Tot Stampede
Tot Stampede is a base weapon in tibo.dog. In-game description: “Every 40 units Tibo walks, a tater tot hops out behind him and charges the nearest pest, popping on contact. A still Tibo makes no tots.”
Overview
Tot Stampede is a base weapon driven by walking instead of a cooldown. Every 40 units Tibo moves, tater tots pop out behind him and steer towards the nearest pest, bursting on the first one they hit. At base move speed (62 units per second, see Stats) that is a batch about every 0.65 s; a still Tibo makes no tots at all.
A batch has as many tots as the weapon's Amount, which includes Tibo's base +1 projectile: 2 tots at level 1, rising to 5 at level 8. At level 8, with Butter Socks owned at any level, it evolves into Tot Cavalry on the next chest.
How it works
- Walk counter. Tibo's movement is added up each tick (at most 12 units per tick), and a batch is released every 40 units. Any change in position counts, including dashes.
- Tot limit. At most 12 of the weapon's tots can be on the field. A batch is cut down to the free room, and if there is none, the counter waits at 40 units and releases a batch as soon as a tot is gone.[1]
- Launch. Tots leave 0.08 s apart, aimed backwards from Tibo's facing with up to 1.2 rad (about 69°) of random spread either way.[2]
- Homing. Every 0.1 s a tot looks for the nearest pest within 200 units of itself and turns towards it at up to 7 rad/s (
turn). Until it first finds a pest it flies straight; if no pest is in range at a later check, it keeps steering towards the spot where it last saw one.[3] - Lifetime. A tot that hits nothing disappears after its Duration, 3.75 s at level 1 and 5 s from level 4 (both include Tibo's base +25%). Tots fly at 120 units per second, 140 from level 4.
- Pierce 0. A tot bursts on the first pest it hits. Pierce bonuses let it carry on through more.
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 batch appeared about every 39 ticks (0.65 s): 2 tots about 0.07 s apart at level 1, each spawned with a 3.75 s lifetime, and up to 5 at level 8 with a 5 s lifetime. All three seeds gave the same figures.
Tips
- The tots come out behind Tibo, so pests chasing him are the closest targets. Running away from a crowd sends the tots straight into it.
- Because the trigger is distance, move-speed bonuses mean more tots per second; cooldown reduction does nothing for this weapon.
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 | Speed | Duration (s) |
|---|---|---|---|---|---|
| 1 | Acquired | 16 | 1 | 120 | 3 |
| 2 | +6 damage | 22 | 1 | 120 | 3 |
| 3 | +1 amount | 22 | 2 | 120 | 3 |
| 4 | +1 duration, +20 speed | 22 | 2 | 140 | 4 |
| 5 | +8 damage | 30 | 2 | 140 | 4 |
| 6 | +1 amount | 30 | 3 | 140 | 4 |
| 7 | +10 damage | 40 | 3 | 140 | 4 |
| 8 | +1 amount | 40 | 4 | 140 | 4 |
Base values
| Stat | Level 1 |
|---|---|
| Damage | 16 |
| Cooldown (s) | 0 |
| Amount | 1 |
| Area | 1 |
| Speed | 120 |
| Duration (s) | 3 |
| Pierce | 0 |
| Knockback | 1 |
| Interval (s) | 0.08 |
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 |
homing |
size |
4 |
turn |
7 |
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 |
薯球狂奔 |
| 繁體中文 · Traditional Chinese (Taiwan) | zh-TW |
薯球狂奔 |
| 日本語 · Japanese | ja |
ミニポテト突撃 |
| 한국어 · Korean | ko |
알감자 돌진 |
| Español · Spanish | es |
Estampida papa |
| हिन्दी · Hindi | hi |
आलू भगदड़ |
| Deutsch · German | de |
Krokettensturm |
| Français · French | fr |
Cavalcade patate |
| Português (Brasil) · Brazilian Portuguese | pt |
Estouro-batata |
| Türkçe · Turkish | tr |
Kroket Hücumu |
| Bahasa Indonesia · Indonesian | id |
Serbuan Kroket |
| Русский · Russian | ru |
Набег крокет |
| Bahasa Melayu · Malay | ms |
Serbuan Bebola |
| Filipino | fil |
Sugod-Tot |
| मराठी · Marathi | mr |
बटाटा धुमाकूळ |
| Tiếng Việt · Vietnamese | vi |
Bộ Binh Khoai |
| తెలుగు · Telugu | te |
బోండా తొక్కిసలాట |
| தமிழ் · Tamil | ta |
டாட் பாய்ச்சல் |
| বাংলা · Bengali | bn |
বড়ার হুড়োহুড়ি |
| ไทย · Thai | th |
ทอทแตกตื่น |
| Hausa | ha |
Garken Dankali |
| Naijá · Nigerian Pidgin | pcm |
Tot Stampede |
| العربية · Arabic | ar |
تدافع الكرات |
| فارسی · Persian | fa |
هجوم ناگت |
| עברית · Hebrew | he |
דהרת תפודונים |
| اردو · Urdu | ur |
ٹکی بھگدڑ |
Data
Show raw game data
{
"id": "tot-stampede",
"tier": "base",
"base": {
"damage": 16,
"cooldown": 0,
"amount": 1,
"area": 1,
"speed": 120,
"duration": 3,
"pierce": 0,
"knockback": 1,
"interval": 0.08
},
"levels": [
{
"damage": 6
},
{
"amount": 1
},
{
"duration": 1,
"speed": 20
},
{
"damage": 8
},
{
"amount": 1
},
{
"damage": 10
},
{
"amount": 1
}
],
"weight": 75,
"behavior": {
"kind": "homing",
"size": 4,
"turn": 7
}
}
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
var Oh={every:40,live:12} - sim-BkfBhQfw.js
let n=e.projectiles,r=-n.vx[t],i=-n.vy[t];n.vx[t]=r,n.vy[t]=i - sim-BkfBhQfw.js
else if((e.tick+t)%6==0){let n=Jo(e,i,a,200); - i18n-ja-content-DO6GrqHt.js
"content.weapon.tot-stampede.name":["ミニポテト突撃"]