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Mashquake

Mashquake is an evolution in tibo.dog. In-game description: “Mash rolls out in waves that slow what they hit. Each wave flings clumps of mash across the field.”

Overview

Mashquake is the evolution of Mash Wave. Get Mash Wave to level 8 while you own Big Bowl, then open a chest.

Every 2.2 s it sends 3 rings (2 plus Tibo's built-in +1 amount, see Stats), 0.3 s apart. Each ring rolls out to 144 units (90 × its 1.6 Area) at 180 units/s and hits each pest once for 20 damage with knockback 2.5. Pests hit are slowed by 40% (to 60% speed) for 1 s × Duration. Each ring also flings 6 clumps of mash in an even circle, so a volley throws 18 clumps.

How it works

  • The rings work like Mash Wave's: each stays centred where Tibo was when it was released, its edge band is 12 × √Area + 6 units deep, and it hits each pest once.
  • The slow uses the game's slow status, which multiplies speed by 1 − factor. A factor of 0.4 is a 40% slow.[1]
  • Clumps. The 6 clumps start at Tibo and fly outward in a full circle (spread π on each side), starting from a different angle each time. Each deals the full wave damage (damageMult 1), passes through every pest, and flies at 90 units/s for 1.4 s × Duration. Clumps that hit one pest share a 0.3 s cooldown per weapon (rehit).[2]

Measured in the headless sim (tools/play.mjs, build 41 main-B2gf34bA.js, Standard, Normal, god mode, seeds s1, s2 and s3; the seeded starting weapon removed, the weapon given with give, spawning stopped after 4 s of play and the pests already on the field held at fixed spots with 10⁹ HP; Tibo standing still, facing right, with 8 pests in a line 20 to 90 units to his right): every 2.2 s it released 3 rings 0.3 s apart and 18 clumps, the clumps with a 1.75 s lifetime; each hit slowed the pest by 40% for 1.25 s. All three seeds gave the same figures.

Tips

  • 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.

Stats

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.

Evolutions have no level-ups in the game data; they use these fixed raw values.

Stat Value
Damage 20
Cooldown (s) 2.2
Amount 2
Area 1.6
Speed 180
Duration (s) 0
Pierce 0
Knockback 2.5
Interval (s) 0.3

Behaviour parameters

Raw parameters of the attack (behavior), copied from the game definition. What they do in play is explained under How it works above.

Parameter Value
kind nova
size 90
thickness 12
onHit.kind slow
onHit.factor 0.4
onHit.seconds 1
fling.count 6
fling.size 5
fling.speed 90
fling.life 1.4
fling.damageMult 1
fling.spread 3.142
fling.rehit 0.3

Obtaining

Names in other languages

Verified: the name the game shows when another language is selected in Settings, from its translation files.[3] See Languages.

Show names in 26 languages
Language Code Name
简体中文 · Simplified Chinese zh-CN 土豆泥地震
繁體中文 · Traditional Chinese (Taiwan) zh-TW 薯泥地震
日本語 · Japanese ja マッシュクエイク
한국어 · Korean ko 매시퀘이크
Español · Spanish es Purémoto
हिन्दी · Hindi hi मैशकंप
Deutsch · German de Püreebeben
Français · French fr Séisme de purée
Português (Brasil) · Brazilian Portuguese pt Purêmoto
Türkçe · Turkish tr Püre Depremi
Bahasa Indonesia · Indonesian id Gempa Pure
Русский · Russian ru Пюретрясение
Bahasa Melayu · Malay ms Gempa Lecek
Filipino fil Lindol ng Mash
मराठी · Marathi mr मॅशकंप
Tiếng Việt · Vietnamese vi Địa Chấn Khoai
తెలుగు · Telugu te మ్యాష్ భూకంపం
தமிழ் · Tamil ta மசியல் பூகம்பம்
বাংলা · Bengali bn ভর্তাকম্প
ไทย · Thai th มันบดสะเทือน
Hausa ha Girgizar Dankali
Naijá · Nigerian Pidgin pcm Mashquake
العربية · Arabic ar زلزال الهريس
فارسی · Persian fa پوره‌لرزه
עברית · Hebrew he רעידת פירה
اردو · Urdu ur بھرتا بھونچال

Data

Show raw game data
{
  "id": "mashquake",
  "tier": "evolved",
  "base": {
    "damage": 20,
    "cooldown": 2.2,
    "amount": 2,
    "area": 1.6,
    "speed": 180,
    "duration": 0,
    "pierce": 0,
    "knockback": 2.5,
    "interval": 0.3
  },
  "behavior": {
    "kind": "nova",
    "size": 90,
    "thickness": 12,
    "onHit": {
      "kind": "slow",
      "factor": 0.4,
      "seconds": 1
    },
    "fling": {
      "count": 6,
      "size": 5,
      "speed": 90,
      "life": 1.4,
      "damageMult": 1,
      "spread": 3.141592653589793,
      "rehit": 0.3
    }
  },
  "from": "mash-wave",
  "catalyst": "big-bowl"
}

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
  • 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 let l=t.slowT[i]>0?1-t.slowF[i]:1
  2. sim-BkfBhQfw.js return!(e.tick-r.hitStamp[i]<e.projectiles.rehit[t]||(r.hitStamp[i]=e.tick,0))
  3. i18n-ja-content-DO6GrqHt.js "content.weapon.mashquake.name":["マッシュクエイク"]