Spud Fence
Spud Fence is a base weapon in tibo.dog. In-game description: “Every 60 units Tibo walks, he plants a starch post. A live arc runs from each post to the one before and zaps pests that cross it. At most four posts stand, and a still Tibo plants none.”
Overview
Spud Fence is a base weapon that turns Tibo's path into an electric fence. Every 60 units he moves, he drops a starch post where he stands, and a live arc joins each new post to the previous one. Pests that touch an arc take damage; the posts themselves do nothing on their own. Because posts only appear while Tibo moves, the fence always trails behind him.
At base move speed (62 units per second, see Stats) Tibo plants about one post per second. At level 1 up to four posts stand, so the fence is a chain of three arcs, roughly 180 units long when he walks in a straight line. At level 8, with GPU owned at any level, it evolves into Spark Corral on the next chest.
How it works
- Planting. The walk counter adds Tibo's movement each tick (at most 12 units per tick) and plants a post every 60 units (
every). Standing still plants nothing, but posts already down keep zapping until they expire. - Post limit. The number of posts is
live(4) plus the weapon's extra Amount, clamped between 2 and 8. In practice that is 4 posts at levels 1–7, 5 at level 8, plus one per point of Amount from passives. When a new post would go over the limit, the oldest one is removed.[1] - Post lifetime. Each post lasts the weapon's Duration, but never less than 0.5 s (
minLife). Duration includes Tibo's base +25% (see Stats), so posts last 5 s at level 1 and 7.5 s at level 8.[2] - Arcs. A new post links to the previous one only if it is 1–90 units away (
maxSpan). A post planted further away starts a new, unconnected stretch of fence. - Arc width. An arc hits pests within half of
arcWidth× Area of the line (12 units at Area 1), plus the pest's own radius. - Hit rate. A pest touching an arc is zapped at most once every 0.2 s (
zapSec). The timer is shared by all arcs of the weapon, so a pest touching two arcs at once is not hit twice as often.[3] At level 1 that is 20 damage five times a second for as long as the pest stays on the wire.
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 walking right for 8 s past 12 pests held at fixed points on his path): a pest touching the wire was zapped every 0.2 s (12 ticks), for 20 at level 1 and 50 at level 8. All three seeds gave the same figures.
Tips
- 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 heat, because it does not use the weapon cooldown timer.
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.
Level progression
Each level-up adds the listed change to the weapon's raw values. Totals are cumulative.
| Level | Change | Damage | Amount | Area | Duration (s) |
|---|---|---|---|---|---|
| 1 | Acquired | 20 | 1 | 1 | 4 |
| 2 | +8 damage | 28 | 1 | 1 | 4 |
| 3 | +1 duration | 28 | 1 | 1 | 5 |
| 4 | +0.25 area | 28 | 1 | 1.25 | 5 |
| 5 | +10 damage | 38 | 1 | 1.25 | 5 |
| 6 | +1 duration | 38 | 1 | 1.25 | 6 |
| 7 | +12 damage | 50 | 1 | 1.25 | 6 |
| 8 | +1 amount | 50 | 2 | 1.25 | 6 |
Base values
| Stat | Level 1 |
|---|---|
| Damage | 20 |
| Cooldown (s) | 0 |
| Amount | 1 |
| Area | 1 |
| Speed | 0 |
| Duration (s) | 4 |
| Pierce | 99 |
| Knockback | 1 |
| Interval (s) | 0.1 |
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 |
bigUpdate |
variant.kind |
spudFence |
variant.rule.every |
60 |
variant.rule.live |
4 |
variant.rule.arcWidth |
24 |
variant.rule.zapSec |
0.2 |
variant.rule.maxSpan |
90 |
variant.rule.minLife |
0.5 |
Obtaining
- Offered as a card on level-up (offer weight 75).
Evolution
| Result | Requires | Type |
|---|---|---|
| Evolution |
Names in other languages
Verified: the name the game shows when another language is selected in Settings, from its translation files.[4] See Languages.
Show names in 26 languages
| Language | Code | Name |
|---|---|---|
| 简体中文 · Simplified Chinese | zh-CN |
土豆围栏 |
| 繁體中文 · Traditional Chinese (Taiwan) | zh-TW |
馬鈴薯圍欄 |
| 日本語 · Japanese | ja |
ポテト電柵 |
| 한국어 · Korean | ko |
감자 울타리 |
| Español · Spanish | es |
Valla de papas |
| हिन्दी · Hindi | hi |
आलू बाड़ |
| Deutsch · German | de |
Knollenzaun |
| Français · French | fr |
Clôture patate |
| Português (Brasil) · Brazilian Portuguese | pt |
Cerca-batata |
| Türkçe · Turkish | tr |
Patates Çiti |
| Bahasa Indonesia · Indonesian | id |
Pagar Kentang |
| Русский · Russian | ru |
Картофельный забор |
| Bahasa Melayu · Malay | ms |
Pagar Ubi |
| Filipino | fil |
Bakod ng Patatas |
| मराठी · Marathi | mr |
बटाटा कुंपण |
| Tiếng Việt · Vietnamese | vi |
Hàng Rào Khoai |
| తెలుగు · Telugu | te |
ఆలూ కంచె |
| தமிழ் · Tamil | ta |
உருளை வேலி |
| বাংলা · Bengali | bn |
আলুর বেড়া |
| ไทย · Thai | th |
รั้วมันฝรั่ง |
| Hausa | ha |
Shingen Dankali |
| Naijá · Nigerian Pidgin | pcm |
Potato Fence |
| العربية · Arabic | ar |
سياج البطاطس |
| فارسی · Persian | fa |
حصار سیبزمینی |
| עברית · Hebrew | he |
גדר תפודים |
| اردو · Urdu | ur |
آلو باڑ |
Data
Show raw game data
{
"id": "spud-fence",
"tier": "base",
"base": {
"damage": 20,
"cooldown": 0,
"amount": 1,
"area": 1,
"speed": 0,
"duration": 4,
"pierce": 99,
"knockback": 1,
"interval": 0.1
},
"levels": [
{
"damage": 8
},
{
"duration": 1
},
{
"area": 0.25
},
{
"damage": 10
},
{
"duration": 1
},
{
"damage": 12
},
{
"amount": 1
}
],
"weight": 75,
"behavior": {
"kind": "bigUpdate",
"variant": {
"kind": "spudFence",
"rule": {
"every": 60,
"live": 4,
"arcWidth": 24,
"zapSec": 0.2,
"maxSpan": 90,
"minLife": 0.5
}
}
}
}
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 - Names in other languages from the 26
i18n-<code>-contentfiles ofmain-CSuyb4iv.js(data/i18n-names.json)
Code references
- sim-BkfBhQfw.js
let r=n.amount-1-e.cfg.player.baseAmount;return Math.min(8,Math.max(2,t.live+r)) - sim-BkfBhQfw.js
r.end[a]=e.time+Math.max(t.minLife,n.duration) - sim-BkfBhQfw.js
if(e.tick-h.hitStamp[g]<o)continue;h.hitStamp[g]=e.tick; - i18n-ja-content-DO6GrqHt.js
"content.weapon.spud-fence.name":["ポテト電柵"]