | tailgate |
8 | 0.7 | 2 | |||
| Continuous; movement sets pace | twirl |
48 | 0 | 1 | |||
| Every 40 units walked | homing |
16 | 0 | 1 |
Evolutions
Unions
| Weapon | Trigger | Attack | Damage | Cooldown (s) | Amount | On hit | From |
|---|---|---|---|---|---|---|---|
| Auto | familiar |
22 | 0.3 | 4 | |||
| Auto | lob |
84 | 1.8 | 5 | |||
| Auto | strike |
80 | 1.6 | 6 |
Dash weapons
These weapons trigger when Tibo dashes instead of on a cooldown:
Butter Streak,
Julienne Dash,
Ghee Glide,
Waffle Cut.
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 bysim-BkfBhQfw.js; lazy endgame definitions fromendgame-content-CyuS5vbP.jsandcatalog.generated-JnyrtBzy.js - English names and descriptions from
i18n-en-content--0ALgcKX.js
Code references
- sim-BkfBhQfw.js
var Oh={every:40,live:12} - sim-BkfBhQfw.js
let a=Math.min(n.perTick,i.queue);if(a<=0)return!1;