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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
Spark Corral Spud Fence (max level) + GPU 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 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 r=n.amount-1-e.cfg.player.baseAmount;return Math.min(8,Math.max(2,t.live+r))
  2. sim-BkfBhQfw.js r.end[a]=e.time+Math.max(t.minLife,n.duration)
  3. sim-BkfBhQfw.js if(e.tick-h.hitStamp[g]<o)continue;h.hitStamp[g]=e.tick;
  4. i18n-ja-content-DO6GrqHt.js "content.weapon.spud-fence.name":["ポテト電柵"]