# Spud Grid

> Spud Grid is an evolution in tibo.dog. Clips three live wires at once. Each wire zaps harder and bursts when it lets go.

Source page: https://www.tibodog.wiki/weapons/spud-grid · Wiki updated 6 Nov 2026, 03:43 UTC · Game version 75 (`main-CSuyb4iv.js`, data synced 5 Nov 2026, 21:45 UTC)

Breadcrumb: [Main page](/) › [Weapons](/weapons)

| Spud Grid | |
|---|---|
| Type | Evolution |
| Trigger | Automatic (cooldown) |
| Attack | Tether between Tibo and enemies (`tether`) |
| On hit | Slows (−50% speed, 0.3 s) |
| Damage | 80 |
| Cooldown (s) | 1.5 |
| Amount | 2 |
| Area | 1.5 |
| Speed | 0 |
| Duration (s) | 5 |
| Pierce | 0 |
| Knockback | 0 |
| Interval (s) | 0 |
| Evolves from | [Potato Battery](/weapons/potato-battery) (level 8) + [Root Network](/passives/root-network) |

**Spud Grid** is an evolution in tibo.dog. In-game description: “Clips three live wires at once. Each wire zaps harder and bursts when it lets go.”

## Overview

Spud Grid is the evolution of [Potato Battery](/weapons/potato-battery). Get Potato Battery to level 8 while you own [Root Network](/passives/root-network), then open a [chest](/chests).

It clips 3 wires at once (2 plus Tibo's built-in +1 amount, see [Stats](/stats)) to pests within 140 units. Each wire zaps everything it touches every 0.2 s for 80 damage and a 50% slow. When it lets go it discharges for 14× damage, 1,120, around the clipped pest. Unlike the battery, Spud Grid **clips bosses**: if a boss is in range and not already clipped, a wire goes to the nearest boss first.

## How it works

- Wires work as on [Potato Battery](/weapons/potato-battery): clipped pests are slowed by 85% and held at 1 HP or more until the wire lets go. The wire lasts 5 s × Duration or snaps when its target is more than 200 units from Tibo, then discharges in an 18-unit radius. The 1.5 s cooldown starts only after all three wires are gone.
- **Bosses.** Each wire first looks for the nearest unclipped boss in range, then falls back to the battery's rule: the nearest pest at least 60 units away, otherwise the farthest in range. [sim-BkfBhQfw.js: `!0===r.clipsBosses&&g<f&&!Ql(e,a)&&(f=g,d=a)`]
- A clipped boss is not pinned and gets no HP floor, so it can still die while wired. The zaps still apply their 0.3 s slow to it. [sim-BkfBhQfw.js: `Ho(s)||og(e,s,n.pin[o])`]
- Each wire is 12 units wide (8 × its 1.5 Area).

**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; pests held 60 to 90 units from Tibo): it clipped 3 wires at once; each lasted 6.25 s (5 s plus the base +25% duration), new wires followed 7.75 s apart, zaps came every 0.2 s for 80 and each release dealt 1,120. All three seeds gave the same figures.

## Tips

- In boss fights, one wire stays on the boss and zaps every pest between it and Tibo. Keeping the boss within 200 units keeps the wire up for the full duration.
- The discharge has a small, fixed radius (18 units, not scaled by Area). Its 1,120 damage mostly finishes off the clipped pest and anything bunched right next to it.

## 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](/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 | 80 |
| Cooldown (s) | 1.5 |
| Amount | 2 |
| Area | 1.5 |
| Speed | 0 |
| Duration (s) | 5 |
| Pierce | 0 |
| Knockback | 0 |
| Interval (s) | 0 |

### Behaviour parameters

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

| Parameter | Value |
|---|---|
| `kind` | tether |
| `size` | 8 |
| `minRange` | 60 |
| `range` | 140 |
| `snap` | 200 |
| `hitInterval` | 0.2 |
| `discharge` | 14 |
| `pin` | 0.85 |
| `clipsBosses` | true |
| `onHit.kind` | slow |
| `onHit.factor` | 0.5 |
| `onHit.seconds` | 0.3 |

## Obtaining

- Get [Potato Battery](/weapons/potato-battery) to level 8 while owning [Root Network](/passives/root-network) (any level), then open a [chest](/chests). See [Evolutions](/evolutions).

## Names in other languages

**Verified**: the name the game shows when another language is selected in Settings, from its translation files. [i18n-ja-content-DO6GrqHt.js: `"content.weapon.spud-grid.name":["ポテト送電網"]`] See [Languages](/controls#languages).

<details class="raw"><summary>Show names in 26 languages</summary>

| Language | Code | Name |
|---|---|---|
| 简体中文 · Simplified Chinese | `zh-CN` | 土豆电网 |
| 繁體中文 · Traditional Chinese (Taiwan) | `zh-TW` | 馬鈴薯電網 |
| 日本語 · Japanese | `ja` | ポテト送電網 |
| 한국어 · Korean | `ko` | 감자 전력망 |
| Español · Spanish | `es` | Red de papas |
| हिन्दी · Hindi | `hi` | आलू ग्रिड |
| Deutsch · German | `de` | Knollennetz |
| Français · French | `fr` | Réseau patate |
| Português (Brasil) · Brazilian Portuguese | `pt` | Rede de batata |
| Türkçe · Turkish | `tr` | Patates Şebekesi |
| Bahasa Indonesia · Indonesian | `id` | Jaringan Kentang |
| Русский · Russian | `ru` | Картофельная сеть |
| Bahasa Melayu · Malay | `ms` | Grid Ubi |
| Filipino | `fil` | Grid ng Patatas |
| मराठी · Marathi | `mr` | बटाटा ग्रिड |
| Tiếng Việt · Vietnamese | `vi` | Lưới Điện Khoai |
| తెలుగు · Telugu | `te` | ఆలూ గ్రిడ్ |
| தமிழ் · Tamil | `ta` | உருளை கிரிட் |
| বাংলা · Bengali | `bn` | আলু গ্রিড |
| ไทย · Thai | `th` | กริดมันฝรั่ง |
| Hausa | `ha` | Layin Wutar Dankali |
| Naijá · Nigerian Pidgin | `pcm` | Potato Grid |
| <bdi>العربية</bdi> · Arabic | `ar` | <bdi>شبكة البطاطس</bdi> |
| <bdi>فارسی</bdi> · Persian | `fa` | <bdi>شبکه‌ی سیب‌زمینی</bdi> |
| <bdi>עברית</bdi> · Hebrew | `he` | <bdi>רשת תפודים</bdi> |
| <bdi>اردو</bdi> · Urdu | `ur` | <bdi>آلو گرڈ</bdi> |

</details>

## Data

```json
{
  "id": "spud-grid",
  "tier": "evolved",
  "base": {
    "damage": 80,
    "cooldown": 1.5,
    "amount": 2,
    "area": 1.5,
    "speed": 0,
    "duration": 5,
    "pierce": 0,
    "knockback": 0,
    "interval": 0
  },
  "behavior": {
    "kind": "tether",
    "size": 8,
    "minRange": 60,
    "range": 140,
    "snap": 200,
    "hitInterval": 0.2,
    "discharge": 14,
    "pin": 0.85,
    "clipsBosses": true,
    "onHit": {
      "kind": "slow",
      "factor": 0.5,
      "seconds": 0.3
    }
  },
  "from": "potato-battery",
  "catalyst": "root-network"
}
```

## 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).
- 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`)
